828 views13 months ago
Commander
Size: 100Salt sum: 46
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ItsDukki

828 views13 months ago
Commander
Size: 100Salt sum: 46

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Commander

Qty: 1 Price: $0.49
Jackal, Genius Geneticist
Trample
Whenever you cast a creature spell with mana value equal to Jackal's power, copy that spell, except the copy isn't legendary. Then put a +1/+1 counter on Jackal. (The copy becomes a token.)
Legendary Creature - Human Scientist Villain
Jackal, Genius Geneticist (spm) 272

Commander

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Commander Synergy

Qty: 4 Price: $22.32
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (nec) 113
Murkfiend Liege
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Creature - Horror
Murkfiend Liege (c13) 231
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Rancor (pip) 205
Vigean Graftmage
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Untap target creature with a +1/+1 counter on it.
Creature - Wizard Vedalken Mutant
Vigean Graftmage (mm2) 68

Commander Synergy

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Copy

Qty: 5 Price: $31.05
Bramble Sovereign
Whenever another nontoken creature enters, you may pay
. If you do, that creature's controller creates a token that's a copy of that creature.
Creature - Dryad
Bramble Sovereign (bbd) 65
Doppelgang
For each of X target permanents, create X tokens that are copies of that permanent.
Sorcery
Doppelgang (mkm) 198
Errant, Street Artist
Flash
Defender, haste
,
: Copy target spell you control that wasn't cast. You may choose new targets for the copy.
Legendary Creature - Human Rogue
Errant, Street Artist (snc) 41
Irenicus's Vile Duplication
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Sorcery
Irenicus's Vile Duplication (clb) 78
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion
Spark Double (pwar) 68p

Copy

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Counters

Qty: 7 Price: $128.43
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Enchantment
Branching Evolution (lcc) 234
Bristly Bill, Spine Sower
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
: Double the number of +1/+1 counters on each creature you control.
Legendary Creature - Druid Plant
Bristly Bill, Spine Sower (otj) 157
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (fic) 304
Hydra's Growth
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
Enchantment - Aura
Hydra's Growth (thb) 172
Kalonian Hydra
Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Creature - Hydra
Kalonian Hydra (m14) 181
Master Biomancer
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Creature - Wizard Elf
Master Biomancer (clu) 200
Ouroboroid
At the beginning of combat on your turn, put X +1/+1 counters on each creature you control, where X is this creature's power.
Creature - Plant Wurm
Ouroboroid (peoe) 201p

Counters

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Creature

Qty: 8 Price: $24.02
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra
Benevolent Hydra (j22) 38
Goldvein Hydra
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
Creature - Hydra
Goldvein Hydra (otj) 167
Hungering Hydra
This creature enters with X +1/+1 counters on it.
This creature can't be blocked by more than one creature.
Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
Creature - Hydra
Hungering Hydra (m19) 189
Hydroid Krasis
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
Creature - Beast Jellyfish Hydra
Hydroid Krasis (m3c) 266
Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard
Ingenious Prodigy (woe) 56
Primordial Hydra
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
Creature - Hydra
Primordial Hydra (m13) 183
Steelbane Hydra
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature - Hydra Turtle
Steelbane Hydra (eld) 322
Vastwood Hydra
This creature enters with X +1/+1 counters on it.
When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
Creature - Hydra
Vastwood Hydra (m14) 198

Creature

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Draw

Qty: 4 Price: $15.86
Fathom Mage
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
Creature - Human Wizard
Fathom Mage (fic) 325
Prime Speaker Zegana
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters, draw cards equal to its power.
Legendary Creature - Wizard Merfolk
Prime Speaker Zegana (fdn) 664
Terrasymbiosis
Whenever you put one or more +1/+1 counters on a creature you control, you may draw that many cards. Do this only once each turn.
Enchantment
Terrasymbiosis (peoe) 210p
Zameck Guildmage
: This turn, each creature you control enters with an additional +1/+1 counter on it.
, Remove a +1/+1 counter from a creature you control: Draw a card.
Creature - Wizard Elf
Zameck Guildmage (gtc) 209

Draw

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Finisher

Qty: 3 Price: $41.47
Champion of Lambholt
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature - Human Warrior
Champion of Lambholt (mic) 136
Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (jmp) 385
Thunderfoot Baloth
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
Creature - Beast
Thunderfoot Baloth (dsc) 201

