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Pir n' Toothy, an imaginary good deck (EDH / Commander)

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CARD-DRAW WINS
And I am going to show you how to draw your whole deck without infinite combos!

Draw till you win.


>Why Pir and Toothy

>Story Time

I played Magic for many years as a Child. As a teenager I started to take part at Modern Tournaments, but during that time a lot of my friends stopped playing. The reason for that was, that our Modern-decks became to strong and the matches did not last longer than a few rounds. That’s why my interest in Magic faded too after some time.
During Corona I found a new LGS in my hood and found a lot of new players playing EDH.
So I restarted to play.
I built many decks and this Pir, Imaginative Rascal/Toothy, Imaginary Friend Deck is the result of 3 years of learning and analyses.

The point is, I don't want to have a deck which finishes within the first 2 turns by lying down 2 cards.

So I worked on building a deck which has amazing synergies in nearly every card.

I pimped it with some counterspells to be able to interact with other combos.

This is the result, I hope you like it.

PS: every card is commented so you can read why I chose those cards for the deck.

> Facts

Because of the the formulation “draw a card” instead of “draw one or more cards” in the textbox of Toothy, Imaginary Friend: “Whenever you draw a card, put a +1/+1 counter on Toothy, Imaginary Friend.” the effect triggers on each card you draw separately.
Thats why the triggers of Pir, Imaginative Rascal, Hardened Scales, Ozolith, the shattered spire double the amount of counters placed on Toothy, Imaginary Friend, imaginary friend

By blinking Toothy, Imaginary Friend with cards like Essence Flux Toothy, Imaginary Friend leaves the battlefield and will be back immediately. Toothy, Imaginary Friend comes back with no counters but then his effect to draw as many cards as +1/+1/ counters were on Toothy, Imaginary Friend triggers and he gets back the same amount of +1/+1 counters as you draw. If you have one of the double cards like your second commander Pir, Imaginative Rascal, you double the counters.

By playing like that, Toothy, Imaginary Friend grows in an immense speed. Now you can make him unblockable or play cards like Mind over Matter (Discard cards to untap lands or tap blockers) to continue your turn with even more blinks.

So Pir, Imaginative Rascal and Toothy, Imaginary Friend is the right commander for you if you:

  • Want TWO non-cEDH Commanders
  • Play in a Group of 4
  • Want to kill easy 3 opponents at once
  • Like to play as the underdog
  • Like the mechanic of doubling counters
  • Like interaction
  • Have simply good taste

>Starting Hands

In most cases, a good starting hand will have:

The goal is to bring Toothy, Imaginary Friend to play as fast as possible and give him a few counters so you will go to card advantage if the opponent is able to kill Toothy, Imaginary Friend.
With a bunch of counterspells you are able to eliminate fast combos of your opponents or counter their approaches to kill Toothy, Imaginary Friend to fast..

>How to get things done and how much turns do you need?

>Perfekt start example:

Turn 1: forest with utopia sprawl (blue) and Mana Crypt with swiftfoot boots
Turn 2: Island with Crypt and forest (utopia sprawl) bring 5 mana so cast Toothy, Imaginary Friend with boots equipped

Meanwhile free counterspell for combos by opponents like thassa’s oracle

Turn 3: forest with hardened scales and island with brainstorm brings 6 counter on Toothy, Imaginary Friend and filter to your deck with brainstorm. Essence Flux on Toothy, Imaginary Friend draws another 6 cards and brings 12 +1/+1/ counters on Toothy, Imaginary Friend
Turn 4: blink Toothy, Imaginary Friend, go on 24 counters make him unblockable for 25 commander damage or ramp and bring mind over matter and cast your whole deck by discarding cards to untap lands and blinking Toothy, Imaginary Friend again and again and draw till you win with Jace, Wielder of Mysteries or Laboratory Maniac.

There are many combinations of plays where you can bring Toothy, Imaginary Friend quite fast and start blinking. For example with Jeweled Lotus or Utopia sprawl and Arbor Elf.
A lot of ramp, and “multiple-blinks” like displacer kitten help during midgame.
Mass removal like Cyclonic rift, Counterspells, removal like beast within help to keep the opponent under control till your engine is working.

>Average start:

You start ramping within the first few turns and try to keep open mana for counterspells.
For example:
Turn 1: tapped land
Turn 2: second land an Nature's Lore
Turn 3: Pir, Imaginative Rascal and one open blue land for swan song or an offer you can’t refuse
Turn 4 Toothy, Imaginary Friend and one open mana to protect Toothy, Imaginary Friend
Turn 5: first counters on Toothy, Imaginary Friend, start blinking and draw new counterspell

>To sum it up:

This deck is able to interact with the opponents within 1-2 turns depending on the spells in your opening hand.
Also ist is able to get the card draw engine running within 3-5 turns and is able to draw a lot of new interaction by this.

>This can be a problem

There are some cards which can be a problem to this deck:
Prevent card draw:

  • Narset, Parter of Veils
  • Spirit of the Labyrinth
    For those cards you need to keep your counterspells together and if you see that the deck of your opponent could play cards like that you should also hold your removal ready.
    Think about one to two turns ahead and plan when you want to escalate your draw and when you give yourself and your lands some time to be ready.

