Maybeboard


This deck seems to draw a ton of cards and win through multiple ways, while controling the board. Our win-cons are based on combat damage or Laboratory Maniac effects.

It's important to know that this deck is not a cedh deck, is an optimized casual decks, following the rules:

  1. No infinite combo
  2. No unrestricted tutors under 3 mana
  3. No free or too powerfull counters (like Mana Drain and Force of Will). "Too powerfull" is kinda subjective, but works.
  4. No positive mana rocks, except for Sol Ring and Mana Vault

Thank you for reading

Our primary goal here is to have a big Toothy, Imaginary Friend and win from this. Some linear ways are listed here:

Our main star here is Toothy, Imaginary Friend. Our many ways of winiing the game kinda deppends on his presence.

One way of pulling this out is having an early Toothy, Imaginary Friend and acumulate value. Blinking effects such as Essence Flux and Siren's Ruse are very good in the deck, due to Toothy, Imaginary Friend seeing the draws in his leaving the batttlefield hability. Blinking is especially powerfull with Pir, Imaginative Rascal or The Ozolith, since they double the final amount of +1/+1 counters.

If you can have Toothy, Imaginary Friend survive long enough to have 10+ counters on him, your chances of winning are high, because your opponents sure can kill him, but you draw a bunch of cards.

  • Simic Ascendancy This is a very interesting card. You can play it, draw a lot of cards and simply win by doing nothing if hte game goes long enough. A cool and important sinergy to show here is Simic Ascendancy + Toothy, Imaginary Friend + Pir, Imaginative Rascal + an wheel effect, such as Windfall or Echo of Eons. With this, you draw 7 cards, putting 14 counters on Toothy, Imaginary Friend and 21 counters on Simic Ascendancy, due to Pir, Imaginative Rascal's abillity.

  • Combat Damage If something else does not work, you can aways hit your opponents with a big Toothy, Imaginary Friend for letal commander damage. A cool "sinergy" here is Shadowspear, because it gives our big creature trample (evasion) and lifelink, wich is good against agroo decks. Also, it has an relevant abillity, taking out haxproof and indestructible from our opponents.

  • Narset Lock: This does not really win the game, but you just can't lose from here, so mostly of the time your opponents conceed. Having both Narset, Parter of Veils and Teferi's Puzzle Box creates a game state that your opponents will have no cards in hand except in their draw step. When this happens, assuming you have enought anwsers, only you can play Magic and therefore win.

Just an a control deck, you want to have counters and removals, as well as a early draw engine. The ramp package in the deck is mostly creature based, so we can have chump-blockers on the late game an are allowed to run Collector Ouphe without hitting ourself.

With the help of Counterbalance and Sensei's Divining Top we can counter for free some spells. Make sure to use the real counterspells only on key pieces of our opponent, we don't want to be a target every time ad we do not have infinite counters.

Seedborn Muse is a very good creature to have, allowing to play stuff on our turn and leave mana up to awnser our opponents.Wen combined with Vedalken Orrery allow us to play basically four turns in a turn cycle.

In general terms, the deck wants to play a lot of instant speed answers while growing Toothy, Imaginary Friend and win.

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Casual

95% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

43 - 0 Rares

23 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.27
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Elk 3/3 G, Emblem Jace, Vryn's Prodigy, Food, Frog Lizard 3/3 G
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