Mirrorwing Counters
Main Board (60)
Creature (16)
Enchantment (4)
Basic Land (23)
Artifact (4)
Instant (4)
Sorcery (6)
Planeswalker (3)
Creature (16)
Enchantment (4)
Basic Land (23)
Artifact (4)
Instant (4)
Sorcery (6)
Planeswalker (3)
Sideboard (15)
Creature (6)
Enchantment (1)
Artifact (3)
Instant (5)
Quick Info
This is my first deck, so any info on how to make it better would be great. The main goal of this deck is to cast Mirrorwing Dragon, cast instant and sorcery spells that give it +1/+1 counters, therefore giving all of your creatures +1/+1 counters. This deck allows you to ignore your opponent, and just worry about buffing your own creatures, who have special abilities that have to do with the amount of +1/+1 counters on them. It is a very fun deck to play, and you will often get a creature above 15/15.
Early Game
In the early game, you need gyre sage. This card is cheap, and is an amazing beginning game mana source. It goes very well with hardened scales. Some lands such as Llanowar Reborn and Oran Rief, the Vastwood can give your gyre sage a +1/+1 counter, but they give it two +1/+1s if you also have hardened scales. You can really boost your mana pool if you give your gyre sage 13 +1/+1s. Another one that goes well with the gyre sage is vorel of the hull clade, seeing that, for two mana each turn, you can permanently double the amount of mana the gyre sage adds.
Mid Game
This is when you want to stop boosting the gyre sage, and cast the Mirrorwing Dragon, to give all of your creatures a bunch of +1/+1 counters. If you also have a really big gyre sage, the chances are, you can not only cast the Mirrorwing and an instant, but also another creature or spell. Some good ones for the mid game are unity of purpose (gives all of your creatures 3 +1/+1s and untaps your main mana source and Vorel), Nissa, Voice of Zendikar (either creates a lot of creatures or gives 2 +1/+1s to all of your creatures), and hangarback walker/walking ballista ( just good to power up in general).
Late Game
In the late game, you will most likely have 6 lands and almost no hand, so you really won't need to keep tapping the gyre sage for mana. At this point, your life is more important than your mana pool, so keep it as a defender. A very good card to play late game is Berserker's Onslaught. Late game, this card basically allows you to win the next time you attack. But you don't have to win by attacking. If you give your walking ballista as many +1/+1 counters as your opponent's life, you win the game. A good way to do that is to upgrade it with Vorel.
General
This deck was not designed to be the best deck ever, it is never going to be played in a real tournament, it is really just fun to play. What is bad about it is that it is hard to play if you nave no gyre sages. That being said, you still can play it, the early game might just take a little bit longer. One thing I would do in that situation is to create some pretty good defenders for until you can play five lands. Thank you!
If your opponent casts a kill spell at Mirrorwing Dragon it will kill all your creatures. Even in casual you should be running some removal. I would consider Zada, Hedron Grinder over Dragon. Not only is it cheaper, but it doesn't open you up to a blow out.
Also, for a deck like this, not having a way to get damage through seems rough, something like Slip Through Space can go a long way and generate card advantage. You also have something Expedite.
As cool as Gyre Sage is, you're probably better off just running mana dorks and getting value, and the stripping out the tap lands that don't do much for you. [card]Oran-Rief, the Vastwood[card] is very good when you are throwing out a ton of green creatures (or "green creatures" )
Just a few things to think about as you update and modify the deck. There are ways to keep it casual and fun while upping the consistency and power level. If you want some more in depth analysis or a little more explanation just ask.
This is not correct, though I can understand how Mirrorwing can be read like that. An opponent using targeted removal on Mirrorwing Dragon would also kill his/her entire board (barring exceptions like Doom Blade against a black creature). The opponent copies the kill spell once for each creature he or she controls that the spell can target, not for each creature the player controlling Mirrorwing Dragon controls, and the copies must target the creatures they can on the opponent's side.