Finisher

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Land

Qty: 35 Price: $40.85
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (tdc) 360
Forest
(
: Add
.)
Basic Land - Forest
Forest (spm) 198
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (lcc) 336
Island
(
: Add
.)
Basic Land - Island
Island (spm) 195
Nesting Grounds
: Add
.
,
: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
Land
Nesting Grounds (mh3) 302
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmr) 354
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (mkc) 282
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (who) 299
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (c21) 326
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (m3c) 405
Willowrush Verge
: Add
.
: Add
. Activate only if you control a Forest or an Island.
Land
Willowrush Verge (pdft) 270p

Land

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Move counters

Qty: 8 Price: $86.54
Bioshift
Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
Instant
Bioshift (gtc) 214
Goldberry, River-Daughter
: Move a counter of each kind not on Goldberry from another target permanent you control onto Goldberry.
,
: Move one or more counters from Goldberry onto another target permanent you control. If you do, draw a card.
Legendary Creature - Nymph
Goldberry, River-Daughter (ltr) 52
Moxite Refinery
,
, Remove X counters from an artifact or creature you control: Choose one. Activate only as a sorcery.
• Put X charge counters on target artifact.
• Put X +1/+1 counters on target creature.
Artifact
Moxite Refinery (eoc) 37
O'aka, Traveling Merchant
, Remove a counter from a nonland permanent you control: Draw a card.
Legendary Creature - Human Citizen
O'aka, Traveling Merchant (fic) 39
Power Conduit
, Remove a counter from a permanent you control: Choose one —
• Put a charge counter on target artifact.
• Put a +1/+1 counter on target creature.
Artifact
Power Conduit (plst) MRD-229
Shapers of Nature
: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from a creature you control: Draw a card.
Creature - Merfolk Shaman
Shapers of Nature (xln) 228
Slippery Bogbonder
Flash
Hexproof
When this creature enters, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.
Creature - Human Druid
Slippery Bogbonder (c20) 66
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact
The Ozolith (iko) 237

Move counters

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Protection

Qty: 9 Price: $33.97
Blossoming Defense
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Blossoming Defense (scd) 173
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (mar) 34
Overprotect
Target creature you control gets +3/+3 and gains trample, hexproof, and indestructible until end of turn.
Instant
Overprotect (blb) 185
Plaxcaster Frogling
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Mutant Frog
Plaxcaster Frogling (plst) MM2-184
Royal Treatment
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward
.)
Instant
Royal Treatment (woe) 183
Snakeskin Veil
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Snakeskin Veil (tdm) 159
Strength of Will
Until end of turn, target creature you control gains indestructible and "Whenever this creature is dealt damage, put that many +1/+1 counters on it."
Instant
Strength of Will (spm) 267
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (lcc) 314
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (one) 190

Protection

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Ramp

Qty: 8 Price: $45.52
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 334
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (8ed) 233
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (cmm) 382
Gyre Sage
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
: Add
for each +1/+1 counter on this creature.
Creature - Elf Druid
Gyre Sage (fic) 306
Simic Signet
,
: Add
.
Artifact
Simic Signet (lcc) 312
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1993
Talisman of Curiosity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Curiosity (drc) 140
The Eternity Elevator
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ |
: Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft
The Eternity Elevator (eoe) 241

Ramp

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Recursion

Qty: 1 Price: $2.79
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (m3c) 227

Recursion

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Removal

Qty: 7 Price: $72.65
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (lcc) 142
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (mar) 33
Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Curse of the Swine (lcc) 150
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (otp) 11
Naturalize
Destroy target artifact or enchantment.
Instant
Naturalize (m14) 186
Quandrix Command
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant
Quandrix Command (lcc) 280
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (cmr) 248

