Who is Gary and righteousbrightgirl? I am not up to date on the mtgvault lore.
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Looking at a number of testhands, most look too slow/clunky to be keepable. If your opponent isn't interacting with you and you have a ton of time to set up, the card is solid, but deafening silence and priveleged position make most hands a lot worse. The silences could be solid sideboard slots, but in the main they seem somewhat out of place. A good way to ramp if you wanted to stay in white would be nythos, shrine to nyx. It would let you push an advantageous boardstate into more mana, and let you get something like the battletide in easier. The fetches are honestly kind of medium since you want to be seeing lands off the top rather consistently to enable emeria. It wouldn't be insane to swap out the emerias for nykthos and the enchantments for some number of creatures that can let you draw/search your deck in some capacity. Thraben inspector and Wall of Omens come to mind as some of the best since they generate card advantage early and are solid bodies to block with. There is also that one chroma creature that makes tokens on etb (springjack sheperd) that seems like it could be interesting for pumping out chump blockers to interact better. Oh also, rebuff the wicked could be swapped out for Mana Tithe or Ephemerate as solid interaction creatures.
It is a cute effect, but a 3/4 for 5 is harder to cast, and is susceptible to unholy heat (which is rather popular at the moment). If you had a way to cheat it out/ ramp into it, you could lock down a game a bit easier, but it lacks any sort of agency over the game. It is nice against burn, but then again, children of korlis and Burrenton Forge-Tender both do it better, and more consistently. I could see a g/w ramp shell using genesis wave/ tooth and nail running it to lock your opponent out tho.
Battleguide alchemist and privileged position at 5 mana are both super steep, trimming/cutting those would let you lower your curve and make your mana a lot smoother. The cards are interesting, but don't seems to add much to the gameplan of setting up fogs and slowing down your opponent. Abiding grace looping Kami of the False Hope / Children of Korlis gives you a consistent way of keeping your life total up that your opponent has to deal with in some capacity. Also, since you are trying to slow the game down, field of ruins and/or ghost quarters can disrupt your opponent's lands, making their mana awkward and, in the case if field of ruin, ramping you slightly.
Karn isn't super popular anymore, but there has been a solid upswing of turning to white for prismatic ending. Its the best removal in the format right now, and while running 3-4 colors you would be able to beat through pretty much all of the scary threats in the format (like wrenn, 3-feri, ragavan, etc.)Abrupt decay can deal with all those threats too, but the ability to exile is extremely helpful in a ton of matchups (especially with drc and goyfs running around). You wouldn't even have to adjust your mana base all too heavily to enable it.Also, I have no clue what you meant about the troll name, I've used this as a screen name for roughly 10 years.
The 2 artificer's intuition could be replaced by 2 Karn, the Great Creator to allow you more flexibility in your deckbuilding. Karn lets your fill up your sideboard with silver bullets to hose whatever you end up facing down.
A newer card that would let you loop your fog creatures early is Abiding grace, which gives you a much easier early game and more time to get your land drops down. You honestly don't need fetchlands in a list like this, they only serve to thing your deck and make subsequent lands harder to find.
A few things of note:1) Trimming down on some of the extraneous ninjas and focusing on running 4 of a few of the most efficient ones will help with consistency a ton. You don't have an easy way to tutor out all of your ninjas, so having a ton of niche choices is not amazing. Ingenious Infiltrator and Ninja of the Deep Hours are two of your best tools for consistency, getting you deeper into the deck quicker, but Azra Smokeshaper and a number of the others are mediocre at best.2) Unearth allows you to reanimate your small creatures (like Call of the Death Dweller does) for only 1 mana, which frees up your mana more for more plays. Plus it has cycling which can allow you to dig on card deeper in the late game.3) Unsommon effects are decent, but flat out destroying creatures will be much more efficient long term. Replacing some of those effects with more hard removal should help get through for damage more often.4) Tokens could help out a ton with getting in for ninjustu, bitterblossom is a decent way to consistently pump out small fliers to push your ninjustu effects through and stall.5) You are in blue, so running some counterspells could help you prevent your opponent from interacting with your creatures. Running them in the mainboard might be a bit clunky, but definitely having some in the sideboard will help you in a number of matchups.6) Blood on the Snow is a lot of mana to commit to, if you feel like you need a boardwipe in the main deck something like damnation or bontu's last reckoning will be more efficient and can come down earlier.
Couple of things to note, a) 8 tropical islands and 8 misty rainforests b) some number of swan songs/ veil of summers should probably be swapped with ponder/preordain to boost consistency early game and c) Allosaurus Sheperd is a really strong green creature that can force through your important green spells and is a body for natural order.
You would prolly be better off running 4 bomats and other small haste creatures like monastery swiftspear or the new goblin with exalted from horizons. Also kird ape would be a great include.
Oh I completely understand having your own specific metagame to build against, I just wanted to toss out my opinion. I liked the concept of comboing stuffy doll with slivers to give it different effects, in modern horizons there was a red sliver released that has the same effect as stuffy doll but it gives it to all your slivers, so you can win even faster. I even made my own decklist of it:https://www.mtgvault.com/youhoo2645/decks/sliver-combo/
If you really want to go all in on protecting a stuffy doll with pariah equipped while using slivers to try and protect it, I really recommend not playing with the five color lords since you probably won't be able to play them on curve consistently enough. You might be better off with just plain protection spells like dive down or blossoming defense. Also, I recommend playing arcane adaptation in addition to the hivestones so that your deck will have more redundancy. You could even combo it with the sliver that has slivercycling so that you can tutor the stuffy doll out of your dekc.I think you might want to change up a few of the cards you are using just because they don't add anything to the deck. Like the colossus of akros is a very cool card when you make it a 20/20, but you are playing slivers and they don't plan on having ten mana very often. A card like that would fit better in a dedicated ramp deck, maybe something with a lot of defenders that uses overgrown battlements and axebane guardian to drop it around turn 4. The dolls are a cute inclusion but again they aren't doing what slivers wants to do and the slots would be better filled by sliver lords or more utility slivers that advance the boardstate. Also, why all the mana rocks? Like I get that they are for mana fixing since you are playing mostly basics in a five color deck, but cards like chromatic lantern would be much better and cover everything you need.
what is the wincon
wouldn't green be a helpful color, or is this deck completely for the 40 life combo
Proliferate is too slow for modern, so you should stray away from proliferate effects and just put in either hand disruption/draw power/creature removal/counter magic which will help win the game.
you should probably add some more card with madness
Ya know what, tapping out man. You go do your thing. :)
Yes, but adding the cards I recommended should help you take over games more often. Yes getting those tokens feels nice, but there is a good chance they are just gonna flop to a boardwipe. Also, the added removal with the pushes and lillies make it easier to break down your opponent's creatures right before you swing in for lethal.
Dark salvation, liliana's mastery, & diregraf colossus. Should be trimmed for some more removal or card advantage. This deck seems very subpar ManiacalManiac since it runs cards that are usually dead on their own. If it were to trim some and add more cards that can stay live throughout the greater portion of a game would be better since they work at all stages of the game. I recommend dropping 2 salvation, 2-3 Liliana's mastery, and 1 diregraf colossus since they can be really dead if you run out of gas. Moving the 2 fatal push and 2 Lilianas from the side to the main should be rather helpful too. And then there are 1-2 flax slots for either hand disruption, card draw, or another removal spell.
you run way too many playsets of cards that you only need to be 2 or 3 ofs
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