Char
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Commander
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{"ops":[{"insert":"$100 budget (at the time of building, at least) "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" kicker deck that gains extra value off +1/+1 counters and pings with big mana. Most of the commonplace spells have been replaced with a kicker version, including ramp, removal, creatures, and protection. Ideally, we open a hand with one of our one mana accelerants, such as "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":", "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", "},{"insert":{"card-link":"Arbor Elf"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":", "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":", or "},{"insert":{"card-link":"Wild Growth"}},{"insert":" to allow us to play out "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" on turn two to immediately start building up her counters and start ramping. The most important step for the early game is to ramp using cards like "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":", "},{"insert":{"card-link":"Reclaim the Wastes"}},{"insert":", "},{"insert":{"card-link":"Primal Growth"}},{"insert":", "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":", "},{"insert":{"card-link":"Grow from the Ashes"}},{"insert":", "},{"insert":{"card-link":"Ordeal of Nylea"}},{"insert":", or the one mana accelerants mentioned above. They allow us to build our presence, set up our engines, and have enough mana available to pay our kicker costs. Speaking of kicker, it is vital that we play the density we do so we can continuously proc "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s triggered ability to put a +1/+1 counter on her and burn each opponent’s face for each +1/+1 counter on her. Kicker is intentionally stapled onto important pieces that would normally be a better rate or a better effect to ensure we always have kicker cards available when we need them. "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":", "},{"insert":{"card-link":"Grow from the Ashes"}},{"insert":", "},{"insert":{"card-link":"Reclaim the Wastes"}},{"insert":", "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":", and "},{"insert":{"card-link":"Primal Growth"}},{"insert":" are examples of ramp with kicker, "},{"insert":{"card-link":"Citanul Woodreaders"}},{"insert":" is card draw through kicker, "},{"insert":{"card-link":"Ghitu Chronicler"}},{"insert":" and "},{"insert":{"card-link":"Murasa Sproutling"}},{"insert":" are examples of recursion made possible through kicker, and "},{"insert":{"card-link":"Mold Shambler"}},{"insert":" and "},{"insert":{"card-link":"Breath of Darigaaz"}},{"insert":" are examples of removal with kicker. All of these are examples of cards we play in substitution of others with a better rate because they can be used in conjunction with "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability. Do not feel the need to hold kicker cards in your hand because you cannot pay the kicker cost or you do not have "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" on the board in every circumstance, we play 24 kicker spells and will have enough to use "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability when we need to. Often, it is better to play spells un-kicked to get better value from kicked spells later. Ideally, we can kick spells and get the maximum value out of them regardless through effects like "},{"insert":{"card-link":"Vine Gecko"}},{"insert":"’s, who makes our kicker spells cheaper and puts a +1/+1 counter on itself with each kicker spell we cast. This helps us extract more value from our kicker spells by allowing us to cast them more consistently. "},{"insert":{"card-link":"Vine Gecko"}},{"insert":" and "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" aren’t the only ones who benefit from the kicker spells and subsequent +1/+1 counters we generate, however. "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" allows us to add an extra +1/+1 counter whenever we put one or more onto a creature we control. "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":" has a somewhat similar effect and is great in conjunction with "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", giving creatures four CMC or less an additional +1/+1 counter upon EtB and creatures five CMC or higher three additional +1/+1 counters on EtB. These are excellent with other counter creators, such as "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" who will benefit greatly from the increased counters because of his spaced-out generation, while "},{"insert":{"card-link":"Oran-Rief, the Vastwood"}},{"insert":", "},{"insert":{"card-link":"Pollenbright Druid"}},{"insert":", "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", and "},{"insert":{"card-link":"Strength of the Tajuru"}},{"insert":" put counters on multiple creatures, allowing "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" to amplify the amount of counters granted. It is also important to remember "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" will add an extra counter to our targeted creatures when we proliferate as well. "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":" allows us to spread our power to weaker creatures and grant haste to those who need it. This is crucial for the deck and is an incredible counter spreader that helps to facilitate a win condition of simple combat damage. Similarly, "},{"insert":{"card-link":"Hydra's Growth"}},{"insert":" allows us to make a massive tower