Silburlind Snapper

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Silburlind Snapper

Creature — Turtle

Silburlind Snapper can't attack unless you've cast a noncreature spell this turn.

seshiro_of_the_orochi on SLOW AND STEADY! Turtle Tribal Commander

2 years ago

I like my turtle deck, I like my Archelos deck, but I have multiple points of critique here.

First of, Primal Order and Blood Moon say hi. 29 non-basics aren't even bold anymore. Going to 35 lands seems important, and having at least like 12 basics seems reasonable.

Silburlind Snapper is terrible even for turtle standards.

Also, you seem to have no real wincon. Assault Formation and Phenax, God of Deception could help with that.

Finally, Profaner of the Dead is a great wipe for a toughness-matters deck.

Lame_Duck on COWABUNGA!!! Turtle power is a great toughness!

6 years ago

Beast Within is a great piece of removal for Turtles since the 3/3 Beast generally can't get past all the 1/4s you have. I wouldn't run Silburlind Snapper - I think it's just a terrible card - and I probably wouldn't run more than 1 Meandering Towershell - I do really love the concept behind its design but it's also pretty underpowered for its cost. I'd replace them with either Giant Turtles or Horned Turtles, which admittedly aren't great either but at least help keep you alive in the early game.

Skeraan on Energy Turtle Tribal (9$)

6 years ago

Yeah I'm sorry, I don't know how to "register" the changes except by writing an update. I replaced 2 Evincar's Justice with 2 Pestilence and changed the sideboard: took out 2 Artful Dodge, Pestilence, 2 Shimmering Wings, 2 Silburlind Snapper, Turn Aside and put in 3 Into the Roil, 3 Pack's Disdain and 2 Scarab Feast.

Welch on

7 years ago

I think this needs some work. Spirits are typically a bunch of low-health evasive creatures, so i would use a tempo-approach. slow your opponent down, while constantly hitting in the air. Silburlind Snapper does not suit this playstyle and Compelling Deterrence is kind of Just the Wind. Nebelgast Herald and Selfless Spirit would be useful.

Alternatively, you could try to build a control deck, that wants to cast a big Rise from the Tides at the end of the game. In that case, you need more spells (in the deck and especially in the graveyard) and better defenses. I would suggest Catalog, Nagging Thoughts, Geist of the Archives, and Contingency Plan. These help finding your land drops and Rise from the Tides, while making it stronger. Some counterspells could also help, e.g. Deny Existence.

Either of these strategies could benefit from Niblis of Frost and Chilling Grasp.

rentyr on Turtle deck

7 years ago

Vintara Snapper is a decent two drop if you can hit GG on turn two. From the newer sets you can get Thriving Turtle (always nice to have a one drop) and Silburlind Snapper (another potential win-con if you have enough instants/sorceries to support it). I would remove Shell Skulkin because it is a bit redundant with all the shroud your deck possesses. Growth Spasm also seems to break the theme.

A good way to actually win with such an awkward creature is Assault Formation since turtles have great toughness.

Good luck! Sounds like a fun little deck.

Skeraan on Turtle Tribal help (Pauper)

7 years ago

I'm quite new to mtg, I've been playing a few months so I'm not really a veteran.

Anyway, some weeks ago I created a turtle tribal pauper (Budget Turtle Tribal (9$)), just for fun, so it's not really meant to be competitive but if it was, it would be great for sure.

So, the deck contains 20 turtles, 16 blue and 4 black. Thanks to the new Thriving Turtle you could possibly curve out. The "finisher" is Silburlind Snapper equipped with Aqueous Form or targeted by Artful Dodge. So the deck relies on 4 cards, and you also need some noncreature spells, and if your opponent removes/counters what you need you'll have to wait until you find another one.

Most of the time the other 16 turtles are just sitting there doing nothing. The only good thing they can do is remove some threats with Aspect of Gorgon/Coat with Venom but I wonder if I could use them for something else, other than just block some damages.

Obviously, considering this deck is a tribal (especially a turtle one) and a pauper, doesn't help. I would like to know if you have any suggestion to make it a bit more competitive while possibly keeping the turtles and maintaining a low budget.

Lame_Duck on

7 years ago

I'll admit I don't fully understand the decision to pair Turtles up with Auras - other than Vintara Snapper, they don't seem to have much synergy with the strategy to me - but I suppose that, other than Assault Formation, Turtles don't really synergise with anything. I do think you're running too few lands though; with your curve clustered around the 3-drops and going all the way up to 6, I would suggest going up to at least 24 lands and probably cutting down on the Silburlind Snappers to do so.

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