: Add to your mana pool.
, : Target creature gains +2/+0, haste and vigilance until the end of turn.
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Slayers' Stronghold Discussion
6 days ago
I'm considering adding the following cards: Buried Ruin, Inventors' Fair, Sunhome, Fortress of the Legion, Strip Mine, Slayers' Stronghold, Ally Encampment, Rogue's Passage, Homeward Path, Darksteel Forge, and Mycosynth Lattice For those it may concern, what do you think?
1 week ago
I agree with the above comment, Stonehoof Chieftain, Angel of Serenity, and Terastodon are all fantastic cards. I'd also advise adding Spearbreaker Behemoth and Spellbreaker Behemoth, as well as Summoner's Pact.
I'd cut Protean Hulk - you can't get more than one creature off him, and while there are some choice cards to get... do you really need a seven mana tutor? Omnath, Locus of Rage is great, but you can't really abuse his landfall, so I'd cut him. If you're looking to make the deck "no dick moves," then Blightsteel Colossus and Vorinclex, Voice of Hunger are both out of place. I'm not sure how effective Mayael's Aria and Martyr's Bond have been for you, but they seem slow and generally less effective than you'd like.
1 month ago
I agree with muffinman37 on a few cards, but by far the most of what he suggests requires setup, or time, or something else. Dragonmaster Outcast? sure, the token dragon is good... but you need to keep a 1/1 creature alive for a whole turn to get it. Avenger of Zendikar is good, but has a tendency to show up after the ramp spells have been played.Primeval Titan? yes, please. Consider splashing white, and adding in a Slayers' Stronghold. It's not quite as funny as it is in amulet bloom decks (they get to untap what they find with the titan), but its still pretty good. Nissa, Vastwood Seer Flip might finally have found a home in modern with this deck, at least she would be relatively easy to flip, and her + ability is something that is really needed here (card draw).
I don't really see the point of playing cheap threats that count land, like Sylvan Advocate, Dragonmaster Outcast, or Scute Mob. The whole purpose of this deck is to have enough mana to play some really big beefy creatures, avoiding the vulnerabilities all these small creatures have.
1 month ago
enpc: I'm glad you like the list! I've chosen not to run High Market because I generally don't have too much trouble flipping Avacyn on command, but it was in the initial draft of the deck before I tuned it. Basically the same story with Slayers' Stronghold - I used to run it, but eventually it became too much of a mana investment for a relatively small effect. Also, I just never had the right amount of mana to cast Avacyn AND give her haste (plus, she has "haste" if I cast her at my opponent's EOT). I really should find a slot for Fireshrieker though ;) Thanks for the comment!
SlaveToPhage: Thank you for the comment and the upvote! :) We've finally made it to 300, haha! Anya, Merciless Angel is pretty sweet, but when I tried running her I was hampered by the fact that you have to leave a player alive at half health to keep Anya indestructible. Personally, I think you should make her your commander, but of course I'm biased ;) Either way, link me to your list if you want me to look it over! Have fun with the deck - how's it playing?
1 month ago
I'm surprised you're not running High Market so you can flip Avacyn on command. Also, Slayers' Stronghold is really good if Yu just want to get Avacyn down and turn her or another creature sideways immediately.I've always been a big fan of Fireshrieker personally.
The list looks good though.
1 month ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
2 months ago
2 months ago
Thinking about utility lands lately, I started to consider Thespian's Stage and Vesuva. At the least, they both come into play and are mana producing lands, potentially any colored. Both would copy a Maze of Ith or Kor Haven for added protection. They could both copy any of my multiple mana producing lands like Lotus Vale, Scorched Ruins, Boros Garrison, Orzhov Basilica, or Rakdos Carnarium for some extra ramp. They both could copy a Sea Gate Wreckage, Rogue's Passage, or Slayers' Stronghold for value in those areas. Vesuva could be dropped early to copy any mana producing land and then bounced with a bounceland like Boros Garrison, Orzhov Basilica, or Rakdos Carnarium. Thespian's Stage would not need to be bounced to continue to produce the most value for me throughout the game. I am pretty sure I would not want to run a Dark Depths myself, but it would open the possibility if I ever wanted to, and in a pinch it could counter those pesky Dark Depths combo decks out there that I may eventually face (I know, likely a rare occurrence, but wouldn't that just be amazingly dramatic?).
Anyway, does anyone have any opinion on both Thespian's Stage and Vesuva? I am leaning more toward Thespian's Stage if I only use one, since it comes into the battlefield untapped and seems more flexible than Vesuva, but I could be convinced to run both.