walruscustard
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Commander
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{"ops":[{"insert":{"card-link":"Rikala, Homarid King"}},{"insert":" is here to unite the homarids and the thallids... and to pump their power up to the gills with tide counters! But before we start talking about card picks let's first discuss how this card works:\nOn your "},{"attributes":{"italic":true},"insert":"upkeep"},{"insert":" you add a tide counter and then remove all the tide counters if there are 4 or more on Rikala. Note that unlike "},{"insert":{"card-link":"Homarid"}},{"insert":", this is all part of the triggered ability; if we're able to add more tide counters at any other time, they stay on! Until our next upkeep!\nThen, all your creatures gan +1 power for every tide counter. (important)\nAlso your islands tap for an extra blue if you have 3 or more tide counter. (less important)\n\nWith that out of the way, the goal is to go wide with our "},{"attributes":{"italic":true},"insert":"finest creatures "},{"insert":"like "},{"insert":{"card-link":"Cuboid Colony"}},{"insert":", "},{"insert":{"card-link":"Runaway Trash-Bot"}},{"insert":", "},{"insert":{"card-link":"Almighty Brushwagg"}},{"insert":" and maybe a few "},{"insert":{"card-link":"Saproling"}},{"insert":" tokens! Get our commander to "},{"attributes":{"bold":true},"insert":"exactly three"},{"insert":" tide counters and start popping off with counter doublers* like "},{"insert":{"card-link":"Deepglow Skate"}},{"insert":", "},{"insert":{"card-link":"Vorel of the Hull Clade"}},{"insert":" and "},{"insert":{"card-link":"Loading Zone"}},{"insert":"! Maybe even... untap and re-use those abilities with "},{"insert":{"card-link":"Puppeteer"}},{"insert":" or "},{"insert":{"card-link":"Kiora's Follower"}},{"insert":"! Watch your power rise as high as the waves and swing for lethal! You can't lose!\n\n...a few things to note however have to do with the different *doubling effects: if something doubles the number of counters as they're placed like on "},{"insert":{"card-link":"Doubling Season"}},{"insert":" (not appearing), then if there are "},{"attributes":{"italic":true},"insert":"two or more"},{"insert":" of these effects on the field we run into an issue! On our upkeep Rikala will put one counter on himself... but then we'll double that number to two. And then double it again to four. And then we remove all of them and go back to zero! That's bad! To avoid this, we have to leave at most one of these effects out and make really sure we don't remove all the counters on our commander. We can't double counters that aren't there!\n\nAlso appearing are a handful of backup plans like "},{"insert":{"card-link":"Hankyu"}},{"insert":" and "},{"insert":{"card-link":"Tidewalker"}},{"insert":" in case our opponents get scared and start removing our buttery lobster pal before we can win. Also also in theory you can keep doubling the counters on classic aggro threat "},{"insert":{"card-link":"Thallid"}},{"insert":" and toss out 500 saprolings or so if no one's paying attention.\n"}]}
Commander
Rikala, Homarid King
At the beginning of your upkeep, put a tide counter on Rikala. Then if there are four or more tide counters on Rikala, remove them.
Creatures you control get +1/+0 for each tide counter on Rikala.
Whenever you tap an Island for mana, if there are three or more tide counters on Rikala, add an additional .
Creatures you control get +1/+0 for each tide counter on Rikala.
Whenever you tap an Island for mana, if there are three or more tide counters on Rikala, add an additional .
Legendary Creature - Lobster Noble

Commander
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Creature
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Homarid
This creature enters with a tide counter on it.
At the beginning of your upkeep, put a tide counter on this creature.
As long as there is exactly one tide counter on this creature, it gets -1/-1.
As long as there are exactly three tide counters on this creature, it gets +1/+1.
Whenever there are four or more tide counters on this creature, remove all tide counters from it.
At the beginning of your upkeep, put a tide counter on this creature.
As long as there is exactly one tide counter on this creature, it gets -1/-1.
As long as there are exactly three tide counters on this creature, it gets +1/+1.
Whenever there are four or more tide counters on this creature, remove all tide counters from it.
Creature - Homarid

Creature
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Doublers
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment

Doublers
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Draw
Acquisition Octopus
Whenever this creature or equipped creature deals combat damage to a player, draw a card.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Octopus

