Sideboard

Enchantment (4)

Artifact (3)


Maybeboard

Creature (1)


That's not candy!?

Build up a ton of counters on Chasm Skulker and/or Hangarback Walker and then choose a bat to crack them open with (Emerge or Blasting Station) to let loose a whole lot of Squid Tokens and/or Thopter Tokens.

Hooray!

There are 3 ways to win:

1: Big Aggro. Fill your Skulkers and Walkers with counters and beat down your opponent with over-stuffed fatties. Dare them to break them open for you.

2: Little Aggro. Crack open the Skulkers and Walkers to spread out and overwhelm your opponent with little tokens.

3: Ping them Senseless. It's not an infinite combo, but its combo enough to win in one ability stack if you are patient/lucky/both.

Here's the breakdown.

Use the Ichor Wellspring and Mycosynth Wellspring to draw cards and ramp lands, then use Ghostly Flicker to exile two of them at a time to do it again. This will grow Squid babies inside your Skulkers like nobody's business. Gross.

Bioshift should be timed before Emerging a Chasm Skulker to generate a lot more tokens. Either steal them from a Hangarback Walker or another Skulker. Two Skulkers are easy to build counters since there are tons of ways to draw two or more cards per turn while the Hangarback can either come in with many counters or simply build them up every turn starting on turn 2. The Hangarback is probably a better target to steal from since it wouldn't reduce the Emerge costs at all, but Emerge still comes at a slight discount and it works in a pinch. Of course you don't have to pop the Pinata, you can also just overstuff it with Tokens and fight back with it. That works too.

Vexing Scuttler can bring back a Ghostly Flicker, Bioshift, or Artificer's Epiphany. All of these will help generate more counters on a Skulker while also keeping your hand full.

Wretched Gryff is a Flyer that draws you a card. That's all there is to say about that.

Blasting Station is the piece de resistance for maximum pinata popping power! This is your main finisher alongside simple aggro. You simply need to build up a number of counters that exceeds you're opponents life total. Then, start whacking! Sacrifice a Hangarback or Skulker to start things going and then when the tokens enter the battlefield and you get X triggers of "Untap Blasting Station" that resolve one at a time on the stack you get to untap and tap/sacrifice with the Blasting Station for X face damage. Then, once the last token enters you instead sacrifice another Skulker or Hangarback to create more tokens to add more untap triggers on the stack to keep the engine going. Once you run out of triggers to chain your opponent should be very dead. Of course you can set a Station down as soon as turn 3, but you are way better off waiting to drop it the same main phase you intend to set it off since it doesn't get summoning sickness or require mana to activate. Once it starts, there aren't many outs for your opponent unless you chose to go before you had enough counters to finish them off. If you're wrong then you leave yourself wide open.

This works because when all of the creature tokens enter the battlefield you get that many instances of it's triggered ability: "...untap Blasting Station". The triggers resolve on the stack one at a time and you gain priority before each of those triggers resolve. This allows you to interrupt and activate the station between untap triggers to sacrifice all of the tokens. This took some research, but all information points to this phenomenon being accurate. I'm OK with this.

Pongify and Rapid Hybridization are both in sideboard as means to crack open the Hangarback Walker for much cheaper than Emerge while also gaining you a 3/3 token in the process. Bioshift for good measure beforehand and two mana could create a ton of Tokens. Of course you can also use these to kill big scary things and turn them into Vanilla-flavored monkeys.

Quicksilver Fountain and Spreading Seas help disrupt your opponent's mana base while granting Islandwalk for your Squid. It's a practical use of the tokens if Blasting Station doesn't pan out for some reason.

And that, my friends, is that. I love the similarities between Hangarback Walker and Chasm Skulker. While working on Peanut Butter and Jellyfish I thought about how I could exploit their uniqueness and this crazy metaphor about Pinatas was born. I know, there's something wrong with me. I'm OK with this.

Thanks for reading along, let me know what you think of this win strategy. I think it's a fun and volatile deck that is fun to play and interesting to try and play against. It's not unstoppable by any means, but without speed or the right kind of removal you have to be very careful how you deal with this like trying to disarm a bomb. Don't cut the green wire.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 3 Rares

8 - 8 Uncommons

24 - 4 Commons

Cards 60
Avg. CMC 3.20
Tokens Ape 3/3 G, Frog Lizard 3/3 G, Squid 1/1 U, Thopter 1/1 C
Folders To Build in Paper
Votes
Ignored suggestions
Shared with
Based on
Views