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[u]Basic Idea[/u]I played against an explore-deck, that used [[Wildgrowth Walker]], on MTG-Arena and it was no fun to play against this. The walker combines increasing power with lifegain and this makes it very hard for other decks, that don't feature a ton of removal, to keep up with it's pace. [u]Cardpool and Budget[/u]Mass-strengthening-effects (+x/+x to all creatures) and cards with multiple effects are not allowed. Lands are limited to Common's and Uncommon's, no Rare's or Mythic's. Other cards are limited to Common's, Uncommon's and 1 Rare (max. 4 copies) per deck, no Mythic's.The overall budget should be between 15 to 20$. (Estimated mid value).[u]Upgradeability/ Room for improvements[/u]This deck is bound to a special keyword, named "Explore", where you can look at your library and either draw a land or strengthen a creature. A deck that is only constructed around a certain keyword is very hard to keep up to date and to improve on. New editions will rarely contain cards with the keyword, but you can try to look for cards that improve the general strategy or support side of the deck. [u]Tests[/u]I have tested this deck against other beginner decks. The decks I tested against are a mixture of Control and Aggro and the result are recorded in a spreadsheet. If you're interested in details from the spreadsheet, feel free to ask. [u]Conclusions from the tests[/u]When an opponent doesn't manage to handle [[Wildgrowth Walker]] it's normally game over for him. If he manages to handle your Walker's it's normally game over for you. I may need to switch some lands for additional search lands (some of the Panorama's, [[Terramorphic Expanse]] or [[Riveteers Overlook]]) to increase the chance of triggering explore instead of getting a land in my hand. I'm open to all suggestions and ideas that may help to improve this deck.
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NOTE: Set by owner when deck was made.