Standard array of wheels , draw payoffs , token payoffs , ramp , interaction and removal .

I want to win with tokens, card draw, or both. The deck wants to be explosive and group slug or alpha strike its opponents out of the game on a single turn. Attacking with tokens is not the primary game plan, but I've finished off many opponents this way. By eschewing haste and combat enablers like Concordant Crossroads and Beastmaster Ascension , I'm hoping to slow the deck down slightly and play a grindier game with my high-power/non-CEDH meta.
The deck really wants your opponents to draw, but preferably in bursts, with your commander out. This mitigates some of the risk of your opponents drawing 3+ cards on each of their Draw Steps (with cards like Font of Mythos ). Instead you rely on wheels to create burst tokens that can be leveraged for value or to win the game. For this reason, the deck isn't really a group hug deck.

Anvil of Bogardan is an additional draw each Draw Step, but the discard clause turns their card advantage into card selection. Its symmetrical no-max-hand-size clause is helpful for Windfall / Jace's Archivist effects and killing with Molten Psyche .

Edric, Spymaster of Trest is a great draw engine in combination with your tokens, draws opponents cards, and disincentivizes people from attacking you.

Nin, the Pain Artist can act as a mana dump, nuking one of your tokens to draw X cards yourself or forcing an opponent to draw cards, make you tokens, and potentially deck out.

Expansion / Explosion is a flexible piece of interaction that can double as a win-con and draws you or an opponent tons of cards.

For your draw pieces, Rhystic Study is cheap and effective, slows opponents' game plans, and contributes to your field for Bloom Tender . Skullclamp is one of the most broken cards ever printed. Sylvan Library goes into every green deck I make. Consecrated Sphinx can easily win the game if it sticks.

As for ramp, it's a mixture of dorks, rocks, enchantments and burst mana pieces. The dorks and rocks work particularly well with Kinnan, Bonder Prodigy since he doubles their output. Dorks are Birds and Bloom Tender . Rocks that produce colored mana, cost 2 or less, and tap by themselves the turn they're played are preferred (e.g. Arcane Signet , Fellwar Stone , Talisman of Curiosity ). Carpet of Flowers is a powerhouse that's tough to remove and generates mana the turn it's played. Burst mana pieces are Cryptolith Rite , Mana Echoes , Phyrexian Altar and Dockside Extortionist which all offer different benefits the turn you're going off. Battle Hymn can turn 22 creatures into 22 red mana; notably reusable with Underworld Breach to snowball resources, since Breach doesn't exile cards you cast with it.
The only real token engines are Xyris, the Writhing Storm , The Locust God and Spark Double cloning either. Finale of Devastation can fetch the latter two, or if you already have a lot of tokens, grab Craterhoof Behemoth and win. Your token engines are busted with Wheels, aka symmetrical draw effects. For example with The Locust God and Consecrated Sphinx out, casting a Wheel of Fortune allows you to draw your whole deck and create a hasty flying insect token for each card you draw. Parallel Lives is a fun way to double up on your burst token creation.
These wheels are, in my opinion, the best available and suitable for the deck (outside of Timetwister which is unfortunately out of budget for most).

Wheel of Fortune is on the Reserved list, but it is offers a pure draw 7 wheel for , and it is very abusable with recursion.

Windfall and Jace's Archivist draw everyone cards equal to the most cards in any player's hand, which with this deck should be quite a lot.

Winds of Change draws each player cards equal to the number of cards in their hand for just . It is at sorcery speed, but it can generate enough tokens on your turn to win you the game.

Molten Psyche is a winds of change effect for at sorcery speed that also has Metalcraft. If you control 3+ artifacts as it resolves, each opponent takes damage equal to the total number of cards they've drawn this turn. Used in conjunction with other wheels, it's a finisher.

Memory Jar is an outlet for your mana that can be popped at any time to draw each player seven cards; recurrable with Academy Ruins .

Teferi's Puzzle Box wheels each player for the number of cards in their hand every turn, creating massive hand disruption and potentially making you dozens of tokens each turn rotation. Recurrable with Academy Ruins .

Reforge the Soul can be cast for its Miracle cost, but it's also a true draw 7 wheel for .

Echo of Eons and Time Spiral . These powerful cards reset hands and graveyards by shuffling them into the library and making each player draw 7. Since you're not relying on mill to win and you don't want to deck out, they're an easy include. Time Spiral untaps 6 lands, making it essentially free, and Echo of Eons can be flashed back at sorcery speed from your graveyard for the OG Timetwister cost of . They also function as a form of recursion, giving you access to cards you've already played or discarded.

