Biggest problems I've seen with Fynn is that he's insanely strong within in the first 5 turns but he falls off pretty hard.

Everyone will agree to kill him every time he comes out until he's 8-10 cost to cast and then the deck doesn't have enough fallback except for a Triumph of the Hordes and some proliferating. Deathtouch without Fynn is just deathtouch. Infect creatures are small in power and toughness so you have to take longer to single people down and need lots of evasion cards to get them through.

That being said this deck is getting a major overhaul.

We're changing up the major theme of the deck. I took out all of the big beaters like Bloated Contaminator and Tyrranax Rex because people block no matter what if they can. We going to run Venerated Rotpriest as a secret commander which is also going to fit another theme in the deck, targeting spells.

A major problem I've seen consistently with this deck is that Fynn comes out with a couple deathtouch creatures very quickly but people will expend every creature, commander, and removal spells to avoid the counters. Instead of dealing 120 damage, we only need to deal 30 and deathtouch makes this half with Fynn. So ya, naturally everybody will bully you until your board is just meh.

The point of the changes are to make Fynn come out and get poison counters on everyone early with smaller deathtouch creatures and use the rotpriest as a finisher. Since a lot of our spells are protection and "deal damage" effects, it still makes Fynn strong by keeping him out but also using the damage cards to clear out creatures from our opponents boards.

We've also got a couple high synergy cards like Evolution Sage and Awaken the Woods if you have enough mana to just proliferate every out.

Couple of mentions everybody can probably already see are Roaming Throne since it'll double the activations of Fynn or say "Druid" to double up on Evo Sage and Rotpriest triggers which is also GG.

If you don't have a ton of mana open you can Awaken the Woods with Concordant Crossroads out for some proliferating and then use the tokens to tap for mana to cast the last few targeting spells you need.

Defiler of Vigor was a choice I was kind of hesitant on but after looking at 32 green permanents it seemed like it would pay for itself.

I've included as many of the tutors as I could think of except for Chord of Calling since it's 3 green pips and we already have Tooth and Nail in the deck. Most of the time we're going to be getting the Rotpriest anyway so it seemed excessive.

I've put in as many of the card draw effects that I felt were best. Green usually generates a lot of mana so I thought Mind's Eye could be a good include, still testing it though so I'll put some play time in with it and see.

Skullclamp was a choice that I also built around which wasn't overly hard. Instead of the Underdark Basilisk, I kept Thornweald Archer so it could be offered to the clamp for the draw if we're just going for the Rotpriest line. It can also be tutored with Urza's Saga.

Here's the TLDR:

Get Fynn and small deathtouchers out early for poison counters until everyone starts blocking everything, tutor out Venerated Rotpriest and use the "deal damage" spells to take out blockers for more attacking and give poison counters. Use backup wincons like Evolution Sage and Awaken the Woods to proliferate everyone out if Rotpriest and/or Fynn can't get it done.

That's pretty much the entire deck. I believe this is the best I could build without putting stax pieces in and trying to go full blown Cedh. I usually run all the degenerate ramp pieces like Mana Crypt and Mana Vault but with how color intensive this deck can be for the smaller guys, I opted for Defiler of Vigor more so we could keep mana up for targeting spells.

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95% Casual

Competitive