Maybeboard


Hey! Thanks for taking a look at my Deck. This is a deck archetype that I've been working on for a long time. I've fine tuned to A LOT and have spent tons of time researching cards for it. At one point the deck was mono then it was and it almost went to fit in a Winding Constrictor but that didn't stick. The most recent adaptation has been a shift back to mono . This is because of all the amazing elf cards that came out recently that deal with +1/+1 counters. There is just something about +1/+1 counter shenanigans that I thouroughly enjoy! Have a look around and let me know what you think.


Take a look at the "Turn 3 Mechanism" panel to see how this deck runs and how to get massive creatures out on turn 3.


I do testing with different ideas for this deck here: Clockwork Elves R&D.


Clockwork Elves R&D

Modern* -Orvos-

154 VIEWS | IN 1 FOLDER


Coming Soon
Coming Soon
This can happen many different ways. Here I'm going to show how a powerful creature can reliably be played on turn 3.


Variation 1:

T1: Llanowar Reborn

T2: Forest, Incubation Druid; Graft +1/+1 counter from Llanowar Reborn onto Incubation Druid

T3: Forest, Metallic Mimic as Elf, Hardened Scales; tap Incubation Druid for , Hardened Scales, Llanowar Elves ETB with 3 +1/+1 Counters, Joraga Warcaller (not kicked) ETB with 3 +1/+1 Counters

T3 End of Turn State:

Tapped 4/6 Incubation Druid (1 +1/+1 counter)

Untapped 5/4 Metallic Mimic Elf

Untapped 7/7 Llanowar Elves (3 +1/+1 counters)

Untapped 4/4 Joraga Warcaller (3 +1/+1 counters)


Variation 2:

T1: Llanowar Reborn

T2: Forest, Incubation Druid; Graft +1/+1 counter from Llanowar Reborn onto Incubation Druid

T3: Forest, Hardened Scales, Metallic Mimic as elf; tap Incubation Druid for 3 mana, Joraga Warcaller kicked once.

T3 End of Turn State:

Tapped 4/6 Incubation Druid

Untapped 5/4 elf Metallic Mimic

Untapped 4/4 Joraga Warcaller (3 +1/+1 counters)

After some significant play testing against various deck archetypes I discovered that the old build of this deck was too slow and was too dependent on specific cards being out in order to be effective. The old deck list is contained in the "Old Deck Build" section below if you're curious to know what made that build so awesome.

I've added more ways to produce mana and decreased the deck's ability to grow exponentially via Master Biomancer. I'm focusing more on a swarm of servos now rather than large cool servos.

To check out what I've currently got cooking for this deck please take a look at:


Clockwork Elves R&D

Modern* -Orvos-

154 VIEWS | IN 1 FOLDER


Here I'm going to describe how the current build Works. The deck's main focus is around Animation Module and grafting +1/+1 counters around to trigger it so I can create 1/1 Servo tokens.

Creatures

  • Aquastrand Spider: The past build of the deck could not block flyers other than sacrificing a Birds of Paradise as a chump blocker a the only hope it had was to use the threat of my super servos to force them to not attack. Aquastrand Spider allows me to give creatures reach as needed as well as having graft to get +1/+1 counters on things that don't get them easily such as Thrummingbird.

  • Birds of Paradise: Quick and easy mana ramp and can be used to chump block flyers in a pinch.

  • Gyre Sage: This card serves as a mana battery for the deck. The bigger she gets the more mana to power the Animation Module

  • Metallic Mimic: This card allows me to have servos and sometimes elves enter the battlefield with a +1/+1 counter triggering Animation Module. If servos is chosen and you have an Animation Module in play you start a chain. That chain basically equates to: Once you trigger Animation Module pay to create a new 1/1 Servo with a +1/+1 counter which triggers Animation Module again. Repeat until you run out of mana.

  • Rishkar, Peema Renegade: Drastically increases mana ramp and creates some fairly strong creatures when played. Its kind of a pseudo-graft too in that he can put counters on creatures that normally cannot get them.

  • Thrummingbird: This is this decks flyer. I've managed to get him to a 4/4 on turn 3 before and not a whole lot can stop that. Once he does damage to a player his proliferate kicks in which is INSANE. If there is a +1/+1 counter on Thrummingbird it quickly becomes a problem that must be dealt with.

  • Trinket Mage: Is played as tutor for Animation Module and for Walking Ballista if I already have an Animation Module. Animation Module is not required for this deck to work amazingly well but it does help enough to be worth a tutor!

  • Walking Ballista: Works great in this deck even when only cast for a total of 2 mana. With all the +1/+1 counter generation in this deck he is also a very reliable source of damage and can be used to take out threats.

Enablers

  • Animation Module: The main engine in this deck. This deck works amazingly when one of these are out. Its so amazing that I put 2x Trinket Mage in just to give me a better chance of getting it. It enables you to pay to get a servo token after a +1/+1 counter is put on a creature of yours. If you have Metallic Mimic out it chains so that you can put a 1/1 Servo out for each mana you can produce!

  • Serum Visions: This card is in here for those moments when the deck doesn't seem to be working the way it should. It lets me dig 3 cards into the deck for . If the deck is doing what it should this card doesn't have much use since I'd rather spend the mana on a new 1/1 Servo. But its absolutely necessary to ensure the deck runs more reliably so it stays for now.

  • Hardened Scales: Makes it so graft turns one +1/+1 counter in to two or more. It also has great synergy with Metallic Mimic.

  • Cyclonic Rift mass removal!

  • Song of Freyalise mana ramp into a +1/+1 counter explosion!