The same procedure applies on draw punishment like Nekusar, the Mindrazer or Underworld Dreams.

Another problem can be someone who is able to remove fast and a lot. That means if someone is killing our Toothy, Imaginary Friend before we are able to get some counters on it we will be slowed down effectively. Like the problems before, we can counter, but we can also blink Toothy, Imaginary Friend to get rid of being targeted.

To put it all in a nutshell, this deck is able to deal with a lot of problems because of its huge number of counterspells.

(also they can be shuffled back to the library by Feldon's Cane ;) )

>Every Card Decision

>Commander

>Pir, Imaginative Rascal

Pir helps to double Toothy’s trigger but also improves cards like Midnight clock

>Toothy, Imaginary Friend

The whole deck plays around toothy. Toothy kills by commander damage or explodes in massive card draw to push your other cards or to “combo” with Mind over Matter

>Draw and blinking Toothy to draw even more

>Blur

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Brainstorm

Draw is always good, but with Toothy, Imaginary Friend it is also a minimum of 3 extra counters on Toothy, Imaginary Friend

>Displacer Kitten

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Essence Flux

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Mystic Remora

Draw is always good, but with Toothy, Imaginary Friend it is also a minimum of 1 extra counter on Toothy, Imaginary Friend

>Planar Incision

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Rhystic Study

Draw is always good, but with Toothy, Imaginary Friend it is also a minimum of 1 extra counter on Toothy, Imaginary Friend

>Siren's Ruse

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Sylvan Library

draw is allways good, but with toothy it is also a minimum of 3 extra counters on toothy

>Thassa, Deep-Dwelling

By blinking Toothy, Imaginary Friend you draw as many cards as +1+1/ counters are on thoothy and toothy gets the counters back for drawing those. If you have Pir, Imaginative Rascal or another "double counter" cards you double the counters on Toothy, Imaginary Friend too.

>Protect toothy and me

>Feldon's Cane

If something went wrong I can shuffel my graveyard back to my library and won't die to card draw

>Lightning Greaves

protect Toothy, Imaginary Friend and give haste to him after blinking

>Swiftfoot Boots

protect Toothy, Imaginary Friend and give haste to him after blinking

>unblockable Toothy

>Leap

make Toothy, Imaginary Friend hard to block / unblockable to kill with one hit (21 commander damage) also draw

>Rancor

give trample to Toothy, Imaginary Friend and keep it if Toothy, Imaginary Friend gets destroyed

>Shadow Rift

make Toothy, Imaginary Friend hard to block / unblockable to kill with one hit (21 commander damage) also draw

>Slip Through Space

make Toothy, Imaginary Friend hard to block / unblockable to kill with one hit (21 commander damage) also draw

>Counterspells

>An Offer You Can't Refuse

amazing counterspell for one mana, which counters garanteed. (able to counter non creature combo pieces and removal)

>Counterspell

THE CLASSIC, able to counter every type of spell for two mana

>Fierce Guardianship

As soon as you got Toothy, Imaginary Friend, you can counter for free, so protect your spells and permanents and counter non creature combo pieces

>Force of Negation

exile a blue: you can counter for free, to protect your spells and permanents and counter non creature combo pieces pieces

>Force of Will

BEST COUNTER EVER: remove a blue: counter everything. protect your stuff and counter every combo-piece you wish for

>Insist

with this card you can protect your unblockable spells, your counter spells, your blinks or Mind over Matter AND it gives you a card for the Toothy, Imaginary Friend trigger. It pulls counterspells of your opponents, thats why I count it as a kind of "pre-counter"

>Mana Drain

THE CLASSIC, able to counter every type of spell for two mana and ramps for you. One of the best counterspells ever

>Remand

Midlevel counter but with carddraw for time-advantage and trigger of Toothy, Imaginary Friend

>Swan Song

amazing counterspell for one mana, which counters garanteed. (able to counter non creature combo pieces and removal)

>Veil of Summer

counter your opponents counterspells for one mana, protect your Toothy, Imaginary Friend of black and blue removal and draw a card. all together for 1 mana

>Voidslime

If something wents wrong and you will draw yourself to death with Toothy, Imaginary Friend die-trigger you are able to counter that trigger. If you don't need it you are able to counter anything else

>Tutor

>Mystical Tutor

search for blink, draw, counterspell, massremoval whatever you need at the moment. allways try to cast that card in the endstep of the player right before you so you draw it kind of immediatelly

>Double counter

>Branching Evolution

doubles the counters put on Toothy, Imaginary Friend

>Hardened Scales

doubles the counters put on Toothy, Imaginary Friend

>Ozolith, the Shattered Spire

doubles the counters put on Toothy, Imaginary Friend AND gives extra counters

>Solidarity of Heroes

double the existing counters on Toothy, Imaginary Friend at instant speed without removing Toothy, Imaginary Friend form play or from combat

>The Ozolith

doubles the counters put on Toothy, Imaginary Friend at the beginning of the next combat phase when he blinks a. Saves the counters on toothy if he got removed

>Boardwipe

>Cyclonic Rift

one sided boardwipe, total staple in blue, shifts the whole game for your side.