As the previous poster has said, I know this marked as casual but there are better methods of putting +1/+1 counters on creatures. This link here will provide you a list of all Modern legal instants and sorceries that put a +1/+1 counter on in some way: https://bit.ly/2q0k6gy
I also agree that removal should be somewhere in your deck, or a way to protect your creatures from removal.
I'm going to go at it with a sledehammer, because I really love the concept, but think some swaps can make this into a really good, but still fun filled, deck.
Akroan Crusader has a bad interaction with Mirrorwing. The copies spell isn't cast, so he doesn't trigger, and if you cast it targetting him, Mirrorwing doesn't trigger. His only purpse is an early drop that might make some tokens for later. I'd rather go with something more in line with the deck that packs a punch early and still flows later. Perhaps Experiment One? He grows quickly to get a handle on the early game, and gains "free" regeneration later when the counters start flowing.
Vorel of the Hull Clade seems uneeded. It could grow Gyre Sage for mana, but this comes with a very strong investment, over multiple turns, for what might not even come to be a big mana ramp. If we ramp up the counter giving, such as using Earthen Arms, then we use this slot for something that a more direct impact, while still having easy access to Gyre ramp. Perhaps Zameck Guildmage to add more access to draw?
Forgotten Ancient just isn't that good. By the time he gets enough counters to be worthwhile, your opponent has had enough time and cast enough spells to make his investment not worth it.
Berserkers' Onslaught : I mean, it's ok, but it has nothing to do with your plan and only serves as a random splashy buff.
Fathom Mage, Walking Ballista, and Hangarback are quite solid. They need more copies.
Lead by Example is inferior to Earthen Arms here. You can only get the benefit of two counters if you don't want Mirrowing to trigger. The target has to be Mirrorwing alone, so you can only support 1. Earthen Arms gives you the same overall buff early, and double the buff when Mirrorwing hits. It can also make a 6/6 by itself in the late game if needed (two from the spell, four from the awaken).
Nissa's Judgement is quite an interesting one-sided wrath if it comes up with Mirrorwing. Seems kind of Gimmicky to me though. I'd swap it and Unity of Purpose to up Give//Take and my suggest Earthen Arms up to 4-ofs.
Some cards that I think you should consider.
Experiment One, Zameck Guildmage, and Earthen Arms, as above.
Lifecrafter's Gift - This is good without Mirrorwing, but outright epic with him. If you have just four creatures with counters out, casting it at Mirrorwing gives each creature you control five +1/+1 counters. Ten if Hardened Scales is out. THIS is the kind of impact that could easily make Berserker's Onslaught pointless.
Spike Feeder gives you a life gain outlet.
Chasm Skulker flows well, although slightly different from others. It grows on its own, combos well with both Zameck Guildmage and Fathom Mage, and gives you a way to bounce back from a Wrath effect.
Bred for the Hunt, Sage of Fables, Shaman of the Great Hunt, and Shapers of Nature are all good card drawing options.
Zada, Hedron Grinder: arguments for replacing Mirrorwing aside, he could at least be added as support for more Mirrorwing effects in the deck. Since that's a strong part of the game plan, adding more copies of that effect could go a long way.
Your average cmc is above three, and you curve out at 5 with only one mana ramp card. You need 2 more lands.
Taking everything into account, I would recommend something closer to:
Creatures
4 Experiment One
4 Gyre Sage
4 Zameck Guildmage
4 Chasm Skulker
4 Fathom Mage
2 Hangarback Walker
2 Walking Ballista
2 Zada, Hedron Grinder
4 Mirrorwing Dragon
Enchantmens
4 Hardened Scales
Spells
4 Earthen Arms
4 Give // Take
3 Lifecrafter's Gift
Planeswalkers
2 Nissa, Voice of Zendikar
1 Jace, the Mind Sculptor
//23 Lands
Lifecrafter puts a +1/+1 counter on the creature and puts a +1/+1 counter on each creature with a counter. This entire effect is multiplied by the number of copies Mirrorwing makes. This means each of the four creatures gets one counter individually, and also spreads counters across. So each gets this single counter, the spread counter, and three spread counters from the others: the net result is five total counters on each creature. Ten with Scales. The count will always be X+1, where X is the number of creatures you control.