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Just everything I like about counters jammed together into one deck. Let's be honest, this deck is not tuned or competitive. It's got a smattering of combos that share pieces so that's kind of cool (redundancy) and a bunch of random crap that uses counters on its own, effective with the commander but that's about it.
Infect: Can put a clock on your opponents coupled with your proliferating abilities. Just hit them once, don't worry about beat downs.
Energy: Thinking I need to either abandon this or lean more into it... Not sure if I want this to be as much of a combo deck as it is becoming (this is not the first iteration). But at the moment I'm leaving it alone.
Planeswalkers: Because they're just fun. More control oriented in this deck, particularly with the artifact-themed Tezzerets, but generally they can be great reusable sources of abilities. Nothing wasted!
Charge counters: Power some great stuff, like Lux Cannon for removal and with the right combo, infinite turns with Magistrate's Scepter.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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Score | Card Name | Type | Mana | Rarity | Salt |
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Compare | Revision | Created | By | |||
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» | Revision 3 | May 12, 2021 | TanakaMann | |||
Revision 2 | May 12, 2021 | TanakaMann | ||||
Revision 1 | April 21, 2021 | TanakaMann |