Maybeboard


Deck Goal: Throw down 2-3 one-drops with evasion, then play Edric and keep drawing cards.

A list of all the Weenies in the deck, with all of their upsides.
  • Fliers

Artificer's Assistant: Scries whenever you play an artifact or Edric.

Cloud of Faeries: It has a CMC of 2, but it really costs 0.

Cloudfin Raptor: Doesn't hit on it's own, but if you only get 1 Evolve trigger it's above curve.

Hope of Ghirapur: It casts for any color, and can stop a control deck in it's tracks.

Hypnotic Siren: It you cast it late, you get the best non-Hexproof creature on the battlefield.

Jace's Phantasm: If you're facing a graveyard deck, you get a 5/5 flier for 1.

Mausoleum Wanderer: The second ability is basically useless, but it can be a force spike once you're tapped out.

Scryb Rangers: It costs 2 and needs green, but it's both of it's two abilities are useful.

Spellstutter Sprite: A flier, and we run a few incidental fairies to power it's ETB.

Wingcrafter: Like Cloudfin, it needs another creature, but giving another creature flying (like Edric) is useful.

Spire Tracer, Treetop Scout: Have 'flying', but don't count as having the keyword. Has upsides and downsides.

Cloud Sprite, Flying Men, Scryb Sprites, Zephyr Sprite, Faerie Miscreant: Just have flying.

Wonder: Is a rather high-mana card for a creature, but if it dies all of your creatures get flying.

  • Landwalk

Merfolk Spy: Seeing one card is an upside, even if it's not a major one.

Grayscaled Gharial: Just has islandwalk.

Jukai Messenger, Shanodin Dryads, Willow Dryad: Forestwalk.

  • Unblockable

Gudul Lurker: Has megamorph, but will rarely be relevant.

Invisible Stalker: 2 CMC, but it has hexproof. Will rarely be disrupted.

Slither Blade: Has 2 toughness.

Tetsuko Umezawa, Fugitive: Your opponents have creatures with flying/reach? Not a problem! Now your stuff is fully unblockable until your big push.

Triton Shorestalker, Mist-Cloaked Herald: Unblockable 1/1s.

Cheap, disruptive counterspells. Not much more expensive than Counterspell, we don't want to leave too much mana up.

Arcane Denial: A counterspell that replaces itself, but also your opponent's spell. Upside and downside.

Counterspell: OG Counterspell.

Disdainful Stroke: Stops your opponent's big threats, with no downside.

Foil: The poor man's Force of Will. You'll generally have a lot of extra lands in your hand, when you're drawing half your deck.

Swan Song: A 1-mana counterspell. Doesn't hit creatures, but is still powerful.

Spell Syphon, Thassa's Rebuff,: Taxing counterspells, but they will rarely be less than 5.

Unified Will: Doesn't do anything against a token or creature-heavy strategy, but it hits prettry much everyone else.

More cheap disruption. Green/Blue doesn't have much good removal, but we do what we can.

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  • Targeted Removal

Beast Within: Hits any permanent, not just creatures. They get a 3/3, but you get to kill anything.

Krosan Grip: Kills any artifact/enchantment, and they can't do anything about it.

Nature's Claim: Cheaper Naturalize. The lifegain is a good political tool, too.

Pongify / Rapid Hybridization: Kills any creature, but like Beast Within, they get a 3/3.

Reality Shift: Exiles a creature, and opens up the top of their library to other removal.

Snap: Unsummon that "costs 0".

  • Mass Removal

Inundate: Bounces most of our opponent's creatures, and only a couple of our own.

Once these come out, our opponents will have to deal with them quickly. -

Chasm Skulker: After a couple swings, this thing turns into a 10/10 monster. And if they kill it, you get a lot of small, evasive creatures.

Toothy, Imaginary Friend: Similar threat to Chasm Skulker, but it draws cards immediately.

Notorious Throng: Not one huge creature, and only happens at once, but it basically doubles your creature count. It also gives you an extra turn if you hit with Edric or an incidental rogue.

Sure we have a lot of cheap creatures, but we want to get them out as fast as possible.

Birds of Paradise: Good old Birds. Makes any colour of mana, and has flying for the final swing.

Druids' Repository: We're always attacking, so this pays for itself the turn it's played.

Growing Rites of Itlimoc  : Draws a creature, then gives us lots of green mana.

Orochi Leafcaller: Fixing, not ramp, but our useless becomes mana for counterspells.

Sakura-Tribe Scout: Drawing so many cards leaves us with lands stuck in our hand, so an Exploration effect (at instant speed) helps us thin our hand.

Simic Signet: Colourless ramp source, gives us both our colours. It's a signet.

Sol Ring: Sol Ring. 1 mana for 2 mana.

Summer Bloom: 2 mana for 3 lands. Yes please.

Thought Vessel: Colourless ramp source, but also gives us no maximum hand size. Life is easy when we're not discarding over half our hand.

Every deck needs lands, unless you're playing Legacy.

Forest, Island: Basic Lands.

Command Tower: Every 2+ colour commander deck should run it. Both your colours, comes in untapped.

Reliquary Tower: Produces colourless, but gives us no maximum hand size.

Temple of Mystery: Comes in tapped, but scries.

Yavimaya Coast: Gives us both our colours, comes in untapped, at the cost of a little life.

We have a few other categories with a couple things in each.
  • Finishers

Beastmaster Ascension: After only 1-2 swings, your 1/1s are now 6/6s.

Biomass Mutation: Dumping even 5 mana into this acts like Craterhoof.

  • Card Draw

Bident of Thassa: Sometimes you lose Edric, so you need another way to draw cards. The second ability comes in handy sometimes too.

  • Dump Lands

Nantuko Cultivator: Replace your dead lands with a big body and new cards.

  • Lifegain

Elixir of Immortality Didn't know what to call this one. It's lifegain is secondary to it's shuffle effect.

Cards I want for this deck, but are just too expensive (Or I just don't have)
  • Finishers

Craterhoof Behemoth: Classic hoof. Once this hits on a full board, you just win unless someone Fogs.

Triumph of the Hordes: Oops, 5 weenies killed you.

  • Ramp

Aluren: This hits literally 1/3 of our deck. For free. At instant speed. Unfortunately, it's $40.

Burgeoning: Play on average 3 extra lands every turn.

Exploration: Play another land for 1 mana.

Nature's Will: Tap out before combat, then get your lands back.

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Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Rares

18 - 0 Uncommons

30 - 0 Commons

Cards 100
Avg. CMC 1.84
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Faerie Rogue 1/1 B, Frog Lizard 3/3 G, Manifest 2/2 C, Morph 2/2 C, Squid 1/1 U
Folders Decks to look at, Deck Idears
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