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Pir and Toothy - Simic Battle Buddies!

Commander / EDH GU (Simic)

Rafflafressia


Sideboard

Instant (1)

Planeswalker (1)


This is my Pir and Toothy Simic Battle Buds! I'm finally creating an honest to goodness description after playing and testing this deck for years! I wanted to make this deck a hybrid to use both Pir's counter ability as well as Toothy's draw power.

• If ETB + Counter synergies are your thing.


• If drawing your entire deck and sometimes losing seems fun to you.


• Having explosive turns as well as a pretty resilient deck in most playgroups.

• Labman/Thoracle wincon


• Pretty linear strategy outside of the flavor cards added to the deck.


• You will draw a lot of aggro as most people will try to shut you down early.

For those uninitiated: "Flicker" is a term derived from the card Flicker wherein a permanent or creature gets put into exile and then returns immediately to the battlefield allowing you to trigger "Leave the Battlefield" effects as well as "Enter the Battlefield" effects.

The important thing to understand is that the permanent leaving and returning the battlefield is part of the resolution of the spell, any effects that trigger as a result of leaving the battlefield or entering the battlefield get put onto the stack after the fact.

It's because of this interaction that when you flicker Toothy, Imaginary Friend, it will see you draw all the cards as a result of his leave ability. Pretty cool, right?

The other thing to note is that Toothy, Imaginary Friend's ability is still a trigger, which means it goes onto the stack leaving it open for people to interact with before you draw your cards.

For you optimizers out there - you normally want Pir and Toothy out by turn 3 this will allow you to start drawing cards and letting toothy get ginormous. If you can't seem to achieve that, not to worry, the deck can explode from behind just be patient and play the board.

As is tradition with most Simic decks these days, your very linear strategy is to draw out your entire deck. Worry not, however, there are some other cool things you can do.

First up is probably my favorite trick Flood of Tears + Omniscience . When casting Flood of Tears you usually have a fully loaded Toothy, even if it isn't fully loaded there'll at least be a few counters to get some benefit off it. Slap down Omniscience and play solitaire for a couple minutes while you figure out if you have the win. You do end up drawing a lot of cards with this deck which is why included is As Foretold, to get some counter synergies with Pir, Imaginative Rascal as well as Dream Halls which is honestly the MVP a lot of the times.

Do you like extra turns? Same here. Conjurer's Closet + Eternal Witness is a pretty classic and, in my opinion, flavorful way of taking infinite turns. You can also use Conjurer's Closet's effects to put more counters and draw cards with Toothy - pretty great support card altogether.

More niche combos are things like, Eternal Witness + Ghostly Flicker + Palinchron or really, any other two target flicker, which generates infinite mana which you can then use to do literally anything you want with afterwards.

This is for my friends, and if you're playing this deck, probably for your friends as well. I mentioned this earlier, but this deck is designed to get Pir and Toothy out early and start getting up to shenanigans and for a lot of people it's disheartening because there's this looming sense of pressure that you'll win at any second. I wanted to also design this deck with keeping the power of this deck at around mid-high (7-8/10). This is why there's no Jeweled Lotus and a max of 5 counterspells (3 of which are free, I know)

That being said, let's talk about how to keep this deck in check. First thing's first - there's no tutors in this deck. When you're drawing cards, you're at the whim of the god of good fortune. You can hit gold or you can miss pretty hard. Like, going 80 cards deep and not hitting Labman or Thoracle.

Removal - Now this is sticky because your removal will be handled situationally. If it's early on in the game, you're going to almost always remove Pir first. Pir is the enabler, let's Toothy get big incredibly fast. Remove Pir and you have to spend the next turn recasting Pir.

If it's later in the game and Toothy has, let's say 4 or 5 counters. You're going to try and pop Toothy - the deterrent here is that the player is going to draw 5 cards, but that's a false fear - the deck RELIES on Toothy. If Toothy is removed, you have to spend the next turn recasting him.

Toothy's leave ability is also a trigger that goes on the stack. When the PnT player flickers Toothy and is ready to draw their cards, that's the best time to try and do 1 damage to Toothy to remove it.

Block Toothy. A lot of the times, Toothy is going to swing in a turn or two after being cast. Block him if he's attacking into you, double block if you have to. He doesn't have natural trample, any way you can remove Toothy, do it. The fallacy here is that you're two for one-ing while the PnT player get to draw cards, again, the deck relies on Toothy and the player will have to recast Toothy the next turn.

Remove the ramp. This is a very greedy deck and although it might feel scummy to do so, remove the dorks and rocks that come out early. If you're a good person, maybe you'll play against the deck a couple of times before you're sick and tired of seeing the same thing over and over again and turn to the dark side.

Lastly, every ability and infinite combo in this deck plays on the stack. Outside of counterspells there's no instant speed infinites or gimmicks. It's a very honest deck and every single spell and ability goes on the stack. Just watch for how things resolve and react accordingly and you'll have no trouble dealing with that pesky Pir and Toothy. :)

These are cards I cut because it actually made it way too easy to win with the deck. If you want to include it in your deck you're more than welcome to. Simple plan, Spellseeker into Mystical Tutor into Tooth and Nail for Deadeye Navigator + Peregrine Drake
I think the easiest way of powering down this deck is to take out the fast mana i.e Mana Crypt, Mana Vault, Chrome Mox, Mox Opal If there are other suggestions to power down the deck, I'm all ears but I believe with the right knowledge, this is the best iteration of the deck. Not too oppressive not too chumpy.

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Casual

100% Competitive

Date added 4 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

37 - 4 Rares

11 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.57
Tokens Emblem Jace, Vryn's Prodigy, Food, Spirit 1/1 C, Timeless Witness 4/4 B
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