Friday, July 8, 2016

The Great Experience (Counters)

Today I'm going to make a fun playful deck that may not work out in the end, but I feel the need to try it. After all this, to me, is what Casual Magic is all about- trying something fun.

The commander 2016 precons have been in our hands for a while now and I want to take advantage of the main new feature in this product- experience counters. So here is my 5 color deck: The Great Experience.

First, I want to point out what this deck is not. I will not be searching for my commanders and combo out a million counters to make them all insta-gib someone. Instead, what I want to do is build a deck with a little bit of chaos and see where that takes us. This will be 5 decks in one, with a little bit of glue to make it all work.

I'll end with lands, but know that I want about 38 with about 4 mana rocks. So, I will save 42 cards for land/rock slots. With that out of the way, we have 57 cards to fill. This is just enough to have 10 cards for each of our 5 experience legends and 2 bonus cards.

Daxos the Returned - to trigger experience we need some enchantments. To take advantage we need spells that work well with tokens. 

1) Rancor- an enchantment that is highly replayable and will look good on Kalemne.
2) Oblivian Ring- always a solid choice enchantment. 
3) Detention Sphere- O-Ring #2
4) Grasp of fate- another o-ring redundancy option
5) Skybind- takes advantage of the tokens coming into play to blink our creatures, or our opponents if need be. 
6) Evolutionary leap- gives us another use for the tokens, should we need it.
7) Goblin Bombardment- works well with the tokens. 
8) Khalni Heart Expedition- will help us fix mana and thin out our land draws
9) Rhystic Study- one of the best draw enchantments in commander
10) Sylvan library- the other best draw enchantment in commander  

Ezuri, Claw of Progress- to trigger experience we need creatures with power 2 or less. To take advantage we need creatures that like +1/+1 counters. 

1) Solem Simulacrum- In a 5 color deck this seems pretty duh.
2) Fathom Mage- turns his counters into draw
3) Mycoloth- triggers and takes counters like crazy.
4) Thrummingbird- I want proliferate in the deck!
5) Bird of Paradise- early fixing, late flying with a set of +1/+1's
6) Triskelion- turns the counters into damage.
7) Sakura- tribe elder- So, I think I'm going to use lots of basic lands...
8) Triskelavus- turns counters into extra experience then damage 
9) Grave Titan- gives counters each turn also triggers Kalemne
10) Oracle of Mul Daya- Helps to smooth out draws and accelerate mana.

Kalemne, Disciple of Iroas- to trigger experience we need creatures with casting cost 5 or more. To take advantage we need things that work well with large double-striking vigilant creatures.

1) Sun Titan- plenty of options to bring back
2) Molten Primordial- removal if I have the ability to sacrifice (from elsewhere)
3) Phyrexian Ingester- Another powerful removal creature
4) Quicksilver Gargantuan- clones are fun in a deck like this
5) Emeria Shepherd- this card is bonkers
6) Luminate Primordial- StP one of each of my opponents creatures
7) Butcher of Malakir- gravpact that also triggers Kalamne
8) Loxodon Warhammer- +3/+0 trample and lifelink is sick with a double-striking vigilant creature!
9) Diluvian Primordial- Some times you want to cast their spells
10) Progenitor Mimic- Copy one guy each turn, sounds fun to me.

Meren of Clan Nel Toth- to trigger experience we need our creatures to die. To take advantage we need creatures in our graveyard (worth reanimating).

1) Disciple of Bolas- Sac outlet and reanimate target.
2) Mulldrifter- works well with ezuri too and is just overall good
3) necrotic sliver- sac outlet for itself and pushes our commander choice
4) Burnished Hart- Fixes mana, triggers 2 of our commanders
5) Revelark- Plenty of targets, triggers a few of our commanders
6) Mnemonic Sliver- Another self sacrificing sliver. (it would be easy to go overboard on slivers)
7) Karmic Guide- Brings creatures back while echo lets it die.
8) Sadistic Hypnotist- amazing sac outlet to trigger Meren.
9) Sheoldred, Whispering One- really dominating card to reanimate
10) Plaguemaw Beast- Very on theme sac outlet.

Mizzix of the Izmagnus- to trigger experience we need spells. To take advantage we need spells with large colorless costs and low colored costs. 

1) Explosive Vegetation- to fix mana
2) Haze of Rage- pumps the whole team
3) Compulsive Research- extra draw and can help the reanimate theme
4) Thirst for Knowledge- more draw and discard
5) Tezzeret's Gambit- card draw and proliferate
6) Disturbed burial- redundancy for Meren
7) boundless realms- thins out land draws eliminates mana issues 
8) profane command- versatile and redundancy for meren
9) Untamed Might- Silly good with Kalemna
10) Lab Rats- Once there are enough counters this is a rat for every black mana. (the green version is too good)

2 Bonus Cards:

Contagion Engine & Inexorable Tide- Proliferate power is so strong in this deck.

Mana Rocks:
1) Commander's Sphere- These need to fix a 5 color mana. Drawing a card off sun titan attacks is a nice bonus.
2) Astral Cornicopia- Use as any 3 mana rock, but proliferate makes it insane.
3) Chromatic Lantern- Fixes all mana color issues.
4) Coalition Relic- The ability to produce 2 mana gives this the edge up over other options

Lands
1-4) Reflecting Pool, command tower, rupture Spire, Transguild Promenade- a few lands that tap for any color of mana.
5) Springjack Pasture- Has the ability to trigger 2 of our commanders and fixes colors.
6/7) Terramorphic expanse, evolving wilds- helps me find the basics I need. Sun Titan friendly
8-38) Basics. I need a lot of basics for all my cards that search for them. 31 basics seems good 6 of each Mountain/Swamp/Island/Plains with the extra card making 7 forests.

Hope you enjoyed this take on experience counters as much as I did. Let me know what you would do differently.

 

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