we can take advantage of; be it through an effect like "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":" or by putting it on "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" herself to burn our opponents. +1/+1 counters are vital to the deck’s game plan in multiple ways, as we also run protection that requires them and gives us massive benefits for having them. "},{"insert":{"card-link":"Silkguard"}},{"insert":" puts a +1/+1 counter on X creatures and gives auras, equipment, and modified creatures (such as creatures with counters) we control hexproof until end of turn. Similarly, "},{"insert":{"card-link":"Inspiring Call"}},{"insert":" gives indestructible to all creatures we control with a +1/+1 counter and draws us a card for each. Although we are not trying to go as wide as possible, these protection effects are incredibly helpful in keeping our threats alive. They also help to build our board up, as do some of our other engines, such as "},{"insert":{"card-link":"Wolfbriar Elemental"}},{"insert":", who can convert excess mana into a kick and 2/2 "},{"insert":{"card-link":"Wolf"}},{"insert":" tokens. "},{"insert":{"card-link":"Myriad Construct"}},{"insert":" is also a board in a box, allowing us to kick it and have it enter with X +1/+1 counters equal to the amount of nonbasic lands our opponents control. Once it dies by being targeted by a spell, it turns into an amount of 1/1 "},{"insert":{"card-link":"Construct"}},{"insert":" tokens equal to its power. We can buff both the "},{"insert":{"card-link":"Myriad Construct"}},{"insert":" with our non-targeting counter granting abilities and spells and then subsequently buff the "},{"insert":{"card-link":"Construct"}},{"insert":" tokens it spawns. "},{"insert":{"card-link":"Dragonlair Spider"}},{"insert":" also creates 1/1 "},{"insert":{"card-link":"Insect"}},{"insert":" tokens whenever an opponent casts a spell, accruing quickly. "},{"insert":{"card-link":"Raging Ravine"}},{"insert":" also holds counters well, as we can buff it when it is a creature with +1/+1 counters and it will retain them while it is a land, as the next time we make it a creature again it will preserve its buffs. Tokens are considered 0 CMC and will be granted the +1/+1 counter from the aforementioned "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":". A large portion of the time, however, we will be buffing and trying to keep "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" alive. She is where most of the deck’s consistent damage comes from. Because of this, we play protection spells best suited to keep her alive in as many situations as possible. "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" grant her hexproof and haste, while "},{"insert":{"card-link":"Vines of Vastwood"}},{"insert":", "},{"insert":{"card-link":"Inspiring Call"}},{"insert":", "},{"insert":{"card-link":"Slippery Bogbonder"}},{"insert":", "},{"insert":{"card-link":"Silkguard"}},{"insert":", "},{"insert":{"card-link":"Saved by the Shell"}},{"insert":", "},{"insert":{"card-link":"Tyrite Sanctum"}},{"insert":", and "},{"insert":{"card-link":"Return the Favor"}},{"insert":" allow us to protect her and our other creatures or interact with removal. "},{"insert":{"card-link":"Return the Favor"}},{"insert":" is especially valuable because it is flexible; it allows us to redirect single target removal and potentially copy it and use it for ourselves again. "},{"insert":{"card-link":"Saved by the Shell"}},{"insert":" also protects from both targeted and mass removal, so long as the mass removal is destroying the creature. "},{"insert":{"card-link":"Tyrite Sanctum"}},{"insert":" allows us to put an indestructibility counter on a creature as well and only takes a land slot. It is also to be noted that "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" does not need to survive constantly. If she is not buffed or if we cannot win soon, sometimes it is correct to let her and her constituents die. We run some recursion by way of "},{"insert":{"card-link":"Murasa Sproutling"}},{"insert":" and "},{"insert":{"card-link":"Ghitu Chronicler"}},{"insert":" to recur what we need and ramp pretty hard, so recasting "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" from the command zone is not the end of the world. To keep things rolling, we play card draw that is generally on theme with what we want to be doing. "},{"insert":{"card-link":"Armorcraft Judge"}},{"insert":" draws a card for each creature we control with a +1/+1 counter, "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" gives us draw based on the power of our biggest non-human, "},{"insert":{"card-link":"Citanul Woodreaders"}},{"insert":" draws when kicked, and "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":" and "},{"insert":{"card-link":"Neyith of the Dire Hunt"}},{"insert":" take advantage of combat to draw cards. We also mostly run fight spells as our removal, such as "},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":", "},{"insert":{"card-link":"Smell Fear"}},{"insert":", "},{"insert":{"card-link":"Inscription of Abundance"}},{"insert":", and "},{"insert":{"card-link":"Territorial Allosaurus"}},{"insert":", granting even more value from "},{"insert":{"card-link":"Neyith of the Dire Hunt"}},{"insert":". "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":" draws cards based on how many +1/+1 counters we put on a creature. It is a may ability, however, meaning we can wait until we’re putting the most +1/+1 counters on a creature to activate it. "},{"insert":{"card-link":"Virtue of Courage // Embereth Blaze"}},{"insert":" allows