The goal of this deck is to use all the ramp spells to make a massive number of
Scute Swarm
tokens to win.
The ramp:
Emergent Sequence
- Cheapest land fetch spell that turns the land into a creature with +1/+1 counters equal to the numbers of lands that came into play.
Cultivate
- Best staple ramp spell to grab two lands from the deck, then puts one into play and one into hand.
card:Migrations Path - Solid ramp option that can be cycled if you stumble on land drops or if you draw it late game and have no payoffs in play to cast it for.
Eureka Moment
- Draw spell that lets us throw a land from hand into play for extra land drops in a turn. more a draw spell for the deck with extra land play potential.
Quandrix Cultivator
- Decent sized creature that brings a land to play untapped.
Interuption/Sustain
Kazandu Nectarpot
- Serves as a great early lifegain creature with a cheap 1/3 body that will help against aggro matchups.
Brazen Borrower
- Bounce interaction to slow down or disrupt the opponent while you are setting up. Doubles as an aggressive flier against control.
The Combo potentials
Ashaya, Soul of the Wild
+
Scute Swarm
- allows all the non-token creatures that enter the battlefield to create Scute tokens.
Tanazir Quandrix
+
Scute Swarm
- When Tanazir attacks it will cause all your scutes and other creatures to have a base power equal to Tanazir (4/4 base).
Klothys's Design
+
Scute Swarm
/
Tanazir Quandrix
- Klothys's will see all the scute's copy tokens as 1 devotion as they are considered copies of the card. This means the spell will add up quickly to how much it pumps the team and can add up to lethal real fast. The spell cast while Tanazir out will cause the base power and toughness of the other creatures to up even more and leads to really insane numbers of pump quickly.
Example: If you have 3 copies of
Scute Swarm
on the board with
Tanazir Quandrix
and cast
Klothys's Design
, this will boost your board by +4/+4. Then when you attack with
Tanazir Quandrix
you will change the other creatures base power and toughness to 8/8. This means you are attacking with three ground creatures that are 12/12 and a flying trample creature that is an 8/8.
Final Thoughts
The deck is very fun if you like to ramp out lots of lands and see massive amounts of tokens hit the board. After casting the pump spell you are able to witness some ridiculous numbers of damage when you go to swing. The pump spell was mainly put in there to help give a closer to catch board wipe decks before the clean up the board and to get around
Valkmira, Protector's Shield
and the Witherbloom Sacrifice decks.
Test results have been fairly stable. Fun deck that can keep up with a wide variety of decks. Hardest matchups are obviously that matches where opponents lean hard on board wipe spells. Been mainly testing in the best of 1 matches so far in platinum rating and has been ranking me up more.
Open to suggestions if you believe there are some cards that might help it more consistent.