Your goal here is to essentially chain extra turns until you can draw your whole deck or swing for lethal. I avoid attacking until I can bring someone down in one shot. This deck is extremely un-interactive. You're ramping through turns 1, 2, and three. Turn four or 5 is where the extra turns should begin. 6 is usually too slow. If you have a choice between casting Vorinclex and an extra turn card, Vorinclex is usually the answer. You have no removal, so do not make enemies. Besides, your group will hate you enough later. For you, you're comboing off. To them, you're playing solitaire. It is very possible to play entire game without having a single interaction with another player. Vorinclex, although not essential, is really helpful. He makes your Peregrine Drake generate 5 mana, and turns cards like Frantic search and Harrow into rituals that actually give you mana. Sunbird's invocation lets you sift through your deck faster, but be careful, do not draw yourself out. An early Guttersnipe on turn 4 or 5 could mean the game for your opponent. Charmbreaker devils work similarly, they are your prime target for Cackling Counterpart. Although there is only one copy of each card, Past in Flames, Charmbreaker Devils, and reclaim can let you cheat this. This is how you beat control, you simply cast the card more. Your commander is also a very good choice to cast ASAP, but go for an extra turn if you can first. He could hit a brainstorm and a Syrum Visions, or he could hit Overflowing insight and then Charmbreaker Devils. This deck has no straigtfoward win condition, so, while it may stumble in finishing off an opponent, it is extremely hard to disrupt. Be prepared for your playgroup to hate you.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

22 - 0 Rares

21 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.69
Tokens Copy Clone, Plant 0/1 G
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