Creatures (13) Lands (21) Spells (26) This four-color Counterbalance deck was my attempt to try to jam as many of the best cards in the format as I could into a single deck
While Kronk's ability is fun, the card's pretty much unplayable at 7 unless you can shift him onto a cheaper Kronk
If you manage to get a full playset of these onto your side of the field then any board wiping effect your opponent plays will net you a whopping eight lore
Reconfiguring lets it play the role of a card advantage engine that helps inform you and lets you play from the top of your library
Obviously, you need at least a target to fetch before you play it, but a decently-sized flier that draws you a real card when it enters is very good in any deck
Using a something like Diabolic Intent, Grim Tutor, or Demonic Tutor to just pull your meld power out of your deck could put you way ahead of your opponent, provided you have the mana to cast both halves as well