us to exile and play the top cards of our deck equal to the amount of noncombat damage we do, such as "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability, until end of turn. "},{"insert":{"card-link":"Thickest in the Thicket"}},{"insert":" both grants counters and draws us cards if we have the biggest creature, similar to "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", who is our best mana engine. Speaking of, the mana engine is what allows us to cast our kicker spells. Because we are able to make a large amount of mana early through accelerants like "},{"insert":{"card-link":"Arbor Elf"}},{"insert":", "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":", "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":", "},{"insert":{"card-link":"Wild Growth"}},{"insert":", and "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", we can accelerate into our bigger ramp, such as "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", a multi-kicked "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", a kicked "},{"insert":{"card-link":"Skyclave Relic"}},{"insert":", or the various land ramp present. This progression means we aren’t really concerned with hitting a specific number past the initial turns, as we want as much mana as possible to play our kicker spells to allow our overlapping engines to hum. This overlapping is where the deck wins. For example, "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" wants to hold as many +1/+1 counters as possible while we play kicker spells. To facilitate this, we play our +1/+1 counter package, which includes our additives like "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" and "},{"insert":{"card-link":"High Score"}},{"insert":" as well as actual counters given through sources like "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":", "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":", and "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", which puts counters on our creatures and grows them for our draw engine, being cards like "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":", "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":", and "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", to draw into our late game mana engines, such as "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", to pay for our kicker spells and big X-cost spells that win the game. Continuing, we win most consistently by simply keeping "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" alive, buffing her, and casting kicked spells throughout the game. However, we also have a few other paths. Combat is a prevalent option, as we can produce a modest board with our token producers, such as "},{"insert":{"card-link":"Dragonlair Spider"}},{"insert":", "},{"insert":{"card-link":"Myriad Construct"}},{"insert":", and "},{"insert":{"card-link":"Wolfbriar Elemental"}},{"insert":", and can turn our creatures into massive threats with our buffers like "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":", "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":", "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", "},{"insert":{"card-link":"Strength of the Tajuru"}},{"insert":", and "},{"insert":{"card-link":"The Crowd Goes Wild"}},{"insert":". If these do not pan out, we have a third option of playing for our X-spells and "},{"insert":{"card-link":"Fling"}},{"insert":"s, being "},{"insert":{"card-link":"Comet Storm"}},{"insert":", "},{"insert":{"card-link":"Molten Disaster"}},{"insert":", and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":". With the large amount of burst mana we can generate if we have a tower, we can convert it into one of the X-spells to kill the table or use the big creature itself for a single player with "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":". If "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" dies repeatedly, it will be difficult to have the time to set up a victory using these three spells, however repeated pinging and combat are always an option, and are a blast! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
(Ctrl to add secondary)
Halana and Alena, Partners
Reach (This creature can block creatures with flying.)
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Legendary Creature - Human Ranger

Myriad Construct
Kicker
If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control.
When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control.
When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
Creature Artifact - Construct

Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
Legendary Creature - Human Warrior

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Creature
(Ctrl to add secondary)
Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura

Enchantment
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Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

Instant
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Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
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Grow from the Ashes
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Sorcery

Hunting Wilds
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery

Molten Disaster
Kicker (You may pay an additional as you cast this spell.)
If this spell was kicked, it has split second. (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.
If this spell was kicked, it has split second. (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.
Sorcery

Primal Growth
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.)