It's important to have plenty of interaction to wheel into in the deck. Protecting your token engines and payoffs was prioritized over pinpoint removal, so the deck includes marquee counterspells like Mana Drain , Force of Will , Swan Song , the new staple Fierce Guardianship , as well as Heroic Intervention . To maximize the amount of flexibility in the interaction, I opted to use spell copy effects like Narset's Reversal , Expansion / Explosion , and the new red-shifted Misdirection, Deflecting Swat , to leverage your opponents' removal to your own ends. All three can also be used as functional counterspells if necessary. My meta is very removal heavy, so tune your removal to your meta's needs.

The direct removal spells included are the best asymmetrical boardwipes in , Cyclonic Rift and Vandalblast . They're both modal, so they can be single target removal in a pinch, and their wipe effects are one-sided for a larger mana investment. They're excellent recursion targets. "Destroy all creatures/artifacts/enchantments"-type board wipes seem counter-productive to your plan of creating a huge board state and using it to win. If I decide to include a creature wipe in the future, it'll probably be Blasphemous Act .

Recursion is important because of the rate at which you are discarding cards.

Eternal Witness leaves a body hanging around to tap for mana or sac to ping, and it can be tutored for in a couple of ways . Notably Finale doesn't exile itself upon resolution, making it useful as a recursion target.

Noxious Revival can be played in response to a draw to get anything back to your hand at instant speed for 2 life.

Underworld Breach can allow you to cast slug pieces from the yard or just wheel 2-3 times for the win.

Snapcaster Mage has a lot of great targets in the form of wheels and interaction.

Academy Ruins can replace a draw with any artifact, like Skullclamp , Teferi's Puzzle Box , Memory Jar , Lightning Greaves , or a mana rock .

Mana Echoes + Parallel Lives : One or both of these cards out when you wheel with your commander in play will result in tons of mana, tons of tokens, or both. Every snake token sees each other enter, generating hundreds of colorless mana.

Kinnan, Bonder Prodigy + Cryptolith Rite : Tapping each snake or insect for two mana of any color is bananas, and Kinnan works with your normal Birds / Bloom Tender / rocks package. Sorcery speed wheels on your turn make snake tokens that can't tap, so I threw in a Leyline of Anticipation and Alchemist's Refuge to help. There are also instant speed options in the deck for wheeling, like Memory Jar and Jace's Archivist , and players tend to draw tons of cards on their turns anyway.

Sylvan Library + Anvil of Bogardan . Stack the triggers so the Anvil trigger resolves before the Library trigger and it becomes draw 4 keep 2 for free, or draw 4 keep 3 for 4 life. Remember that you draw your first card on your draw step before any triggers placed on the stack resolve. If you draw a Mystical or Worldly Tutor , or if you can Snapcaster one, you can respond to your trigger to draw the tutored card immediately. If you draw Noxious Revival , you can respond to the trigger and pay 2 life to put a card back on top, then immediately draw it. It's also fun to hold priority and cast Noxious Revival in response to a wheel .

Sylvan Library + Teferi's Ageless Insight becomes draw for turn, draw 4 off the library trigger, put 2 back.

Insta-kill the table with wheels, tokens and Daddy Purphoros / Impact Tremors .

Psychosis Crawler pings each opponent for 1 each time you draw a card, in addition to being potentially a huge beater. Costing generic mana and being recurrable with Academy Ruins are both big pros for the deck.

Finale of Devastation : if X is 10 or more, the team gets haste and +X/+X until end of turn. An army of hasty 11/11s can win the game handily.

Sac the tokens to Goblin Bombardment to finish people off, or just cast Craterhoof Behemoth ; fetch it from the graveyard or library with Finale .

Dump tons of mana into Expansion / Explosion to nuke something, draw cards, make tokens, or possibly deck someone.

Nin, the Pain Artist can also deck someone or draw you tons of cards.

Molten Psyche with Metalcraft online at the end of your combo turn to kill the table, or just rely on good old creature beats.

Tropical Island / Volcanic Island : I have yet to acquire these two true duals.

Reliquary Tower : The deck is already running what I consider to be the maximum number of colorless lands for a deck this color-hungry. Although it can be nice for when you have a Consecrated Sphinx out, the very high wheel and recursion density makes it a non-essential effect. The deck does have one such effect on a much more powerful card, Anvil of Bogardan .

Opposition : Hilarious fun for tapping down everyone's lands on their upkeeps, but my playgroup frowns on my asymmetrical stax-loving ways. Hullbreacher is bad enough.

Smokestack : With this many tokens, believe me, I thought about it. You want to win quickly, so it's not as good, and my playgroup really hates it.

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Casual

97% Competitive

Top Ranked
Date added 3 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

62 - 0 Rares

12 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 2.74
Tokens Bird 2/2 U, Insect 1/1 UR, Snake 1/1 G, Treasure
Folders Xyris, 1
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