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I just recently got back into magic and I wanted to build a unique deck that would hopefully be able to hold its ground at FNM. The idea is based around building up and moving around +1/+1 counters on your creatures and if the damage doesn't kill them fast enough, manipulating the game until it does. It's also relatively cheap lol.note: this hasn't been tested yet
Ideally, you would be able to play a Battlefield Thaumaturge early in the game, which sets up combos with Aerial Formation and the other creatures with heroic. Bioshift also works nicely with moving counters from the evolving creatures to the heroics (or moving them to the manipulator if you need some help from the opponent's creatures). If you're on the defensive, BT works wonders by turning Cyclonic Rift into 1 cost removal of anything, basically. BT and Gridlock can also basically shut down and opponent's attack phase for 1 mana. If you get to late game, Stolen Identity can trigger both Heroic and Evolve ability twice, all while giving you two creatures (if you have multiple BTs out things can get out of hand pretty quickly, too).The sideboard is there if you're facing decks without a lot of creature or with a lot of control. Mizzium Skin can save creatures and trigger Heroic, and Dissolve should speak for itself. Ordeal of Thassa can work wonders if they don't have blockers, and the drawing cards is a plus. Omenspeaker can replace Simic Manipulator if they have nothing to take control of, and its a nice body to buff up Cloudfin raptor. Also, everybody loves scrying.
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