Removal

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
27 pips - 22 cards
24 mana - 24 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
61 pips - 45 cards
26 mana - 26 cards
0 pips - 0 cards
12 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Description"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Hi there! This is my entry for the Tolarian Community College Spiderman “Precon” Contest”. Ingenious Mutations is a Simic Precon led by "},{"insert":{"card-link":"Jackal, Genius Geneticist"}},{"insert":".\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Theme"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Gameplay/Uniqueness"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis deck is both a “go wide” and “go tall” creature oriented precon, designed for lots of combat wins and cloning effects. It utilizes both aspects of "},{"insert":{"card-link":"Jackal, Genius Geneticist"}},{"insert":"'s ability to copy creature’s ETB effects and pump him at the same time. This is a fairly new branch of simic, at least in precons. The other most similar simic precons like Explorers of the Deep and Tricky Terrain don’t exactly fit the copy and go wide with +1/+1 counters theme.\n\nThe Tricky Terrain precon from MH3 was more focused on land types and landfall, as opposed to ours which has more of an emphasis on the creatures and specifically, their mana costs.\n\nThe Explorers of the Deep precon from Ixalan was more merfolk and explore themed, with +1/+1 counters too. Our deck doesn’t necessarily have lots of +1/+1 counter synergy except with our commander, which makes it even more unique.\n\nOur precon wants us to get "},{"insert":{"card-link":"Jackal, Genius Geneticist"}},{"insert":" out as early as possible and assert our superior board state as soon as possible by playing creatures with (x) mana values to copy them and pump Jackal. This kinda fits into a mid to long range gameplay style as you can’t really get early wins, but late game you always turn into a massive threat.\n\nFlavor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBesides the gameplay matters, this deck is all about Jackal mutating your creatures. The creature walks into Jackal’s lab, and BOOM Jackal mutates. Not Actually. But that's the idea. Jackal is the one and only genius in our deck, so it makes sense that the only strategy is centered around this megalomaniac.\n\nWhy this commander as a precon"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI think that lots of people would enjoy this precon because it is both simple and powerful. It doesn’t have any infinites, so no one in the playgroup has to get mad. The strategy is straightforward and powerful at the same time. With one strategy, all the pilot of this deck needs is good execution and lucky draws to put up a good fight. Jackal is a very simple commander, and yet he appeals to so many players. The combination of copying your creatures and having a cheap commander that turns into a massive board threat very quickly is why this precon was commanded by Jackal.\n\nHaving a cheap commander adds versatility for new players. They can try to ramp out and establish a board state first, or lead with Jackal and get a jump on the other players. Added with Jackal’s copy ability, new players will love it when this deck goes crazy in late games.\n\nThe Deck"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1) Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur commander, as you should know by now, is "},{"insert":{"card-link":"Jackal, Genius Geneticist"}},{"insert":". He is the main synergy piece of the deck, and we’re running lots of protection to keep him around. As a two drop, you want to get him out as early as turn 1 sometimes, but without anyone to back him up he’ll just get sent back to the command zone. Once our opponents realize that Jackal is the biggest threat, they’ll try to remove him time and time again. Thankfully, being a two drop, we’ll just recast Jackal and keep rolling. Jackal is essential to our gameplan, so keep him alive at all costs.\n\n2) Commander Synergy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI included some miscellaneous cards that although they synergize well with our commander, don’t really have anywhere else to go. These include "},{"insert":{"card-link":"Vigean Graftmage"}},{"insert":" for untap, and "},{"insert":{"card-link":"Murkfiend Liege"}},{"insert":" which acts as a "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" and a "},{"insert":{"card-link":"Benalish Marshal"}},{"insert":" at the same time! I also added "},{"insert":{"card-link":"Rancor"}},{"insert":" for some early ramping.\n\n3) Copy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThese cards are here to make things even more interesting than just copying your creatures once. "},{"insert":{"card-link":"Bramble Sovereign"}},{"insert":", "},{"insert":{"card-link":"Errant, Street Artist"}},{"insert":". and "},{"insert":{"card-link":"Doppelgang"}},{"insert":" can copy your creatures and creature tokens, while "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" and "},{"insert":{"card-link":"Spark Double"}},{"insert":" copy Jackal. With the creature copyers, you’ll want to copy the creatures with either etb effects or anthem, like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" and "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" \n\n4) +1/+1 counters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThese creatures are all about getting +1/+1 counters down on our creatures and then either pumping Jackal, or finishing the table off.