Draw
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Land
Land
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Payoff
Hankyu
Equipped creature has ": Put an aim counter on Hankyu" and ", Remove all aim counters from Hankyu: This creature deals damage to any target equal to the number of aim counters removed this way."
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

Malignant Growth
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your upkeep, put a growth counter on this enchantment.
At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on this enchantment, then this enchantment deals damage to the player equal to the number of cards they drew this way.
At the beginning of your upkeep, put a growth counter on this enchantment.
At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on this enchantment, then this enchantment deals damage to the player equal to the number of cards they drew this way.
Enchantment

Tidewalker
This creature enters with a time counter on it for each Island you control.
Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.)
Tidewalker's power and toughness are each equal to the number of time counters on it.
Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.)
Tidewalker's power and toughness are each equal to the number of time counters on it.
Creature - Elemental

Vexing Sphinx
Flying
Cumulative upkeep—Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this creature dies, draw a card for each age counter on it.
Cumulative upkeep—Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this creature dies, draw a card for each age counter on it.
Creature - Sphinx

Payoff
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Protection
Protection
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Ramp
Ramp
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Removal
Removal
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Tutor
Tutor
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Untap
Untap
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Maybeboard
Deep Spawn
Trample
At the beginning of your upkeep, sacrifice this creature unless you mill two cards.
: This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap this creature. (A creature with shroud can't be the target of spells or abilities.)
At the beginning of your upkeep, sacrifice this creature unless you mill two cards.
: This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap this creature. (A creature with shroud can't be the target of spells or abilities.)
Creature - Homarid

Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

Green Slime
Flash
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Ooze

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Rikala, Homarid King"}},{"insert":" is here to unite the homarids and the thallids... and to pump their power up to the gills with tide counters! But before we start talking about card picks let's first discuss how this card works:\nOn your "},{"attributes":{"italic":true},"insert":"upkeep"},{"insert":" you add a tide counter and then remove all the tide counters if there are 4 or more on Rikala. Note that unlike "},{"insert":{"card-link":"Homarid"}},{"insert":", this is all part of the triggered ability; if we're able to add more tide counters at any other time, they stay on! Until our next upkeep!\nThen, all your creatures gan +1 power for every tide counter. (important)\nAlso your islands tap for an extra blue if you have 3 or more tide counter. (less important)\n\nWith that out of the way, the goal is to go wide with our "},{"attributes":{"italic":true},"insert":"finest creatures "},{"insert":"like "},{"insert":{"card-link":"Cuboid Colony"}},{"insert":", "},{"insert":{"card-link":"Runaway Trash-Bot"}},{"insert":", "},{"insert":{"card-link":"Almighty Brushwagg"}},{"insert":" and maybe a few "},{"insert":{"card-link":"Saproling"}},{"insert":" tokens! Get our commander to "},{"attributes":{"bold":true},"insert":"exactly three"},{"insert":" tide counters and start popping off with counter doublers* like "},{"insert":{"card-link":"Deepglow Skate"}},{"insert":", "},{"insert":{"card-link":"Vorel of the Hull Clade"}},{"insert":" and "},{"insert":{"card-link":"Loading Zone"}},{"insert":"! Maybe even... untap and re-use those abilities with "},{"insert":{"card-link":"Puppeteer"}},{"insert":" or "},{"insert":{"card-link":"Kiora's Follower"}},{"insert":"! Watch your power rise as high as the waves and swing for lethal! You can't lose!\n\n...a few things to note however have to do with the different *doubling effects: if something doubles the number of counters as they're placed like on "},{"insert":{"card-link":"Doubling Season"}},{"insert":" (not appearing), then if there are "},{"attributes":{"italic":true},"insert":"two or more"},{"insert":" of these effects on the field we run into an issue! On our upkeep Rikala will put one counter on himself... but then we'll double that number to two. And then double it again to four. And then we remove all of them and go back to zero! That's bad! To avoid this, we have to leave at most one of these effects out and make really sure we don't remove all the counters on our commander. We can't double counters that aren't there!\n\nAlso appearing are a handful of backup plans like "},{"insert":{"card-link":"Hankyu"}},{"insert":" and "},{"insert":{"card-link":"Tidewalker"}},{"insert":" in case our opponents get scared and start removing our buttery lobster pal before we can win. Also also in theory you can keep doubling the counters on classic aggro threat "},{"insert":{"card-link":"Thallid"}},{"insert":" and toss out 500 saprolings or so if no one's paying attention.\n"}]}
















































































