God I love/hate good elf decks lol. Here's a couple more suggestions if you want (my opinion only):WELLWISHER - WHERE IS SHE?! Get rid of Tree of Redemption and swap those in. Tap to gain life = to # of elves in play for 2 mana!Elvish Champion - all other elves get +1/+1 and forestwalk - get rid of yeva, nature's heraldWirewood Pride - giant growth on steroids for elves only - get rid of mythic proportions (too expensive for an elf deck)Eladamri, Lord of Leaves - all other elves have shroud - get rid of allosaurus riderMAYBE swap Akroma's Memorial for Primal Rage - cheaper cmc-wiseI also agree with Panik8 that you should add Llanowar Elves, Seeker of Skybreak, Timberwatch Elves, and Immaculate Magistrate. Get rid of some of your land. Elf decks shouldn't need more than 18 land. Also you should swap out wurmweaver coil and primal surge for some of the ones listed above.
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Thank you :)
Anytime! I've got a dragon deck of my own. You can take a look if you want but it's old.
I would get rid of the pit dragons, fireshrieker and mask of avacyn. Also you could replace ring of valkas with fervor or something of the sort. I also understand the point of the goblins, but they really only serve as a purpose for early blocking and feeding your voracious dragon, which by the time you get out, you may not have any goblins to devour, so you might want to reduce some of those as well. Again, just my opinion and I wanted to give you some extra ideas in case you like some of them. :) I would highly recommend kilnmouth if nothing else.
Older cards but are still awesome for a dragon deck. Just my thoughts :)Mana EchoesDragonstorm (this works well with mana echoes)Kilnmouth DragonShivan Dragon (Quintessential red dragon)Vampiric Dragon
Lol that's unfortunate about Garruk. Hopefully you find yourself one. It would be a great addition. Also, I would suggest keeping the other colours. I quite like 5 colour sliver decks because it adds so much in terms of flexibility. Even 3 colours is better than 2. However if you do decide to go G/W, I would suggest a couple of other things.Windstorm - get rid of the opponents' pesky fliers that you can't defend againstAdd a couple extra Door of DestiniesGet rid of Manaweft Sliver - you won't need the extra coloured manaMaybe add Primeval Bounty - I know it's for beasts but it's still a creature multiplier and can help you gain life and grow your creaturesMaybe Giant GrowthMaybe Savage Summoning - cast an uncounterable creature with an additional +1/+1 counterMaybe add Ring of Three Wishes to find the cards you need to winMaybe Sliver Construct - weak and fairly expensive cmc-wise, but it's still a sliver that benefits from your other onesAjani, Caller of the Pride - will help grow your creatures and temporarily gives flying and double strikeCelestial Flare - to attempt to get rid of a creature that's screwing with youCongregate - for more life gainFortify - for attacking or defendingI would still put in Imposing SovereignOn a sidenote, if you do decide to add all this gain life ability, you may want to add Archangel of Thune - not a sliver but helps all of your creatures grow. Needless to say this deck would definitely need the Groundshaker Slivers if you go through with this lol.As I said, I would expand on the colours to include at least 3. I can give you some other suggestions if you'd like when you decide what direction you want to go with this. Also, if you want to include cards from other sets I can give you some other suggestions as well. I love slivers myself; always have. I have one of my own as well but it's really old so it wouldn't apply to you lol. It's posted on this website if you want to take a look.
Good work putting together this deck with only M14 cards. It's a decently strong build too. I just have a concern with a few things. This deck is missing piercing power. You have huge creatures but nothing to actually guarantee damage to the opponent other than thorncaster sliver. A bunch of 2/2's can completely shut down your attacks. I would suggest grabbing galerider to add flying for 1 blue mana and groundshaker sliver for trample. Groundshaker is a little expensive cmc-wise but with manaweft sliver in play you can potentially get it out on turn 4. This will significantly help in terms of getting damage through. Also I would suggest adding in blur sliver for haste so that you can attack right away. Seismic stomp might be a good addition too if you add the galerider. Lay of the land might also help with fixing your land situation if you don't have what you need. Path of bravery could significantly help your life gaining, as well as boosting your creatures a little bit. If you want to add a planeswalker, you could consider Garruk, Caller of beasts. The ultimate ability is really good for getting the sliver you need to win the game and the +1 ability will keep your hand full of slivers to cast. Imposing Sovereign could also help you against creature decks especially with blur sliver in play. These are all M14 cards. Obviously playing with just that set is a little limiting, but I think these cards mentioned give you a few more options when dealing with different types of decks. Just my thoughts :)
No problem :) That's what I'm on the site for. If you give me an idea of what kind of black cards you would want to add, I can try to figure out some suggestions for you. Are you looking for creature destruction? More non-squirrel tokens? Infinite combos?