Search your library for a basic land card, put that card onto the battlefield, then shuffle. If this spell was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Search your library for a basic land card, put that card onto the battlefield, then shuffle. If this spell was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Sorcery

Sorcery
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Tokens & Extras
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"$100 budget (at the time of building, at least) "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" kicker deck that gains extra value off +1/+1 counters and pings with big mana. Most of the commonplace spells have been replaced with a kicker version, including ramp, removal, creatures, and protection. Ideally, we open a hand with one of our one mana accelerants, such as "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":", "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", "},{"insert":{"card-link":"Arbor Elf"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":", "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":", or "},{"insert":{"card-link":"Wild Growth"}},{"insert":" to allow us to play out "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" on turn two to immediately start building up her counters and start ramping. The most important step for the early game is to ramp using cards like "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":", "},{"insert":{"card-link":"Reclaim the Wastes"}},{"insert":", "},{"insert":{"card-link":"Primal Growth"}},{"insert":", "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":", "},{"insert":{"card-link":"Grow from the Ashes"}},{"insert":", "},{"insert":{"card-link":"Ordeal of Nylea"}},{"insert":", or the one mana accelerants mentioned above. They allow us to build our presence, set up our engines, and have enough mana available to pay our kicker costs. Speaking of kicker, it is vital that we play the density we do so we can continuously proc "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s triggered ability to put a +1/+1 counter on her and burn each opponent’s face for each +1/+1 counter on her. Kicker is intentionally stapled onto important pieces that would normally be a better rate or a better effect to ensure we always have kicker cards available when we need them. "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":", "},{"insert":{"card-link":"Grow from the Ashes"}},{"insert":", "},{"insert":{"card-link":"Reclaim the Wastes"}},{"insert":", "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":", and "},{"insert":{"card-link":"Primal Growth"}},{"insert":" are examples of ramp with kicker, "},{"insert":{"card-link":"Citanul Woodreaders"}},{"insert":" is card draw through kicker, "},{"insert":{"card-link":"Ghitu Chronicler"}},{"insert":" and "},{"insert":{"card-link":"Murasa Sproutling"}},{"insert":" are examples of recursion made possible through kicker, and "},{"insert":{"card-link":"Mold Shambler"}},{"insert":" and "},{"insert":{"card-link":"Breath of Darigaaz"}},{"insert":" are examples of removal with kicker. All of these are examples of cards we play in substitution of others with a better rate because they can be used in conjunction with "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability. Do not feel the need to hold kicker cards in your hand because you cannot pay the kicker cost or you do not have "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" on the board in every circumstance, we play 24 kicker spells and will have enough to use "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability when we need to. Often, it is better to play spells un-kicked to get better value from kicked spells later. Ideally, we can kick spells and get the maximum value out of them regardless through effects like "},{"insert":{"card-link":"Vine Gecko"}},{"insert":"’s, who makes our kicker spells cheaper and puts a +1/+1 counter on itself with each kicker spell we cast. This helps us extract more value from our kicker spells by allowing us to cast them more consistently. "},{"insert":{"card-link":"Vine Gecko"}},{"insert":" and "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" aren’t the only ones who benefit from the kicker spells and subsequent +1/+1 counters we generate, however. "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" allows us to add an extra +1/+1 counter whenever we put one or more onto a creature we control. "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":" has a somewhat similar effect and is great in conjunction with "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", giving creatures four CMC or less an additional +1/+1 counter upon EtB and creatures five CMC or higher three additional +1/+1 counters on EtB. These are excellent with other counter creators, such as "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" who will benefit greatly from the increased counters because of his spaced-out generation, while "},{"insert":{"card-link":"Oran-Rief, the Vastwood"}},{"insert":", "},{"insert":{"card-link":"Pollenbright Druid"}},{"insert":", "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", and "},{"insert":{"card-link":"Strength of the Tajuru"}},{"insert":" put counters on multiple creatures, allowing "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" to amplify the amount of counters granted. It is also important to remember "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" will add an extra counter to our targeted creatures when we proliferate as well. "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":" allows us to spread our power to weaker creatures and grant haste to those who need it. This is crucial for the deck and is an incredible counter spreader that helps to facilitate a win condition of simple combat damage. Similarly, "},{"insert":{"card-link":"Hydra's Growth"}},{"insert":" allows us to make a massive tower we can take advantage of; be it through an effect like "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":" or by putting it on "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" herself to burn our opponents. +1/+1 counters are vital to the deck’s game plan in multiple ways, as we also run protection that requires them and gives us massive benefits for having them. "},{"insert":{"card-link":"Silkguard"}},{"insert":" puts a +1/+1 counter on X creatures and gives auras, equipment, and modified creatures (such as creatures with counters) we control hexproof until end of turn. Similarly, "},{"insert":{"card-link":"Inspiring Call"}},{"insert":" gives indestructible to all creatures we control with a +1/+1 counter and draws us a card for each. Although we are not trying to go as wide as possible, these protection effects are incredibly helpful in keeping our threats alive. They also help to build our board up, as do some of our other engines, such as "},{"insert":{"card-link":"Wolfbriar Elemental"}},{"insert":", who can convert excess mana into a kick and 2/2 "},{"insert":{"card-link":"Wolf"}},{"insert":" tokens. "},{"insert":{"card-link":"Myriad Construct"}},{"insert":" is also a board in a box, allowing us to kick it and have it enter with X +1/+1 counters equal to the amount of nonbasic lands our opponents control. Once it dies by being targeted by a spell, it turns into an amount of 1/1 "},{"insert":{"card-link":"Construct"}},{"insert":" tokens equal to its power. We can buff both the "},{"insert":{"card-link":"Myriad Construct"}},{"insert":" with our non-targeting counter granting abilities and spells and then subsequently buff the "},{"insert":{"card-link":"Construct"}},{"insert":" tokens it spawns. "},{"insert":{"card-link":"Dragonlair Spider"}},{"insert":" also creates 1/1 "},{"insert":{"card-link":"Insect"}},{"insert":" tokens whenever an opponent casts a spell, accruing quickly. "},{"insert":{"card-link":"Raging Ravine"}},{"insert":" also holds counters well, as we can buff it when it is a creature with +1/+1 counters and it will retain them while it is a land, as the next time we make it a creature again it will preserve its buffs. Tokens are considered 0 CMC and will be granted the +1/+1 counter from the aforementioned "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":". A large portion of the time, however, we will be buffing and trying to keep "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" alive. She is where most of the deck’s consistent damage comes from. Because of this, we play protection spells best suited to keep her alive in as many situations as possible. "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" grant her hexproof and haste, while "},{"insert":{"card-link":"Vines of Vastwood"}},{"insert":", "},{"insert":{"card-link":"Inspiring Call"}},{"insert":", "},{"insert":{"card-link":"Slippery Bogbonder"}},{"insert":", "},{"insert":{"card-link":"Silkguard"}},{"insert":", "},{"insert":{"card-link":"Saved by the Shell"}},{"insert":", "},{"insert":{"card-link":"Tyrite Sanctum"}},{"insert":", and "},{"insert":{"card-link":"Return the Favor"}},{"insert":" allow us to protect her and our other creatures or interact with removal. "},{"insert":{"card-link":"Return the Favor"}},{"insert":" is especially valuable because it is flexible; it allows us to redirect single target removal and potentially copy it and use it for ourselves again. "},{"insert":{"card-link":"Saved by the Shell"}},{"insert":" also protects from both targeted and mass removal, so long as the mass removal is destroying the creature. "},{"insert":{"card-link":"Tyrite Sanctum"}},{"insert":" allows us to put an indestructibility counter on a creature as well and only takes a land slot. It is also to be noted that "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" does not need to survive constantly. If she is not buffed or if we cannot win soon, sometimes it is correct to let her and her constituents die. We run some recursion by way of "},{"insert":{"card-link":"Murasa Sproutling"}},{"insert":" and "},{"insert":{"card-link":"Ghitu Chronicler"}},{"insert":" to recur what we need and ramp pretty hard, so recasting "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" from the command zone is not the end of the world. To keep things rolling, we play card draw that is generally on theme with what we want to be doing. "},{"insert":{"card-link":"Armorcraft Judge"}},{"insert":" draws a card for each creature we control with a +1/+1 counter, "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" gives us draw based on the power of our biggest non-human, "},{"insert":{"card-link":"Citanul