Sideboard


The explore mechanic is super underestimated. People think of it as a gimmick, something that's kind of cool but isn't powerful. They're wrong. Very wrong. This deck is terrifying, and it's all because of how much you get to explore. But...why? Explore does two things for you.

1

Explore can find you lands early in the game when you need mana.

2

Explore can grow your creatures to unstoppable sizes.

So what?

With these two things in mind, it's important to optimize and try to make it easier to get your creatures big, so that you can just overwhelm the game. Explore is hit or miss, meaning sometimes when you really need bigger creatures, you hit a land and whiff. This is important to keep in mind, and have a backup plan for. That's why this deck does so well. Even if you whiff your explore on a land when you really need counters, your board can still grow.

How it works

Your biggest assets in this deck are Winding Constrictor, and Wildgrowth Walker. These two cards are your great enablers, and will likely be what win you the game. Constrictor makes it so that every time something explores, it has the chance to get two counters instead of one. Or in the case of Jadelight Ranger four counters instead of 2. This means that when you have a Winding Constrictor out with a Wildgrowth Walker everytime a creature explores you are guaranteed to put at least two counters on one creature. This combo is the core of your deck, and can enable having massive creatures early in the game.

Grow baby grow

Every single one of your creatures, save constrictor, has the ability to generate counters. Merfolk Branchwalker, Seekers' Squire, and Jadelight Ranger all have explore. Walking balista is all about +1/+1 counters. As mentioned above Wildgrowth Walker grows every time something explores, and Verdurous Gearhulk is the ultimate beast when paired with this deck. Most of your non-creature spells help this dream come true. Enter the Unknown makes a creature explore. Growing your walker(s) and possibly growing something else. Path of Discovery makes it so every time a creature enters the battlefield it might get bigger.

What else do you need?

Fatal Push is good removal. Always want four if you're running black. Larger Than Life helps you win the game. It makes your creatures even bigger for a turn, and the trample just makes them unstoppable. Hashep Oasis helps secure the win too, it's a great surprise boost that many people forget about.

Get to smashing faces

That about sums this deck up. It's totally awesome, and totally fun. I love watching peoples faces when I make a wildgrowth walker turn into a 5/7 in one turn. I love their expressions when I drop a gearhulk and make four of my creatures 2/2 larger or two of them 3/3 larger. This is the ultimate mid-range deck. Enjoy!

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Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 2 Mythic Rares

14 - 7 Rares

28 - 2 Uncommons

5 - 4 Commons

Cards 60
Avg. CMC 2.21
Tokens Pirate 2/2 B, Treasure
Folders Standard, decks
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