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This looked like an interesting commander to build for. It's a degenerate combo deck, with a focus on general counter manipulation.

Some Background

Despite being a degenerate deck, my play-style can sometimes be amusingly irrational. I aim for doing combos that look fun, and not always those that will win, but having the capacity to win is important.

My casual meta has a lot of degenerate decks, cruel control, and evasive beatdown. Most of them run a higher budget than I do. Having something that can compete, but be amusing to the group is important to me. Likewise, most of the decks I compete against have relatively amusing strategies.

I think the most fun aspect of piloting this deck will be trying to find ways to win using other player's activated abilities instead of my own. It's less consistent, but more fun and interactive.

Issues

I'm comfortable in saying this deck has excellent synergies. Unfortunately, it lacks early answers, and isn't in a great position for disaster recovery, or consistent prevention.

I'm rather fond of the synergies that currently exist, which makes deciding what to sub in and out difficult for me.

With the exception of wrath effects, all of the removal in this deck is rapidly repeatable spot removal using -1/-1 counters for creatures, and miscellaneous artifact/enchantment removal. This deck also focuses on turning non-creature permanents into creatures for subsequent removal.

This makes my capacity to handle threats proportional to the size of my battlefield. I'm thinking of subbing out some of the creatures for counterspells and recursion.

I greatly appreciate feedback and suggestions.

Combos

Commander Combos:

Win Conditions:

Other Neat Tricks:

Review

Mechanics I focused on:

  • Ramp
  • +1/+1 and -1/-1 counter engines
  • Generic counter manipulation

Mechanics this deck can also pull off:

  • Infect
  • Land Destruction
  • Permanent Stealing

Mechanics this deck probably needs to survive, but doesn't have much of:

  • Consistent Removal
  • Counterspells

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