That's why I added the Feldon's Cane. I will probably have to reuse spells late game, especially the countermagic, however it probably wont be that important. I can get the cane using the tutor as well. I normally would only play the muse later in the game after I have my Solitary Confinement out. Based on the order of the stack, I would discard my Eternal Dragon to Solitary Confinement, and then the muse would kick in with zero cards in my hand, so I wouldn't have to mill anything. Then I buyback the dragon for the same thing next turn. Good idea though, thanks for the input :)On a side note, Elixir of Immortality is from newer sets which I am not adding to my decks (see note above).
Very good base. However at this point, someone can prevent all the damage you deal with little 1/1's with regenerate. You need to incorporate some trampling in there. I would suggest Primal Rage and/or Overrun and/or Kamahl, Fist of Krosa and/or Garruk Wildspeaker. I would also consider something like Familiar Ground to prevent your squirrel's from being double or triple blocked so that more trample damage goes through. Move Krosan Beast into your main deck and get rid of Elvish Spirit Guide, as you have enough mana generation with your Llanowar Elves. PLEASE ADD PARALLEL EVOLUTION. Doubling of your squirrels tokens for 5 mana, and a flashback ability. Other options include Parallel Lives and/or Doubling Season. Both incredible enchantments for doubling your squirrels. Epic Stuggle also gives you a second win option, since it will be very easy for you to accumulate 20 tokens, especially with one of the previously mentioned doubling cards. Also, I would advise removing Nantuko Shrine as you don't want other players benefiting from your squirrel boosts, and rampant growth isn't a good fit because you are playing a one color deck. Skyshroud Claim would be better as it specifies forests, and you can put 2 into play untapped instead of 1 that is tapped. Akorn Catapult could work as well, because you can just target your own squirrel's for one damage and put another token into play for 1 mana. This deck could also benefit from the "populate" mechanic if you are interested. Just some thoughts :)
Adding green would help stop psionic sliver from killing all your creatures with that ability. Since this deck is creature dependent, you might want to consider adding muscle sliver and/or might sliver from green so that you can use psionic sliver as much as you want. Also with shifting sliver in play, this would help you kill the opponent faster since your creatures are bigger and cannot be blocked. I would prefer sliver legion over coat of arms, since it does the same thing but only for slivers, however you do not play with the land generation that this requires, unless you add the gemhide slivers like geezer48 said (which I completely agree with if you decide to add green). And if you do decide to add those it, this gives you a multitude of other color options if you are interested.If you just want to stick with blue however, consider some of these:Mesmeric SliverMistform Sliver (changelings work disgustingly well with this)Mnemonic Sliver (same idea as psionic sliver in that you have to kill your creature, but it's a draw engine)I love slivers and have a deck of my own. Let me know if you'd like some more advice. :)
Every deck has it's weaknesses, however to be fair, 6/7 damage by turn 3 is a little lucky too, unless you're playing against a weenie and/or burn deck. As I mentioned above, my discard deck includes some drain life's as well as corrupts to try and gain some life back in the event that I get rushed up front. The dark rituals however help to get things out faster. This deck can still screw over an aggro deck with the right starting hand. With a swamp and a dark ritual in your starting hand, you can pretty much play half the cards in the deck on turn 1. And if you go second, you can play land destruction on turn 1 to really screw with quick casting aggro. Then on turn two, play liliana's caress and go from there. A good starting hand changes games. That's why mulligans exist :)
That's fair. I totally understand. They should remake those in M14 or M15 :)
I know that your deck is based on the modern tournament format, but I figured I'd offer my opinion anyway. Since you're deck is based on stacking poison counters, why not consider adding shifting sliver and brood sliver. Shifting sliver will allow your slivers to walk right through the opponent's creatures. Then brood silver will add one more sliver to your pool for each sliver that went through. You could potentially get 10 counters on an opponent in one or two turns. Just a thought :)
