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This deck is the counterpart to my previous deck listed below.

Shalai and Hallar X Spell 1 Shot Primer

Instead of this deck one shotting someone this deck focuses on creating creatures that will ping your opponents into the ground at the same time rather than one big massive dump of damage into one player.

The deck focuses on what I call counter increasers rather than doublers. However, in this case it is effectively the same. Since most of the time the +1/+1 counters will be added on one counter a time instead of dumping 20 counters onto a creature at one time. Cards that we are focusing on here are similar to the effect of Hardened Scales.

The goal here is to increase our value of our creatures and therefore our commander by pumping an x spell for example by 5 and gaining double the value and therefore double the damage to someone's face. You'll likely want to play these as fast as you can.

I opt'd for many counter doublers in this deck rather than what I call counter increasers: Harden Scales because I want to be able to cast something big when my commander is on the board, and get huge one shot potential / value from casting a single spell. Additionally, if our commander is dead, what's to stop us from casting it anyways just to have a giant beef stick on the table that your opponents need to deal with?

  1. Doubling Season
  2. Branching Evolution
  3. Ascendant Acolyte - This doubles itself, however, if you have MULTIPLE creatures on the board this can have INSANE value.
  4. Bright-Palm, Soul Awakener - This + an X creature on the board with trample + your commander = one swinging and fat pinging party. There's also multiple ways of giving haste in the deck so you shouldn't have a problem using this creatures ability immediately.
  5. Kalonian Hydra - Doubles ALL creatures counters on the board? if our commander is out this is disgusting. Can absolutely end a game with this alone.
  6. Solidarity of Heroes - Sweet instant that can really give us value with extra mana we have just before starting our next turn. I probably would only use this as a kill spell to take out an opponent or just as value engine to not waste mana going into our next turn.
  7. Vorinclex, Monstrous Raider - no explanation necessary really.
  8. Voracious Hydra - can double on itself. Which is what you'll likely choose everytime.
  9. Solphim, Mayhem Dominus - doubles our commander's damage.
  10. Uncivil Unrest - all our creatures will deal double damage. Instant include.

This section is going to describe what I am calling commander x2. Basically, this is ways we can double our damage AGAIN for huge one shot potential through cards like: All Will Be One.

Not really the focus of this deck but effectively acts like a doubling season for our commander's effect in some cases.

  1. All Will Be One
  2. Minsc & Boo, Timeless Heroes - We can sacrifice a creature and fling it at an opponent. Also works to give counters to creatures. We must make sure however, we swing with our creatures before we sacrifice them to get maximum value.
  3. Chandra's Ignition - Same concept as before except hits ALL opponents and creatures which is nice because it can be a sudo board wipe. Gives us some flexibility of play.

This deck does not focus on heavy control / removal.

You've got your standard spells here focusing on ones that remove any permanent or doesn't allow them to ramp b/c Path to Exile sucks. Any recommendations here would be nice.

  1. Beast Within
  2. Boseiju, Who Endures - if you draw this early game feel free to use as land instead of removal.
  3. Chaos Warp
  4. Generous Gift
  5. Steelbane Hydra
  6. Swords to Plowshares

This deck has an extremely low average CMC

Since this deck is filled with X spells the average CMC is actually quite low. However, most of the time you will want to be using those spells for huge effect. This is going to rely on a few things. 1 A lot of ramp potential, and 2, a lot of card draw. Even if you draw only 2 lands on your starting turn you'll want to be able to cast some sort of ramp spell ASAP turn 2. So, i've tried to fill the deck with as much ramp or cost reduction as possible to make sure we get consistency from our play. We will want to be playing any doubling effects whenever possible. Don't be afraid to cast X spells early just to have a board presence because you can always draw into them later / tutor for what you need.

  1. Biophagus - any color ramp + gives counters. Great for this deck.
  2. Cultivate
  3. Defiler of Vigor - reduces green mana we pay and gives us +1/+1 counters for all creatures on our board? Digusting.
  4. Farseek
  5. Rampant Growth
  6. Kodama of the West Tree - make sure we're grabbing lands
  7. Rishkar, Peema Renegade - Gives counters and allows our creatures to tap for mana. - this may be replaceable though.
  8. Nature's Lore
  9. Sporocyst - great for our theme, allows us to potential kill an opponent by casting a big x spell and dumping all our lands onto the battlefield.
  10. The Great Henge - great for ramp, card draw, and counter generation.
  11. Three Visits
  12. Kami of Whispered Hopes
  13. Three Visits

This could probably use some work. However, I believe between the ramp & the card draw, we should be in a pretty good spot to ensure we always have something to play.

  1. Dusk Legion Duelist - can allow us to draw once every turn
  2. Esper Sentinel - can allow us to draw once every turn
  3. Garruk's Uprising - great for giving us trample and card draw on our creature's ETBing
  4. Guardian Project - great for creature ETB
  5. Inspiring Call - protection + card draw + counters
  6. Sporocyst - cast it large enough we get a card :)
  7. Sylvan Library - card draw engine
  8. The Great Henge - creature etb engine
  9. Tribute to the World Tree - possible creature etb engine.

This section details the possible buffs we can give to our creatures to ensure they're always high value on the board even if our commander isn't in play.

  1. Garruk's Uprising - gives trample
  2. Halana and Alena, Partners - gives counters and haste.
  3. Kessig Wolf Run - pumps and gives trample
  4. Kodama of the West Tree - gives trample and ramp
  5. Rhythm of the Wild - gives either counters or haste
  6. Rogue's Passage - straight up makes it unblockable
  7. Shadowspear - will probably go on our commander, make your opponents creatures destroyable and they lose hexproof? Also gives pump + trample + lifelink? Super good on our commander. Put this on Shalai and Hallar and then cast 1 x spell and you'll be in business boys.
  8. Shalai, Voice of Plenty - gives counters and hexproof to all our creatures
  9. Slayers' Stronghold - gives haste
  10. Uncivil Unrest - gives counters or haste also doubles damage.
  11. Champion of Lambholt - makes everything unblockable.
  12. Torbran, Thane of Red Fell - makes our commander essentially do +2 damage. If we're adding a single +1/+1 counter. We're effectively tripling the output. That's what I call value.

There's actually a few cards which can combo off with Shalai and Hallar.

I am only running the Red Terror to end games that take too long. My play group doesn't particularly like infinite combos but I bought them so when I go to the store I can flex on some scrubs. but these are easily replaceable with something else.

  1. The Red Terror Trigger your commander once with this on the board or just swing with a red creature and you'll have infinite damage to your opponent's face.
  2. Heliod, Sun-Crowned - give your commander life link, swing with it and then you just ping your opponents down forever until they die.

Please give an upvote if you enjoyed the deck!

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97% Casual

Competitive

Revision 3 See all

(1 year ago)

+1 Conclave Mentor main
+1 Kodama's Reach main
+1 Smothering Tithe maybe
+1 Sporocyst main
+1 Sunscorch Regent side
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 2 Mythic Rares

50 - 7 Rares

16 - 4 Uncommons

5 - 1 Commons

Cards 100
Avg. CMC 3.33
Tokens Beast 3/3 G, Boo, Elephant 3/3 G
Folders Future Builds
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