Yeah, but Fiery Gambit can double as a win condition too. That six damage thing comes in handy.
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I just added a little more mana and lost the Bay Falcon. I want to test it before making a major change like being able to buyback or regen Time Stretch. I figure that if I can play it once per game, that will be enough.
Another fun deck. Still working on it.
Ok, so this is the first lynchpin deck I've made. Was a lot of fun to do, and it's a ridiculous endgame scenario. Lots of little guys to build defenses and take pock-shots while waiting for the bigg'uns to hit the board. Once I can pay for Time Stretch, it's game.
I've updated the deck to include non-basic lands to deal with the multi-colored aspects of the deck, and trimmed it to 60. Opinions are welcome!
This is a for-fun experiment deck. Saw the ridiculous number of Slivers and their abilities so I thought of making a deck for them :) (I'm sure it's been done). I tried to keep it as bare bones as possible so the Slivers (and their abilities) were the focus of the entire deck. On drawing a few first hands, I can usually get one or two Slivers out on my second turn, and even a few more if I get lucky with the land types or by getting Gemhide Sliver. This is the rough draft of the deck, but any advice would be appreciated. Please remember though, the intent is to have only Slivers and mana tools in the deck, so other creature types will not be added. Thanks for you help!
I did a couple of Draws to see what might come out - I like the deck, it is pretty well spread out. What I don't like though is that it can take some time for you to build up mana, so casting gets bottlenecked, and especially when you have different kinds of sorcery cards that you need to juggle with putting out creatures. Personally, I would remove some of the spells in favor of more creatures, or vice cersa - effectively making the deck focused on one or the other. But as it is it's pretty well-rounded. Hope that helps :)
Ok, so after some tinkering, and after taking some of the advice above, I removed the Coat of Arms entirely, added 4 Archdruids and Visionaries, removed two Priests of Titania, removed two Genesis Wave, got rid of the Overrun and Ezuri entirely, and added 4 Wirewood Pride. I just checked the random hand draws multiple times to see what might happen, and I liked my results. Fast, powerful, and backed by tons of mana in a very short time. Does anyone know of a way to test decks before buying the cards for them?
Hey, thanks for the suggestions! I can see what you mean about Coat of Arms - especially if I get one (or even two!) at the beginning of play. I'll look into your other ideas and see what I come up with. Thanks.
This is my first deck, so a lot of research/time/frustration was put into this. And a good deal of guidance from a friend. :) Hope you like. Oh, and feel free to suggest any changes you see fit!