It's a ton of fun to play, bouncing Flickering Ward and Conviction back to hand, replaying on whatever target creature needs them, drawing a card, creating tokens, gaining life, do it all over again
A few basic lands might be added too, and Dakmor Salvage is sure to appear
The effect of Zell Dincht's first ability is cumulative with similar effects
There's no limit on the number of ongoing schemes you can have face up in your command zone, and having one or more ongoing schemes in your command zone doesn't stop you from setting a scheme in motion at the beginning of your first main phase
Not only does it give you a ridiculous board if done right, itll often effectively wipe your opponents board, too
This green-blue-black deck embodies the overwhelming force of the Tyranids, focusing on +1/+1 counters, adaptability, and overwhelming your foes with monstrous creatures