ALL THE COUNTERS. Or as many as I can put on the battlefield before I win. Looking for help in making this deck as efficient as possible, all suggestions very welcome.
Here's what's happening:
Creatures
Cloudfin Raptor- represents a flier that can grow to be huge with this build, great one drop.
Elvish Mystic- quicker ramp, like a possible turn 3 Prophet or Hydra, brings this deck into the speed that's required in standard.
Experiment One- avoids wrath, gets bigger, evolved by everything except Cloudfin Raptor. Fantastic with a Master Biomancer on the field already.
Sylvan Caryatid- ramps, fixes my mana, and holds back aggro decks for a little bit. Golden.
Vorel of the Hull Clade- great for evolving the smaller guys and then can double the counters on them making them not so small. Great when paired up with...
Corpsejack Menace- double every counter put on a creature? That's all I can ask for, quadruple with 2 making the team up with Vorel insane.
Master Biomancer- gives everybody counters to be doubled, deadly when there are more then one in battle at the same time.
Nylea, God of the Hunt- gives everybody trample and can potentially come in as huge, indestructible body.
Fathom Mage- Gives this deck some card draw, which it most desperately needs if I hit lots of removal- which I will as that is really the only way to keep this deck on it's heels.
Prophet of Kruphix- a little bit of pseudo-vigilance for my fatties making my opponents fear offense as much as defense. Combos with Vorel of the Hull Clade very well.
Kalonian Hydra- just look at it. Doubles the doubling doubled counters! O yeah, and on everybody (with counters)!
Planeswalkers
Garruk, Caller of Beasts- to keep my hand full of creatures, plus his ultimate is way too much.
Jace, Architect of Thought- Also to help me draw some cards and draw removal away from my other creatures on the board. The only one I own.
Instants
Golgari Charm- mainly to regenerate out of wrath, but also useful for that pesky Detention Sphere.
Simic Charm- mostly to make my creatures hexproof in defense of a kill/removal spell but also useful for getting rid of your opponents nonland threats.