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birchmaster22


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The second deck I have made for the Zendikar Rising set.

THIS DECK IS ROTATION-PROOF!



Check out deck 1: Orzhov's Damaging Lifelink



This is deck 2 of 2 in celebration of the Zendikar Rising set with rotation. This deck consists of a bunch of +1/+1 counter generation. One of the downsides is that it starts off slow, so it's not too fond of aggro decks, but can be absolutely nasty if you get your board set up. The main preface of this deck is to use Iridescent Hornbeetle to get a bunch of 1/1 insects which then are buffed with Felidar Retreat. I did some math, and with this deck layout, the most +1/+1 counters I can put on one creature, with one land, is 80. 80 +1/+1 counters with ONE land. Now, without further ado, let's get into the behind-the-scenes of the deck build.



  • Ancient Greenwarden: Not a main part of the deck, but it's certainly not something you want to discard late mid-game. With this creature, you'll be able to double, or triple, your counter output. Plus it's stats aren't too bad either.
  • Ashaya, Soul of the Wild: Great card for landfall decks. Gives you some more +1/+1 counters for your creatures and gives them some protection from spells that target non-land permanents since they're now lands. Sucks that it's nontoken only, though it would be broken if it wasn't.
  • Conclave Mentor: One of the most important cards in this deck. They'll allow you to add additional counters in addition to some life gain should you need to block with them.
  • Dryad of the Ilysian Grove: Not too important, but can help you if you're choking on lands, or are getting flooded.
  • Fearless Fledgling: One of the reasons why I chose this card is that it's landfall ability gives it +1/+1 counters instead of a just +1/+1 or the like until end of turn. Would've been better if it had flying passively though.
  • Iridescent Hornbeetle: The card that makes this deck work. It sucks that it's five mana and you'd be screwed if it was countered or removed and you didn't have a backup, but this card is one of your win-cons for sure.
  • Luminarch Aspirant: Not one of the more notable cards in the deck, but a good buff before combat is nothing to scoff at, especially when it becomes 5 free +1/+1 counters instead of the one. And it's cheap too.
  • Scute Swarm: What's better than something that makes more insects and multiplies exponentially. If you're opponents leave it on the field long enough, they're going to have some trouble.
  • Territorial Scythecat: Another one of your win cons. Especially when you start getting excellent counter gen.
  • Kabira Takedown  : Good removal for when you start generating the insects, and if you don't need it, you also have a land.
  • Roiling Regrowth: A great card for triggering landfall. Plus, the land sac isn't a big deal when you get Ancient Greenwarden on the battlefield.
  • Felidar Retreat: One of the main staples in this deck. You can use the first landfall ability, but most, if not all of the time, you'll be using the second one. This is what gives every creature the 80 +1/+1s, which has excellent synergy with Iridescent Hornbeetle.
  • Branchloft Pathway  : One of the best standard "dual lands". Can enter untapped in either color, but can't tap for either color.
  • Forest: You can't not run basic lands.
  • Plains: You can't not run basic lands.
  • Fabled Passage: A good addition for any landfall deck. Though the lands start entering untapped after turn 3, you'll mainly be trying to use this later game to begin with, so it works out. All in all, 1 land for 2.
  • Evolving Wilds: A watered down version of Fabled Passage. Still good, but I'm running less because the lands enter in tapped.
  • Divine Arrow: As a lot of creatures you'll encounter won't have more than 4 toughness, this'll be some good removal, or at least it'll deal enough damage to have one of your creatures kill it. It's in the sideboard because most of the time, you can just use some insects as chump blockers instead.
  • Heroic Intervention: A beautiful, beautiful boardwipe countermeasure.
  • Light of Hope: A little bit of everything for cheap.
  • Return to Nature: Gotta have some artifact/enchantment removal, though if you're opponent uses only enchantments, you'd be better off using Light of Hope.
  • Runed Halo:May not be good overall, but can save you in times of need by shutting down your opponent's win con.


Any advice is greatly accepted as this is a growing deck. Also please, don't forget to upvote or feature it if you really really like it and want to support this deck. If you like this deck or any of the other decks I've made please follow me. It supports me alot. And if you use this deck as inspiration or want to modify this deck on your own account, make sure to put a link to this deck in your description if you want to publish it as it helps me greatly (and if you want, let me know if you are so I can help you if you need it (keep in mind: I don't do well with anything other than standard so I might not be helpful with modern/edh decks)). I will be making more decks in the future. If you want to see an idea you have for a deck be made, let me know.





Credit also to Wihito for the custom card names. Refer to this deck.



This deck was made by BP. Refer to my profile.

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Comments

97% Casual

Competitive

Revision 5 See all

(4 years ago)

+2 Evolving Wilds main
+4 Fabled Passage main
-3 Forest main
-3 Plains main
Top Ranked
  • Achieved #6 position overall 4 years ago
  • Achieved #1 position in Standard 4 years ago
Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

21 - 6 Rares

14 - 0 Uncommons

9 - 9 Commons

Cards 60
Avg. CMC 2.97
Tokens Cat Beast 2/2 W, Copy Clone, Insect 1/1 G
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