Deck Summary

This is a GU midrange EDH deck utilizing the new fractal tokens from the Quandrix school. This deck walks a tight line between being 'Tall' and 'Wide' with having a lot of +1/+1 Counter generation and Token generation. The new Fractal token which enters with +1/+1 counters on them, support both themes and is the main glue of the deck.

Deck themes:

  • +1/+1 Counters
  • Tokens

This decks win conditions are very limited and straight forward. The decks win cons are also obvious for the table as well.

  1. Bring all your opponents' life totals to 0.
  2. Win with Simic Ascendancy .
  1. Adrix and Nev, Twincasters is a good commander for this deck since the main the This also works very well with the next card...
  2. Doubling Season doubles all tokens and counters and fractals double dip on this effect. An expensive enchantment, but this effect scales super well with the deck.
  3. Simic Ascendancy is the alternate win-con, which works very well with fractals and all +1/+1 counter generation and duplication in this deck. This can be tutored up with Long-Term Plans
  4. The Ozolith allows for +1/+1 recycling and this deck has a lot of +1/+1 generation.
  1. Adrix and Nev, Twincasters + Doubling Season will generate 3 extra tokens every time you generate 1 for a total of 4 tokens, and this can be improved further by cloning Adrix with Double Major , Sakashima of a Thousand Faces and Helm of the Host
  2. Ezuri, Claw of Progress + Paradox Zone or Ezuri, Claw of Progress + Fractal Summoning allows for huge Experience counter generation since Fractals come in and 0/0.
  3. Ruxa, Patient Professor and Esix, Fractal Bloom synergize greatly with any and all tokens in this deck. Ruxa will give a Buff and will add additional reach with it's damage assign ability. Esix will allow for every token to start much stronger.
  4. Herald of Secret Streams will couple well with all the +1/+1 tokens this deck generates.
  5. Perplexing Test will reset the board state if it completes since you should have the most tokens by far.

This deck has an average CMC of 3.34, so you want 3-4 lands in your starting hand or 2+ with early game ramp. I would always mulligan at 0-1 lands and I would consider mulligan at 5+ lands since you would have a 33% (31/92) chance of drawing a land on the first draw and flooding from there is pretty likely with 36 lands.

There are two strong early-game strategies:

  • Summon Adrix and Nev, Twincasters on curve (after ramping preferably) and combo her with a token generation on the following turn. Adrix comes with ward for the early game protection so she is likely to stick for a turn depending on your opponents, and this will set you up for early game pressure and buy you some early game steam to setup an even stronger mid-game.

  • Use the early game to setup for an explosive mid game. Setup and ramp without summoning Adrix, and play cards such as The Ozolith , Branching Evolution , Ezuri, Claw of Progress and Forgotten Ancient .

The mid-game will usually flow the same way every game, the plan is to use your resources to keep generating fractals, other tokens and +1/+1 counters with as many combo pieces as reasonable possible. The most common combo piece will be Adrix, but getting Doubling Season and Slurrk, All-Ingesting or even Lifecrafter's Gift will propel this deck into a good early game where you should be able to generate multiple threats per turn and apply pressure against your opponents. There is enough draw in the deck that running out of fuel shouldn't be a major issue and there are some choice counter-play options for the mid-game such as Return to Nature , Hullbreacher and Quandrix Command . Keep pushing with tokens and +1/+1 counters.

The deck will become weaker as you enter the late-game as long as your opponents are dealing with you at all. By the late-game, some of your opponents should hopefully be gone and the game becomes more streamlined. The plan in the late game should be carrying your late game plan all the way to completion with an alternate win-con of Simic Ascendancy if needed. Simic is best played with +1/+1 token generation already setup and hopefully you have enough counter-play to stop your remaining opponents for removing Simic. There are plenty of late game cards to should help carry the deck to the finish line such as Planewide Celebration , Body of Research and Leyline Invocation .

Since this is my first EDH deck and write-up, I expect revisions and additions to come but I appreciate anyone reading and commenting.

Suggestions

Updates Add

Comment on Changes:

With AFR coming out there are a couple improvements but more important a banned card to be removed.

Added:

Removed:

  • Fractal Summoning This is a fractal source but running it directly without the option of learning in EDH makes it a tough call. This might return later if I feel like we need it back but it doesn't seem strong.
  • Sublime Epiphany just too expensive and leaving up that much mana is hard for the deck.
  • Armorcraft Judge this is a good card but inspiring call should be better.
  • Hullbreacher banned in EDH.

Comments

88% Casual

Competitive

Date added 1 month
Last updated 1 day
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

42 - 0 Rares

15 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.34
Tokens 1/2 Spider, 3/3 G Token Creature Beast, Fractal 0/0 GU, 4/4 Beast, Copy Clone, Experience, Wurm 6/6 G, 0/1 Plant, 2/2 G Token Creature Wolf
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