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Focus on getting Arix out ASAP by fixing land early, and removing 4 counters. Remove the 5th once you're certain you can swing through without hesitation for a nasty 12 CMD damage. The threat of holding onto that last counter cannot be overstated, and should have a lot of player's second guessing whether they can swing at you or not. It's very fun to watch them confidently swing a 10/10 only for you to cast an Instant and instead block with your beefy 12/12!

Keeping Arix as a land also provides a huge early game boost, and allows you to get out high cost sea creatures very fast. Opponents should have a tough time deciding on removing your early threats, or waiting for Arix to come out. There are plenty of ways to untap Arix to keep generating G/B mana, and it can be sometimes very hard for opponents to accurately determine just how much mana you actually have at any given moment.

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92% Casual

Competitive

Date added 3 years
Last updated 4 months
Splash colors UG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

31 - 0 Rares

21 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 4.48
Tokens Copy Clone, Emblem Kiora, Master of the Depths, Fanatic of Rhonas 4/4 B, Fish 1/1 U, Fish 3/3 U, Koma's Coil 3/3 U, Kraken 8/8 U, Kraken 8/8 U w/ Hexproof, Kraken 9/9 U, Octopus 8/8 U, On an Adventure, Tentacle 1/1 U, Whale 6/6 U
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