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Maybeboard


New and Improved, ready to rumble and tumble!

Before we had Ball Lightning now everything is a Ball Lightning thanks to Henzie "Toolbox" Torre

Themes we are looking for in creatures we add to this deck that we want to blitz... Enter the battlefield Triggers, Death Triggers, Attack Triggers, Trample and Relevantly high power for their CMC.

While we can ultimately make a combo centric deck or one that is looking to just put creatures in the graveyard and sacrifice them and repeat this looop there are several other decks that can do this gameplan and more efficiently. Our objective here is to play to Henzie's strong points and play creatures that will benefit from the effects if somehow Henzie becomes locked out of play. Henzie's main benefits are giving creatures haste, reducing mana costs if the creatures CMC is 4 or greater and allowing the card to replace itself on its death trigger.

Certainly we could add various effects that allow us an additional draw trigger however that can backfire and cause us to overdraw our deck when we need to be attacking and we don't need more resources. Another issue is creatures that die and go to the graveyard need to be replaceable or need some way to be returned to the deck in order to reuse them so we don't run out of gas.

Because of the relatively high CMC the creatures of the deck will have we need to be able to have enough mana available to not only play the creatures but also respond to other events, pay extra mana into additional abilities and play more than one creature a turn. We certainly can't be spending most of our turns only building up mana to be expending an estimate of 6 - 8 mana a turn keeping about 3 mana open. we need to be instead spending mana within the 3-5 range in order to keep our options open creatures with a higher CMC need to be worth the investment including their payoffs. The same can be said for artifacts, enchantments and planeswalkers.

A decent strategy with this in mind is to buff up creatures for cheap, swing in with relatively great triggers on ETB, attack or death and profit from the left-over mana.

Exactly how much damage can we do? Lets find out together!

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Yesterday, I took the newly put-together deck to my LGS. The results were satisfactory although I found some necessary modification that needed to be done to the deck... here are my notes

Rhythm of the Wild I figured an additional +1/+1 counter and stopping my creatures from being countered would be a larger payoff than it turned out to be... In my experience, due to the creatures sacrificing themselves at end-steps players tend to ignore the fact I'm even blitzing them out and smacking them in the face for 4-8 damage and shrug it off as a non-issue. Due to this reason the card was cut and replaced by another payoff card Ooze Garden. Now even though my creatures kill themselves at end step I can replace them with a big token and provide different targets for my opponents to be diverted away from Henzie.

Ognis, the Dragon's Lash Ognis is too slow for the deck, this deck generates a boat load of instant-use mana. Although ognis stockpiles my mana I won't be able to utilize it until my next turn also on average I'm swinging with between 1-3 creatures... Ognis will be replaced with Ancient Copper Dragon when Commander legends 2 releases.

Strangely enough players were often torn in destroying Henzie "Toolbox" Torre I would often find players clashing over destroying henzie or letting him stay on the field. Not once did Henzie get targeted removal thrown at him during any of my games played and people would often cite "the deck would just get stronger, leave him alone" Due to this in considering adding in Netherborn Altar, Command Beacon, and Geode Golem as ways to cheat out henzie once his cost has gotten out of control. Study Hall might prove to be a worthy addition then as well...

I also noted that although I created boatloads of mana it wasn't primarily in treasure token form so I would be forced to use it during my turn. This left me looking for mana sinks to chuck my mana in which weren't available. I would often be holding back playing a creature to blitz it out to keep my cards close to my chest so to say and surprise opponents on the following turn.

This deck lacks a big Win-Con, although it is battlecruiser and does significant damage with its setup I still require a couple win-cons (not infinite based) I might either add in Tainted Strike or Triumph of trhe Horde or just place in a Beastmaster Ascension or even Extra Combat cards.

I really enjoy all of my pay-off cards that sacrifice my creatures Industrial Advancement Is a massive sleeper card and gets out of hand quick and I'm searching for a card to slot in Mind Slash being able to cut out an important combo piece or stopping plans before they become a problem from an opponents hand could be useful not only in politics but also to prevent people from removing my board state and position. I also noted I need a few more tokens preferably green tokens in order to take advantage of Thelonite Monk and remove problem lands.

In every game I always felt like I had some form of removal in my hand and I was able to interact with the board state for politics or to my own ends.

The deck is currently solid but not a massive performer I'd rank it presently at 6.5 out of 10.

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99% Casual

Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

24 - 2 Mythic Rares

45 - 2 Rares

13 - 0 Uncommons

7 - 0 Commons

Cards 101
Avg. CMC 4.41
Tokens Beast 3/3 G, Copy Clone, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Elemental 0/1 R, Morph 2/2 C, Ooze */* G, Plant 0/1 G, Spirit */* G, Treasure, Wolf 2/2 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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