Here's an example.
Don't you like an army of kitties???.
There are quite many cool standard decks floating around in the current time, but before I explain how this deck works, understand this: I have used this deck in Arena, and ended with 48, 11/11 lifelink tokens. Trust me. It works. However, to properly maneuver the deck, you truly do have to understand the gameplan, which is exactly what you can do below! On a side note, if you are a commander fan like myself, feel free to check out some of my popular decks like Double Trouble EDH ⫸PRIMER⫷ (the #1 Rafiq deck on tappedout) and A Deal With the Devil EDH ⫸PRIMER⫷ both of which are coded, extensive primers! Also, feel free to check out my real life magic inventory!. That said though, let's take a look at how the deck works.
The ultimate idea revolves around a mutated token generator, and
Huntmaster Liger
. Our token generator HAS to be either
Cubwarden
(preferred) or
Trumpeting Gnarr
. Every time you mutate, you will create tokens, which will in turn get buffed for every time you've mutated if you have the Huntmaster. If you get MULTIPLE token generators or multiple huntmasters, things can trigger quite a lot of times, resulting in literally tons of tokens, and TONS of buffs. If you are a bit confused, here's an example. You have a creature out, and you mutate
Huntmaster Liger
on to it. In the following turn, you mutate cubwarden on to the huntmaster, creating two tokens, which mutated twice, becoming 3/3 lifelinkers. The following turn, if you mutate again, the buff will be even greater, and there will be even more tokens! At first glance it may seem a bit slow, but trust me, the actual process itself can be pretty fast, the fault lies in getting the parts you need to carry out the process- solutions to which are explained below!
So leading into that, there are certainly additional cards that aid the synergy.
Opt
and
Witching Well
are very great pieces, as they are quite cheap and allow you to obviously draw or pick what you will draw, increasing the chance of drawing something you need for the synergy. It's pretty hard to just hope you draw either a Cubwarden or a Huntmaster, much less both, and so these cards are extremely vital. On a side note, while we are drawing a ton of cards and assembling our gameplan, our opponent can be wrapping the game up. For this, we have cheap lifegain, specifically
Light of Hope
, to help prolong the game in our favor. Light of hope is quite good in the deck since it can also function as enchantment removal if someone decides to sneak in a nasty
Banishing Light
or something similar.
To add even better card draw I have
Sea-Dasher Octopus
, which not only can be card draw but also can mutate, meaning it can contribute to
Huntmaster Liger
's ability and increase the number of tokens created from either
Cubwarden
or
Trumpeting Gnarr
. Basically, there is no shortage of card draw. And yet there is one more!
Pollywog Symbiote
! Pollywog is actually SUPER great (thank you Sorin_Markov_1947), for a few reasons. First of all, as I mentioned before while I'm setting up my gameplan, my opponent might be dealing a TON of damage. Pollywog is rather cheap, and can function as a great blocker if necessary. Second, he reduces the costs of everybody else, an ability that is most obviously super great in helping speed up the deck. And FINALLY, whenever we mutate or even mutate on to him, we get to draw cards, increasing the chance of finding the parts we need to the synergy! Last but not least though, there is
Essence Symbiote
! This guy can also be a great, cheap, blocker if necessary, and yet also functions GREAT in that whenever we mutate (which we are obviously doing quite a bit of), we get a ton of value in that we are increasing the power of our creatures and gaining life we may have lost in the first half of the game!
As you could probably tell, this is a bant () deck, and needs lands accordingly. There are less green-mana using cards, but we certainly still need it for the instances we get Trumpeting Gnarr, which may seem like a waste of putting an entire color in the deck, but trust me- we need as many of the synergy pieces as we can get. And yet, I still included less forests than others- 5 Plains, 5 Islands, and 4 Forests. However, the better lands are of course the dual lands. I included both temples since scry is a super useful mechanic in the deck, allowing us to find what we need sooner, meaning there are copies of the
Temple of Enlightenment
and copies of the
Temple of Mystery
. Because there is no selesnya () temple in standard, I use
Branchloft Pathway
instead! The final type of land in the deck is of course
Fabled Passage
, a GREAT card in standard and in this deck, since once we reach 4 lands that is usually what we need to play Cubwarden, whereas anywhere sooner we can deal with tap lands. To also even out the color pie, there is
Cultivate
, in case we have everything that we need except the proper lands!
As you can see the deck can certainly function very well, and is super fun to play once you get it going, but can be a bit annoying when things get a bit slow, and so I'd love any recommendations anyone has regarding that! Anyways, thanks for dropping by, feel free to leave an upvote and check out some of my other decks, have a wonderful day, and happy tapping!