I like the remix, but I'm a little concerned about how you guarantee damage. I think you really need to add those dark rituals. Also, if you are going to have the land destruction, I think you need a little bit more of it so that you can guarantee that you have more of an opportunity to get the opponent to hold cards so you can play your discard cards. Also you need to have a way to deal damage from their lands, in case you can't get your discard combo going. Also the fact that you sideboarded the rack's, you might want to add a couple more shrieking afflictions just to make sure you get damaging cards out as soon as you can. Also playing land destruction in a multiplayer game can be tough, because you might have to focus one person. As a suggestion, but in keeping with your card list above, here is what I would put together. This is just my opinion though. There are many other variations of this deck that could work equally well. You just need to find a good mix for the games you play in and the decks you play against.4x hypnotic specter2x order of yawgmoth4x rackling4x liliana's caress4x megrim4x shrieking affliction2x hymn to tourach2x icequake4x despoil2x contaminated ground4x unnerve4x dark ritual20x swampI also thought of a couple of other cards you may want to consider - some of these are really, really good:NyxathidWhithering SpecterCabal RitualGuul Draz SpecterLarcenyScythe SpecterDemonic HordesPooling Venom
You need doubltess one's! lol. Also consider whipgrass entangler, battlefield medic, profane prayers, edgewalker and daru spiritualist. There are many other good black/white clerics but those ones I think are pretty important to consider. Just my opinion. :)
Hahaha so I did. And stupor. There are also a ton of new creatures that do well with discard decks. I just cant think of any off the top of my head. A lot of them either have to do with the opponent having a big graveyard, or no hand, or something of the sort.
Desecrated Earth - land destruction AND discard - PERFECT CARD FOR THIS DECK!!I'm working on a discard deck myself. The problem with these discard decks I find is that if the player manages to empty their hand quickly and consistently, you basically need the rack, rackling or shrieking affliction in order to win (it's good you have so many options). Also if they manage to replenish their hands quickly and consistently, it is hard to draw the cards necessary to make them continually discard to take the burn from the rack. I like that you also have both megrim and liliana's caress, as most people only have liliana's. I find that if I add some dark rituals and some drain life's in there, I can usually survive a bit longer and get things out a bit faster (first turn megrim is sick). Your land destruction combination is a good way of working around the discard deck problems as well. I would add a 4th hymn if you can - they are fantastic. Some other discard cards I like are:Coercion - you can chose which card they discardCabal Conditioning - great if you play with multiple players and if you have some dark rituals since the cmc is 8Ostracize - Great for a first turn elimination of a pesky creature of your choiceUnburden - 3 cmc for hymn to tourach with a cycle-for-2 optionHypnotic Specter - 2/2 for 3 and if it deals damage to an opponent they discard a card (other options include abyssal specter and/or hollow specter)Screeching Buzzard - similar to mindslicer but not nearly as goodAlso, here are a couple of cards you might want to consider if you want to boost up the land destruction aspect of your deck a bit:Sinkhole - 2 mana land destruction (the quintessential land destroyer in the game)Dingus Egg - deal 2 damage to opponent every time they lose a landDespoil - like choking sands, but can target any land, costs 1 more mana and automatically deals 2 damageHelldozer - tap 3 mana and itself to destroy a land. If the land is non-basic, untap helldozer. Wash, rinse, repeat :)Blight - enchant-land land destroyerStrip Mine - not really necessary but something to considerMaw of the Mire - land destruction and life gain (5 cmc though....)Polluted Dead - 3/3 creature and when it dies, destroy a landHope this helps :)
It's hard to tell what the strategy of this deck is - is it a draw/discard burn deck, or is it a mill deck, or both? Although both of those types of decks work very well together, I think you need some more potent cards in order for it to work. I have listed some cards to give you some other ideas. This I just my opinion though.Mill Deck:Grindstone (expensive $-wise but almost necessary in a mill deck)Traumatize (half-deck mill)Vision Charm (first turn 4-card mill)Brain Freeze (3-card mill with storm)Tormod's Crypt (to make sure the opponents' cards don't get reused once in the graveyard)Draw/Discard Burn:Underworld Dreams (the drawing version of Liliana's Caress)Cephalid Broker (draw and discard)Stroke of Genius (a little expensive both $-wise and cmc-wise, but it's an instant that you can use right before the opponents discard phase)Wheel and Deal (draw and discard)Laquatus's Creativity (draw and discard)Hymn to Tourach (or any other quick discard cards - Unburden comes to mind as well)Good Card for Both types:Chains of Mephistopheles (very, very expensive $-wise but fantastic card)Creatures that work with both types:Dreamborn Muse (great combo with stroke of genius used at the end of your turn on your opponent)Ambassador LaquatusRaven Guild Master (add in some crafty pathmage's and you have a guaranteed 10-card mill)Hypnotic SpecterI like the foundation of your deck though. Jace and Liliana work very well together. I think it just needs a few different cards to add a little magic to the wedding night. :)
