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MTG Commander/Elder Dragon Highlander • View topic - +1/+1 counters alternate win conditions

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 Post subject: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-06 8:45 am 
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Joined: 2010-Jul-18 9:59 pm
Age: Elder Dragon
I don't mean like 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





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

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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-06 10:22 am 
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Joined: 2016-Nov-27 2:39 pm
Age: Elder Dragon
There's , which is pretty iconic on this topic. Play it in Saskia's colors, maybe. (Unless that's what you meant by "like mortal combat"?)

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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-06 10:28 pm 
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Joined: 2011-Jan-02 5:25 am
Age: Elder Dragon
Location: Costa La Haya, capital del ducado Holanda
I play in Glissa.

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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-07 2:20 am 

Joined: 2010-Dec-14 4:04 pm
Age: Dragon
Location: Boston, MA
or plus there is always just -ing a big +1/+1 monster at their face.


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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-07 8:06 am 
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Joined: 2011-Feb-07 3:37 pm
Age: Elder Dragon
Location: Danbury, CT
(assuming you're in color and have a token doubler in play)

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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-07 9:57 am 

Joined: 2011-Feb-15 7:09 am
Age: Drake
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?

does good work in my mimeoplasm deck as a repeatable fling.


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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2018-Dec-12 1:33 am 
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Joined: 2013-Jul-25 1:15 pm
Age: Dragon
Location: Durham, England
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 also gives you a low opportunity cost way to win that ignores life totals.

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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2019-Jan-02 2:07 am 

Joined: 2013-Apr-02 12:46 pm
Age: Wyvern
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 actually became the default win condition with commander damage being the backup plan.


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 Post subject: Re: +1/+1 counters alternate win conditions
AgePosted: 2019-Jan-03 3:03 pm 
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Joined: 2010-Dec-10 12:16 pm
Age: Elder Dragon

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