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Slaughter Games can't be countered by spells or abilities.
Name a nonland card. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.
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Slaughter Games Discussion
1 week ago
Normally, I would agree with you, that Blood Moon would scare the hell out of me with a deck with a land base like this, but between Aether Vial, Manaweft Sliver, and Harmonic Sliver; I find I have very little trouble dealing with/or playing through Blood Moon.
The biggest threat to a tribal deck like this is board wipes. A turn 4 or 5 Damnation can be a difficult thing to recover from, and that is were Frenetic Sliver really shines. I probably won't be able to save all of my slivers with coin flips, but since the alternative was losing them all, I think saving some is better than none. As far as Homing Sliver, that is really a silver bullet card, you use it (or another sliver) to fetch up exactly what you need, when you need it. I have been debating cutting the second Homing Sliver in lieu of Rest in Peace or another graveyard hate strategy.
As for the singleton Gemhide Sliver, in response to Blood Moons and cards like Slaughter Games and its ilk, Gemhide Sliver functions as a backup mana source when they remove all of my Manaweft Slivers. Truthfully, it isn't mandatory to keep it, but I have found it far more useful than not.
Both Sliver Hivelord and Sliver Legion are fantastic cards in their own right, but slow as hell in modern (it isn't called the 4 turn format for nothing). They are powerhouses, and if they resolve or go unchecked, you will likely win, but any player worth their salt, won't let them resolve or stick around long.
As for Affinity and Tron (directed more Affinity than Tron), I find that a mainboarded Harmonic Sliver gets the job done and shuts those decks down pretty easily. I have been considering a Blood Moon for the sideboard actually for the Tron matchups as I find that I have a 60-40 win ratio against them, which I feel could definitely be improved upon. I appreciate the suggestions.
I will playtest our decks against each other and see how they perform. I rarely get the opportunity to play against other Sliver decks, so I am intrigued to see how they match up against each other. I'll follow up with results in the comments of your deck.
1 week ago
Now that I think of it, I have seen quite a few Skred lists that ran Batterskull in the mainboard. Don't know why it slipped my mind when I was making the deck. I think I'll throw it in in place of the third Eternal Scourge as I am not a huge fan of having 3 mainboard anyways. My personal reasoning for only running 3 Blood Moons mainboard is that, while having 4 does make drawing it more guaranteed, if you draw another while you already have one out, it's kind of a dead draw. However, I will probably try playtesting it with 4 to see how it feels. I'm currently running Kolaghan's Command in sideboard as per suggestion of a friend of mine. Originally I had it in place of the 2 mainboard Fatal Pushes but decided to switch to the Fatal Pushes as a good amount of the meta around where I am is super aggressive creature aggro (All-in Goblins, Affinity, Naya Zoo, Jund, etc.). I usually sideboard Kolaghan's Command in against Affinity, though. As for Terminate, I've considered putting it in the place of the Fatal Pushes as there is a guy around here that runs R/G Titanshift and those pesky Titans get annoying. At the same time, however, I've thought about using Dreadbore instead as it would provide an answer to Planeswalkers as well. I will probably go ahead and replace the Surgical Extractions in my sideboard with Slaughter Games as it is only now that I realize that Inquisition doesn't hit Ad Nauseam, and thus cannot be hit buy Surgical Extraction.
1 week ago
This seems like a very 'shutdown' type of Skred deck, so I would definitly suggest Batterskull as it provides a recurring un-removable way of winning, as well as increasing your survivability. I would also recommend a full playset of Blood Moon, as it quite literally is a free win. Possibly Kolaghan's Command? Just a thought. Also, Terminate could be good, for things like Tarmogoyf that can get very big, very quickly. Slaughter Games for the sideboard, against anything particularly annoying cough Storm cough.
Anyways, they're my suggestions, looks pretty good as is :)
1 week ago
I've been playing Mardu in modern since before it was a thing which it apparently is now. My deck takes on a substantially different strategy than yours, but we Mardu guys need to stick together, and with that in mind I have some suggestions.
First up, lands. 6 man lands is excessive. You're going to have lands enter tapped far too often. I recommend dropping Needle Spires and one or two Shambling Vent for some more fetch lands. Modern Masters 17 just reprinted Arid Mesa and Marsh Flats, so their prices aren't as ridiculous as when I had to get them.
Like my deck, you use your life total as a resource to generate advantage through Bob and Thoughtseize and recuperate with lifegain, so I vibe with that. Sorin, Solemn Visitor seems like a great fit for your strategy, so I'd consider bumping him up to 2. Liliana of the Veil continues to be the ultimate control planeswalker in Modern and should definitely be a 4-of.
Veteran Motorist seems really lackluster. Pumping your looter scooters is great, but he's completely useless otherwise. The best part about Copter is its undercosted crew ability, and Motorist is overqualified. The earlier mention of Bitterblossom may be worth considering.
