Sideboard


So there have been a load of cards that care about drawing a second or third card each turn recently...what happens when you stick them all in one deck and try to make it work?

This is a token value deck built around drawing a ton of cards and getting all these wierd things to trigger often. I've tried to avoid as many of the generic simic staples as possible, because decks like these can get quite samey after a while, though I've included the ones that aren't massively winmore and provide a noticeable powerspike.

We aim to win the game here by beating people to death with tokens, but can also drain people out as a side-plan along with that.

General Gameplay: Establish some payoff cards, then start drawing cards. It's important to note that this deck wants to be drawing 3 cards a turn (12 cards a round in a normal game), rather than drawing all of them at the endstep. The tokens in the early game are largely there to be ablative shielding, or sacrifice fodder for our commander. As we get later into the game and establish more payoffs, hopefully you should start to build up a critical mass of tokens and outvalue your opponents.

This deck is relatively light on removal, so you are going to be having to hold it quite often. If it isn't critical to an opponent's gameplan or about to kill you (or directly punishing what you are trying to do like Sheoldred, the Apocalypse or Orcish Bowmaster) leave it alone.

Otherwise, focus on drawing cards and taking opportunistic hits in.

I've added a sideboard of cards that are probably a good idea to run if you are trying to improve the power level of the deck, its not exhaustive but they provide some fairly simple swaps if you find some of the pet cards I've run to be dragging the deck down too much.

Mulligan advice: basically for this deck to work you need some card draw and a token generator to start with, and you kinda need to keep going until you hit at least one or ideally both of those things.

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