>Removal

>Beast Within

best green removal, is even able to destroy lands in instant speed

>Pongify

1 mana commander removal in instant speed

>Rapid Hybridization

1 mana commander removal in instant speed

>Song of the Dryads

remove your opponents commander till they are able to remove an enchantment

>Finisher

>Jace, Wielder of Mysteries

easy way to win against all opponents at once by drawing your whole deck with Toothy, Imaginary Friend

>Jolrael, Voice of Zhalfir *

when you drew a bunch of cards this cards gives you big flying hasty buddies to kill in the same turn as you played her. (legal from 12.5.23 on)

>Laboratory Maniac

easy way to win against all opponents at once by drawing your whole deck with Toothy, Imaginary Friend

>Mind Over Matter

the biggest powerhouse of the deck. This card enables you to use the tons of cards you drew after you ran out of mana. Every game so far i won when i played that card. it untaps your lands by discarding cards you don't need at the moment. It taps the blockers of your opponents or even their lands. also there would be tons of infinit combos with this card for drawing an mana (but we play this deck without infinite combo)

>Ominous Seas

by being able to draw your whole deck within one turn up to two times, this cards gives you an average of about 10 8/8 Krakens for two mana within 1 turn.

>Teferi, Temporal Pilgrim

this card gives you carddraw, creatures with the power of Toothy, Imaginary Friend (without extra draw) and gives you a onesided boardwipe. the great thing aout this deck ist that most of the time you are able to ulty this planeswalker the turn you played it.

>ramp

>Arbor Elf

1 Mana ramp, in combination with Utopia Sprawl it gives 2 Mana

>Arcane Signet

2 Mana Ramp and color fixing

>Biophagus

2 Mana Ramp and color fixing plus +1/+1 counter for Toothy, Imaginary Friend

>Birds of Paradise

1 Mana ramp with color fixing

>Decanter of Endless Water

ramp with no maximum Handsize

>Growth Spiral

2 Mana ramp with carddraw

>Jeweled Lotus

Mana rock with higher value than its manacost. play Toothy, Imaginary Friend first turn

>Mana Crypt

Mana rock with higher value than its manacost

>Mana Vault

Mana rock with higher value than its manacost

>Midnight Clock

Mana Rock which wheels your hand. (within a 4 player round and with Pir, Imaginative Rascal on the field it just takes two rounds to trigger)

>Nature's Lore

2 Mana Ramp and color fixing (search Breeding Pool)

>Rampant Growth

2 Mana Island Ramp

>Sol Ring

Mana rock with higher value than its manacost

>Thought Vessel

ramp with no maximum Handsize

>Three Visits

2 Mana Ramp and color fixing (search Breeding Pool)

>Utopia Sprawl

1 Mana blue ramp, in combination with Arbor Elf it gives 2 Mana

>Wild Growth

1 Mana green ramp, in combination with Arbor Elf it gives 2 Mana

>Lands

>Barkchannel Pathway // Tidechannel Pathway

Colorfixing

>Boseiju, Who Endures

untaped green land which can remove opponent-cards

>Boseiju, Who Shelters All

prevent your blink spells from being countered

>Botanical Sanctum

Colorfixing

>Breeding Pool

Colorfixing (Both Basic Types)

>Command Tower

Colorfixing

>Dreamroot Cascade

Colorfixing

>Fabled Passage

Colorfixing and thin out your deck from lands

>Flooded Strand

Colorfixing and thin out your deck from lands

>8 Forest

Just basics (target for fetchies)

>Hinterland Harbor

Colorfixing

>7 Island

Just basics (target for fetchies)

>Misty Rainforest

Colorfixing and thin out your deck from lands

>Otawara, Soaring City

untaped blue land which can bounce opponent-cards or protect your own cards by bouncing

>Polluted Delta

Colorfixing and thin out your deck from lands

>Rejuvenating Springs

Colorfixing

>Reliquary Tower

no maximum handsize

>Scalding Tarn

Colorfixing and thin out your deck from lands

>Verdant Catacombs

Colorfixing and thin out your deck from lands

>Vineglimmer Snarl

Colorfixing

>Windswept Heath

Colorfixing and thin out your deck from lands

>Wooded Foothills

Colorfixing and thin out your deck from lands

>Yavimaya Coast

Colorfixing

>if your in love with infinite combo:

One classic Simic combo which could fit into a Pir and Toothy deck:

Thassa’s Oracle or Laboratory Maniac or
Jace, Wielder of Mysteries with Hermit Druid and not basics.

also you could mind over matter combo with each card which taps for carddraw like: Arcanis the Omnipotent or Jace's Archivist or Temple Bell or the one ring

Sideboard

This deck does not appear to be legal in EDH / Commander.

Problemas: Você precisa de 0 ou 15 cartas em seu sideboard.

Turno: Your life: Opponent's life: Poison counters:
Mão (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

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