Lastly, the sideboard. Ajani Vengeant was my first "core" planeswalker in my deck and I became wholesomely dissatisfied with him. I can't imagine a matchup in which you board him in. Sorin gains you more life and Lily controls better. Crumble to Dust is good, but slow. Consider Fulminator Mage, as he can also crew copters. Hide/Seek is weird, just use Wear / Tear. Liliana, the Last Hope seems okay, but not great. I think Soulfire Grand Master is a mainboard card or not at all present. Tormod's Crypt should be either Leyline of the Void, Rest in Peace or Nihil Spellbomb. RiP is risky with Lingering Souls, but it gets the job done, and against decks like Dredge, the disruption is strong enough to slow your own development down and still win handily. I also absolutely recommend two copies of Slaughter Games to help deal with combo decks. Dreadbore and Falkenrath Aristocrat can probably go.
1 month ago
Lost Legacy is one of the best sideboard cards printed in a long time. It's way better than Slaughter Games or Surgical Extraction because you can hit cards like Karn Liberated or Scapeshift before your opponent has a chance to cast them.
The issue with Surgical Extraction and hand disruption is your opponent may not have the card you want to eliminate in their hand, then they just draw it off the top of their deck and kill you anyway.
Slaughter Games, while uncounterable, can be too slow to deal with powerful turn 3 and 4 plays. Nothing like being on the draw and having your opponent cast Ugin, the Spirit Dragon before you can name it. The decks where you want the "uncounterable" part of Slaughter Games are far more vulnerable to other sideboard cards, anyway. Stuff like Thrun, the Last Troll, Kolaghan's Command, Choke, or additional copies of Thoughtseize/Liliana of the Veil/Abrupt Decay are all better options. Anymore than that and you're likely diluting the deck too much.
1 month ago
1 month ago
This is basically a standard deck I played back in the day. Modern is a very different format, running that much removal is going to leave a lot of dead cards in certain matchups. If I were you, I would do this:
+4 Inquisition of Kozilek, +4 Lightning Bolt, +2 Fatal Push, +1 Kolaghan's Command, +1 Kalitas, Traitor of Ghet, +1 Stormbreath Dragon, +1 Young Pyromancer, +3 Read the Bones, +3 Night's Whisper, +4 Bloodstained Mire, +2 Polluted Delta, +1 Wooded Foothills
These changes upgrade your removal and early interaction, especially against control strategies. It also gives you much fewer dead cards, seeing as Lightning Bolt and Kolaghan's Command can go for the dome. I cut all of the weaker creatures in the deck, to streamline the early game's combination of disruption, removal, and draw power.
As for the sideboard, I think it needs a lot of work. You're already playing too much removal in the main board, and your sideboard is more of the same. The deck really doesn't need to be siding into removal that is worse than waht's already in the main deck. (Looking at Doom Blade < Terminate, Dark Betrayal < Fatal Push/Lightning Bolt , Mizzium Mortars and Drown in Sorrow < Anger of the Gods.) If you really want a sweeper, I would easily put in Languish or Damnation over Mizzium Mortars. I understand Mizzium Mortars only hits their things, but in the match-ups where that's relevant, you're dead way before you get to 6 mana.
My sideboard for the deck would look something like:
Obviously, this is your deck, so feel free to do whatever you want with it, this is just what my take on the deck would be to gear it more towards modern, so it doesn't feel like you have dead draws all of the time. Hope this at least inspires some changes, and happy deckbuilding.
1 month ago
Not sure I can beat the Pearl of wisdom dropped by tutors, but I'll try anyway. Solid list, there's a lot of powerful cards here, but there are a few things I spotted.
20 lands is too light, curving out at 3 cmc with an average of (just shy of) 2 calls for at least 22. If you add some 4 drops (more on that later) then 23 becomes bare minimum, 24 being a bit safer. Far more games are lost to screw than flood.
Your deck (and every other Mardu build I've ever seen) punches itself in the face a lot. Like, a LOT a lot. The helixes will help, but I strongly recommend a full playset of Shambling Vents, particularly with d confidants. Burn is a hard matchup for you (us) game 1, the more hedge you have against that the better. Both 4 drop Sorins also work wonders to that end, which brings me to...
Anthems. Intangible Virtue, Sorin, Lord of Innistrad, Sorin, Solemn Visitor, Gideon, Ally of Zendikar, all turn your lil (usually flying) bastards into very real threats. Four flying 1/1s are obnoxious, 4 flying 2/2s are a three turn clock from twenty life. Each has its merits, but I advise at least three virtues and two walkers of your choice.
Other than that, I like where it's going. Mentor is really fragile, but absolutely takes over the game if allowed on field more than a turn, so I get that. Lily is just too good against so much of the meta to pass up. K command is great for recursion, removal, artifact hate, I like 1-2 in the main, maybe another in the side. Creatureless combo might be an issue, Slaughter Games in the side could be helpful.
+1 keep up the good work. I've a Mardu Nahiri/tokens hybrid I run, feel free to check out my profile for more MD/SB ideas. I'd link it, but I forgot how.