Thanks for the suggestions. I actually have some reasoning for not using some of those listed slivers. I have coat of arms instead of sliver legion. I know that sliver legion is 10x better but... I had hunter slivers, but found that the provoke became useless with shifting slivers in play. I also had quick sliver, but I found that it wasn't as effective because I don't really need to surprise anyone with slivers, and generally I just don't have spare mana at the start of a game to bring them out on opponents' turns before I untap. Plus with sliver queen out, I can just pop them out that way. Spectral sliver was in my deck, but the ability just cost too much, same with clot sliver. I'd have to add the heartstones (or training grounds) in order to save my mana to for casting whatever else. I thought about spined sliver too, but again with the shifting sliver it becomes useless. And ward sliver is good, but a little pricey cmc-wise. It wouldn't really help me much vs the decks that I would need them for (creature destruction, burn and counter). Also just as a side note, opaline sliver is not like crystalline sliver because it does not stop the opponent from targeting my creatures, it just allows me to draw a card if they do. I was also considering moving sliver overlord to my main deck, but only having one, and not having any homing slivers would somewhat defeat the purpose since I would rarely get it out. I need more eladamri's calls but they're expensive ($-wise) and would take away from my slivers. I would like to add more magma, brood and shifting slivers to the deck. I am still considering that. I just like the way this plays with all the different abilities. Heart sliver I was on the fence about. I guess I could swap them for the root slivers and sideboard those instead. I actually like mistform sliver. It's ability is cheap, it allows me to gain immense boosts from coat of arms (or sliver legion), and it helps against opponent's decks if they have another tribal deck that gives walk abilities (elves, goblins, zombies, etc.). As far as mana echoes go, this would really defeat the purpose of training grounds, as I could basically just make infinite slivers and not worry about the ability cost (I would take a shit load of mana burn unless I used mistform sliver to make them all different creatures types). But I like mana echoes, I was considering its use in some of my other decks.Now to seriously answer your question about why I don't use cards from the new sets, since you always seem to ream on me because of it, here is my reasoning. As you saw in my other deck's post, I stopped playing magic around the time the mirrodin was about to come out. At the time I was starting my 4th year in high school and really wanted to focus on my grades. I was also really busy with extra-curricular activities in prep for university acceptances, as well as with a girlfriend and playing competitive soccer, so I really didn't have the spare time like I used to. Also to be truly honest, I despised the look of the new cards, and didn't really want to get any (hence my stupid reason). Before that point, I was buying packs like it was my job. Most of my spare cash that I wasn't using for other stuff was going to cards, so I was always up to date with all the good stuff. Once I stopped playing however, I obviously didn't keep up with any of the new abilities, the new sets, the new wording or the new card types, and I wasn't buying packs. I only started getting back into magic this year, because a couple of my buddies started to get back into it as well. Having missed about 10 years worth of developments, and all the new cards that came with it, I decided to just stick with what I had. I didn't want to spend stupid amounts of money on awesome cards that I could no longer find in packs. It's not that I don't have the money (I make quite a bit now as a financial analyst), it's just that I'm trying to save money for other things like a house, and starting my own business. The combination of all these things make up the reason for me not wanting to get the new cards. Plus as I said, I don't play competitively (if I did, I would have to buy the new stuff). Don't get me wrong, the new cards and developments that came out are incredible, if not OP, but I just don't want to start now after 10 years of missing out on the action, only to get caught up in it all over again and spend the money I'm trying to save for bigger things. Hopefully now you understand and can accept my reasoning.
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