Use Vorel of the Hull Clade to double the number of counters on a bunch of different permanents. Untap Vorel, and then do it all over again. This deck uses some infinite turn combos as secondary wincons, but the main wincon is using card advantage and massive creatures to win through commander or regular combat damage.
  • You like alternate wincons

  • You like +1/+1 counters

  • Atraxa is your favorite commander (I know, we could just do Atraxa but she's pretty expensive and doesn't provide the raw exponentiality that Vorel does.)

  • You like games to last a long time.

  • You like combos as a secondary wincon, but not as the primary line to victory

  • You like versatility

  • You don't own enough dice

  • You like games to end quickly

  • Thinking on your feet isn't your strong suit, and you'd rather have an established line of play going into a game.

  • Ramp - We need ramp to make sure that we can cast all of our expensive spells. Do we really need to justify ramp? It's EDH! RAMP!

    CardDraw - Card draw that allows us to take advantage of all our +1/+1 counters. Again, do we need to justify this?

    Removal - Simic sucks at removal but we're doing the best we can here. Temporal Spring is a bit of a stretch, but again Simic sucks at removal, so it's something.

    BoardWipes - Simic sucks at board wipes as well. AEtherize and AEtherspouts are a bit of a stretch, but Curse of the Swine is a straight up board wipe that we can hit any number of things with, which is great. Thank you, Theros, thank you.

    +1/+1 Counters - These are cards that either give +1/+1 counters to other things, or enter with +1/+1 counters on them.

    CounterAdvantage - These are cards that give our creatures with +1/+1 counters on them a serious advantage, and will likely finish the game or at least eliminate one opponent before they get removed.

    Proliferate - Cards that either straight up proliferate, or have a proliferate-similar effect on them.

    VorelAdvantage - Cards that synergize with our commander nicely so that we can get more uses out of Vorel per turn.

    ManaBase - Lands.

    Ramp - And our best ramp card is... Fertilid ! Now give us a second to explain ourselves, because we know this one's a bit of a stretch. If we can double the number of counters a couple of times on Fertilid with Vorel then we can dump mana into Fertilid to ramp out 3 or 4 lands a turn. That is crazy value, which is why it's our best ramp card.

    CardDraw - Bred for the Hunt is our winner here. While it won't give us as many cards immediately as say, Inspiring Call will, over time it'll net us a steady, massive stream of cards.

    Removal - All our removal is crappy because Simic is not good at removal, but if we have to choose Rapid Hybridization is probably our best bet. One mana destroy anything is awesome in EDH, a format where Eldrazi Titans run amok, so it's gonna be our best choice for removal.

    BoardWipes - The selection here is also pretty measly, but Curse of the Swine is pretty decent, and can hose a number of pesky cards (Hey wanna trade that Newlamog for a piggy?).

    +1/+1Counters - Experiment Kraj , hands down. It synergizes nicely with Vorel, and gives anything we want a +1/+1 counter (including our opponents creatures if we really wanted it, sorry Olivia players).

    CounterAdvantage - Rishkar, Peema Renegade is probably our winner here. If we can turn any of our pumped creatures into a source of mana, we can accelerate much faster than our opponents and gain a huge advantage. Not to mention she also gives two of our creatures +1/+1 counters.

    VorelAdvantage - There's a reason it's the most expensive card in this category - Illusionist's Bracers . It allows us to get two uses out of each Vorel ability, and if we have a way to untap Vorel we can get four uses per turn.

    Proliferate - Inexorable Tide !!! IT'S SO GOOD!

    And our best card out of the 99 is.....

    Experiment Kraj ! It allows us to do so many things, like putting counters onto anything that breathes or moves, and copying Vorel's ability so we can get two uses out of it per turn, and even more if we have any of our VorelAdvantage cards.

    Darksteel Reactor - With Vorel we can turn the game into a 5 turn kill clock. The first turn we play it it won't have any counters, so we can't double anything. The next turn it gets an upkeep counter (1), and then we double the number of counters (2). Then next turn it gets an upkeep counter (3), and then we double it (6). The next turn it gets another upkeep counter (7), and then we double it (14). The final turn we put another upkeep counter on it (15), and then double it (30)!!

    Magistrate's Scepter - We have an infinite combo here with Magistrate's Scepter + Vorel of the Hull Clade . If we get Magistrate's Scepter up to 6 charge counters we can take infinite turns. To do so, tap Magistrate's Scepter to remove 3 charge counters and take another turn. Then, use Vorel to double the number of counters on Magistrate's Scepter bringing it back up to 6 charge counters. On your extra turn, repeat the process. Infinite turns!

    Triskelion - This doesn't necessarily win us the game, but it will very likely wipe out a player, or maybe even two. If we can get it high enough we can remove all the +1/+1 counters and deal massive amounts of damage wherever we want.

    Simic Ascendancy - Unfortunately Vorel can't double counters on enchantments, but that doesn't mean that we can't still win with Simic Ascendancy. If we have a +1/+1 counter on a creature and Simic Ascendancy out, we can just keep doubling with Vorel and keep putting growth counters on Simic Ascendancy. It's somewhat janky, but in the right situation it could totally win us the game.

    Sage of Hours - This one is by far the most complex to pull off. In Magical Christmas Land this can in theory go infinite using Experiment Kraj + Sage of Hours + Vorel of the Hull Clade . Use Kraj to put a +1/+1 counter on Sage. Double with Vorel over a couple of turns. Get Sage up to 32 +1/+1 counters. Remove all the counters and take 6 extra turns. On the first extra turn put a +1/+1 counter on Sage, and then double it with Vorel. Turn 2 - 6 counters (Kraj puts one on, Vorel doubles). Turn 3 - 14 counters. Turn 4 - 30 counters, then remove all the counters and take 5 extra turns. Repeat the process infinitely. This is a super complex combo that's likely never going to occur, but that doesn't matter. Sage of Hours can get big enough on it's own that even if we don't go infinite, we can still probably get 3-12 extra turns out of it, which is likely enough to win the game for us on it's own.

    In addition to all the cards above, we have our main wincon, which is attacking. At it's core, Vorel EDH is all about making massive creatures, and so our ultimate goal is to win through smashing face with giant Simic monstrosities. If we happen to topdeck a combo we can use it, but that's not the primary goal of the deck.

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    Date added 5 years
    Last updated 5 years
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    3 - 0 Mythic Rares

    22 - 0 Rares

    26 - 0 Uncommons

    21 - 0 Commons

    Cards 100
    Avg. CMC 3.44
    Tokens Beast 3/3 G, Boar 2/2 G, Frog Lizard 3/3 G
    Folders EDH Decks
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