Lands

  • Aether Hub: Allows for quick one-time color fixing. Its ok that its only one-time because the colorless can be used to feed Animation Module

  • Forest: Because green decks need at least one forest.

  • Botanical Sanctum: Quick and easy color fixing when it matters. If its far enough into the game it doesn't matter if it comes into play tapped.

  • Island: Because blue decks need at least one Island.

  • Temple of Mystery: Adds color fixing and the Scry is amazing at helping me control what I draw.

  • Yavimaya Coast: Adds quick color fixing at a price

T1: Forest, Birds of Paradise

T2: Aether Hub, Gyre Sage, Animation Module

T3: Island, Hardened Scales, Metallic Mimic (declare servo) one untapped source of mana left

 Metallic Mimic enters and causes Gyre Sage to evolve who gets 2 +1/1 counters.  Animation Module triggers, tap Gyre Sage, tap last mana source.  3 mana in mana pool.  Use 1 mana to create a 1/1 Servo who enters the battlefield with 2 +1/1 counters then repeat with the rest of the mana.

T3 End Step Board State: tapped Birds of Paradise, tapped 3/4 Gyre Sage (has two +1/1 counters), untapped metallic mimc, 3 untapped 3/3 1/1 Servos (each has two +1/1 counters)

T1: Forest, Birds of Paradise

T2: Island, Thrummingbird, Hardened Scales

T3: Forest, Hardened Scales, Rishkar, Peema Renegade targeting himself and Thrummingbird; each gets 3 +1/+1 counters becasue of Hardened Scales. Attack with Thrummingbird and if you get through proliferate and get 3 more +1/+1 counters on Rishkar, Peema Renegade and Thrummingbird.

Caution: complete understanding of the stack must be achieved before attempting to comprehend this deck.

Evolve mechanic and stacking the stack so that instead of getting 1 counter you can get up to 6 on multiple creatures just by playing 1 creature.

This deck will melt your brain

But don't worry, the complexity of the mechanics hide its synergy until its too late.

T1: Forest, Birds of Paradise

T2: Island, Hardened Scales, Gyre Sage

T3: Forest, Animation Module, Renegade Krasis (evolve Gyre Sage add another from Hardened Scales then tap Gyre Sage top pay for the two counters added and get 1 1/1 servo)

 Stax Mechanix:  Renegade krasis triggers gyre sage to evolve, it resolves and gets 2 +1/1 counters which triggers animation module, In response tap gyre sage for 2 mana to pay for animation module trigger to get 1 1/1 servos

T4: Temple of Mystery Scry 1, Master Biomancer (evolve Renegade Krasis 2 counters, Renegade Krasis triggers to give Gyre Sage 2 more counters. Tap Gyre Sage for 4 mana to get more 1/1 servos that each come into play with 3 +1/1 counters.

 Stax Mechanix: Master Biomancer triggers Renegade Krasis (RK) to evolve. RK evolves and gets 2 counters which triggers his second ability giving Gyre Sage (GS) 2 more counters, then in response to the Animation Module (AM) trigger from GS getting counters tap GS for 4 mana, pay 1 of the mana for GS Animation Module (AM) Trigger to get 1 1/1 servo that comes into play with 3 +1/1 counters on it which triggers AM again, spend 1 more of the 3 mana to get another more 1/1 Servo with 3 +1/1 counters on them, do this until you run out of mana.

T4 End Step Board State: 1 Tapped Birds of Paradise, 1 Tapped 5/6 Gyre Sage (4 counters), 1 untapped 5/4 Renegade Krasis (2 counters), 1 untapped 1/1 servos, 1 Untapped Master Biomancer, 4 untapped 4/4 Servos (3 counters each).

On T5 hopefully play a second Gyre Sage and you're brain will successfully melt :D

T1: Forest, Birds of Paradise

T2: Aether Hub, Gyre Sage, Animation Module

T3: Island, Hardened Scales, Metallic Mimic (declare servo) one untapped source of mana left

 Metallic Mimic enters and causes Gyre Sage to evolve who gets 2 +1/1 counters.  Animation Module triggers, tap Gyre Sage, tap last mana source.  3 mana in mana pool.  Use 1 mana to create a 1/1 Servo who enters the battlefield with 2 +1/1 counters then repeat with the rest of the mana.

T3 End Step Board State: tapped Birds of Paradise, tapped 3/4 Gyre Sage (has two +1/1 counters), untapped metallic mimc, 3 untapped 3/3 1/1 Servos (each has two +1/1 counters)

Suggestions

Updates Add

I did a lot of play testing in my R&D version of this deck and discovered some new cards that I liked. Mostly Winding Constrictor and Walking Ballista. Im also very much considering adding a Drana, Liberator of Malakir but don't really know what to drop for it :L

This new update drops Gyre Sage and Plaxcaster Frogling because gyre sage stalled out if she didnt evolve the turn after i played her and plaxcaster frogling was difficult to get out reliably and his ability cost a lot when I'd rather be playing servos. The main additions are Walking Ballista because he can do targeted damage very easily in this deck and get HUGE very quickly; and Winding Constrictor for more Hardened Scalesesk fun. Not to mention he's a 2/3 for 2 with an awesome ability!

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Revision 72 See all

(3 years ago)

+1 Altar of Dementia maybe
Top Ranked
  • Achieved #2 position overall 8 years ago
Date added 10 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

28 - 0 Rares

16 - 0 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 1.98
Tokens Elf Warrior 1/1 GW
Folders saved, Want, cool stuff, Cool deck ideas, cool decks, Simic, aggro, Decks, modern, modern
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