Woodreaders"}},{"insert":" draws when kicked, and "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":" and "},{"insert":{"card-link":"Neyith of the Dire Hunt"}},{"insert":" take advantage of combat to draw cards. We also mostly run fight spells as our removal, such as "},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":", "},{"insert":{"card-link":"Smell Fear"}},{"insert":", "},{"insert":{"card-link":"Inscription of Abundance"}},{"insert":", and "},{"insert":{"card-link":"Territorial Allosaurus"}},{"insert":", granting even more value from "},{"insert":{"card-link":"Neyith of the Dire Hunt"}},{"insert":". "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":" draws cards based on how many +1/+1 counters we put on a creature. It is a may ability, however, meaning we can wait until we’re putting the most +1/+1 counters on a creature to activate it. "},{"insert":{"card-link":"Virtue of Courage // Embereth Blaze"}},{"insert":" allows us to exile and play the top cards of our deck equal to the amount of noncombat damage we do, such as "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":"’s ability, until end of turn. "},{"insert":{"card-link":"Thickest in the Thicket"}},{"insert":" both grants counters and draws us cards if we have the biggest creature, similar to "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", who is our best mana engine. Speaking of, the mana engine is what allows us to cast our kicker spells. Because we are able to make a large amount of mana early through accelerants like "},{"insert":{"card-link":"Arbor Elf"}},{"insert":", "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":", "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":", "},{"insert":{"card-link":"Wild Growth"}},{"insert":", and "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", we can accelerate into our bigger ramp, such as "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", a multi-kicked "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", a kicked "},{"insert":{"card-link":"Skyclave Relic"}},{"insert":", or the various land ramp present. This progression means we aren’t really concerned with hitting a specific number past the initial turns, as we want as much mana as possible to play our kicker spells to allow our overlapping engines to hum. This overlapping is where the deck wins. For example, "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" wants to hold as many +1/+1 counters as possible while we play kicker spells. To facilitate this, we play our +1/+1 counter package, which includes our additives like "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" and "},{"insert":{"card-link":"High Score"}},{"insert":" as well as actual counters given through sources like "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":", "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"insert":{"card-link":"Thunderous Velocipede"}},{"insert":", and "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", which puts counters on our creatures and grows them for our draw engine, being cards like "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":", "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":", and "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", to draw into our late game mana engines, such as "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":", to pay for our kicker spells and big X-cost spells that win the game. Continuing, we win most consistently by simply keeping "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" alive, buffing her, and casting kicked spells throughout the game. However, we also have a few other paths. Combat is a prevalent option, as we can produce a modest board with our token producers, such as "},{"insert":{"card-link":"Dragonlair Spider"}},{"insert":", "},{"insert":{"card-link":"Myriad Construct"}},{"insert":", and "},{"insert":{"card-link":"Wolfbriar Elemental"}},{"insert":", and can turn our creatures into massive threats with our buffers like "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", "},{"insert":{"card-link":"Halana and Alena, Partners"}},{"insert":", "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":", "},{"insert":{"card-link":"Wild Onslaught"}},{"insert":", "},{"insert":{"card-link":"Strength of the Tajuru"}},{"insert":", and "},{"insert":{"card-link":"The Crowd Goes Wild"}},{"insert":". If these do not pan out, we have a third option of playing for our X-spells and "},{"insert":{"card-link":"Fling"}},{"insert":"s, being "},{"insert":{"card-link":"Comet Storm"}},{"insert":", "},{"insert":{"card-link":"Molten Disaster"}},{"insert":", and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":". With the large amount of burst mana we can generate if we have a tower, we can convert it into one of the X-spells to kill the table or use the big creature itself for a single player with "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":". If "},{"insert":{"card-link":"Hallar, the Firefletcher"}},{"insert":" dies repeatedly, it will be difficult to have the time to set up a victory using these three spells, however repeated pinging and combat are always an option, and are a blast! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}
















































