\n"},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" is just really good. What more need I say? Semi-cheap counter doubling that you can trigger lots of times per turn? I'll take it.\n"},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" can help rack up counters, especially against high interaction decks. If you can spare any protection spells, it’ll be worth it.\n"},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" is similar to Bristly Bill in that it finished off the table with some insanely large creatures.\n"},{"insert":{"card-link":"Ouroboroid"}},{"insert":" is one of the hands down best cards in this deck. It’s combat ability is passive, so you don’t even need to swing in or pay 5 mana. This goes especially crazy with copy effects like dopplegang, because the copies all put counters on each other too.\n\n5) X Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis deck also runs a decent of X creatures so that we can make sure to maximize our bang for our buck on Jackal. Most of them are hydras, but we also have cards like "},{"insert":{"card-link":"Ingenious Prodigy"}},{"insert":" for card draw. "},{"insert":{"card-link":"Steelbane Hydra"}},{"insert":" is one of our better removals because it's reusable, while "},{"insert":{"card-link":"Primordial Hydra"}},{"insert":" and "},{"insert":{"card-link":"Hungering Hydra"}},{"insert":" are their own deal altogether.\n\n6) Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCard draw is necessary when we’re making a big splash on the battlefield, so "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":" and "},{"insert":{"card-link":"Prime Speaker Zegana"}},{"insert":" are essential to staying alive and threatening until the endgame. "},{"insert":{"card-link":"Zameck Guildmage"}},{"insert":" and "},{"insert":{"card-link":"Fathom Mage"}},{"insert":" are also nice early game card sources.\n\n7) Move counters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGame scenario: We have "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" in hand, but Jackal has one too many +1/+1 counters! What a tragedy. That’s where "},{"insert":{"card-link":"Power Conduit"}},{"insert":" comes in. "},{"insert":{"card-link":"Bioshift"}},{"insert":", "},{"insert":{"card-link":"Moxite Refinery"}},{"insert":", "},{"insert":{"card-link":"The Ozolith"}},{"insert":", and even "},{"insert":{"card-link":"Goldberry, River-Daughter"}},{"insert":" help us move our counters around to make sure we’re getting our copies. These “counter movers” also serve a double purpose. If we only have 5 +1/+1 counters on Jackal and our opponent lets him through, just "},{"insert":{"card-link":"Bioshift"}},{"insert":" away!\n\n8) Vegetables (Ramp, Removal, Protection)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhat’s funny about having a paragraph about vegetables in a deckbuilding challenge is that our decks are supposed to be unique. But, this is the precon building challenge. So it is supposed to be both unique and generic at the same time. All said, we’ve got all the vegetables anyone would ever need! Want some early game mana advantage? Need to get rid of that pesky "},{"insert":{"card-link":"Korvold, Fae-Cursed King"}},{"insert":"? Want to keep your commander around long enough to actually do something? Well that’s where "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"insert":{"card-link":"Beast Within"}},{"insert":". and "},{"insert":{"card-link":"Royal Treatment"}},{"insert":" come in.\n\n9) Finisher"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBecause this is a slow deck to play, we need to be as efficient and thorough as possible in the endgame. Who wants to delay our inevitable win? "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" nicely takes care of that. Who knew our big creatures could get even bigger? "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" and "},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":" also do nicely.\n\nPlaytesting"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile playtesting the deck, I noticed a few things which I will share here. First of all, this deck is terrible against aggro decks. Most precons aren’t built to win before turn 4ish, so against other precons this deck should be fine even though this deck is slower than most. Secondly, this deck is absolutely useless without Jackal. So there. This deck could be greatly improved by cutting out some of the janky-er cards, but it’s a precon so that’s how it’s supposed to be.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Flavor Highlights"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":": It’s a mutant too. Mutants rule.\n"},{"insert":{"card-link":"Branching Evolution"}},{"insert":" : Hey! That’s exactly what Jackal does.\n"},{"insert":{"card-link":"Bioshift"}},{"insert":": Bioshift…Bioshift. Bioshift. That's what Jackal does...\n"},{"insert":{"card-link":"Master Biomancer"}},{"insert":": It’s like Jackal’s accomplice. They make things into mutants, now isn’t that nice.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Conclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hopefully, you liked this deck. If not then thank you very much for reading all the way through this description. I worked really hard on this particular challenge and appreciate the time you spent looking at my list!\n\nTLDR"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a simic precon led by "},{"insert":{"card-link":"Jackal, Genius Geneticist"}},{"insert":". Its themes are focused on copying creatures until Jackal gets really big and scary. It is also designed so that newer players can have a fun and straightforward gameplan and strategy.\n\n"}]}
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