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+1/+1 counters alternate win conditions
http://mtgcommander.net/Forum/viewtopic.php?f=3&t=19019
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Author:  Viperion [ 2018-Dec-06 8:45 am ]
Post subject:  +1/+1 counters alternate win conditions

I don't mean like Mortal Combat or anything like that but what are some ways a +1/+1 counter themed deck could win that doesn't involve combat damage?

You have things like

Deathbringer Thoctar
Walking Ballista
Triskelion

and similar pingers; are there others that also provide a way to win without having to crash through the red zone?

Author:  spacemonaut [ 2018-Dec-06 10:22 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

There's Mayael's Aria, which is pretty iconic on this topic. Play it in Saskia's colors, maybe. (Unless that's what you meant by "like mortal combat"?)

Author:  Shabbaman [ 2018-Dec-06 10:28 pm ]
Post subject:  Re: +1/+1 counters alternate win conditions

I play Marionette Master in Glissa.

Author:  Coco [ 2018-Dec-07 2:20 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

Goblin Razerunners or Kilnmouth Dragon plus there is always just Fling-ing a big +1/+1 monster at their face.

Author:  Kemev [ 2018-Dec-07 8:06 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

Maga, Traitor to Mortals (assuming you're in color and have a token doubler in play)

Author:  OldVig [ 2018-Dec-07 9:57 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

If you mean that the deck doesn't also focus on token creatures (ghave does a great job of token sacking for value) then do you have colors in mind?

jarad, golgari lich lord does good work in my mimeoplasm deck as a repeatable fling.

Author:  Ski Gloves [ 2018-Dec-12 1:33 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

The majority of commander games are ended by combat or combo and even then, combo and commander damage can sometimes look suspiciously like a combat victory.

Mill doesn't synergise with counters at all and alternate win-con cards are self-explanatory. Besides Walking Ballista burn, the only other win condition that's really relevant is Poison (which is sometimes another subset of combat).

Poison has a lot of synergy with +1/+1 counters, because if you're running lots of Proliferate effects already then a single poison counter puts your opponents on a clock they can't stop. Dumping your counters on an Inkmoth Nexus also gives you a low opportunity cost way to win that ignores life totals.

Author:  Mr.Mauler [ 2019-Jan-02 2:07 am ]
Post subject:  Re: +1/+1 counters alternate win conditions

I have a Pir and Toothy deck that originally had Lab Man in there as a safeguard (Toothy's draw ability isn't a may). After a few games the Laboratory Maniac actually became the default win condition with commander damage being the backup plan.

Author:  Treamayne [ 2019-Jan-03 3:03 pm ]
Post subject:  Re: +1/+1 counters alternate win conditions

If you look for power (or toughness) based effects rather than just "+1/+1 counters," there are a number of ways to turn growing creatures into direct damage (e.g. Brawl, Surestrike Trident, Fling, Rite of Consumption, Burning Anger etc.). Also, when you say "crash through the red zone," are you discounting the option of unblockable combat damage (Rogue's passage, Lure or Phantom Warrior style).

Mostly I enjoy proliferate/counter decks for their diversity more than win condition.

Ski Gloves wrote:
Mill doesn't synergise with counters at all


Except Altar of Dementia.... get a Cathars' Crusade or proliferate engine going and (barring titans) you can likely mill everybody's decks in the same turn.

Not that I recommend it. Mill is <yawn> aggravating.

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