Slip Through Space
Devoid (This card has no colour.)
Target creature can't be blocked this turn.
Draw a card.
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Slip Through Space Discussion
5 hours ago
I'm putting together this Pauper Slivers list, and I really need help. I never have answers to threats like Ulamog's Crusher or Gurmag Angler, and basically whenever they have blockers. I suppose Slip Through Space and/or Vapor Snag could help with that.
Also, what important slivers am I missing? are my proportions good enough?
Thanks for the help guys!
1 day ago
Blitzdragoon I have looked at splashing other colors and did look at blue a little bit for cards like Slip Through Space to ensure intruder gets through, as well as counter spells etc. I'll have to test with blue to see how consistent it is with the mana base.
Recover819 Servo Schematic is on the short list in my testing I do love it because it gives 3 sacs :)
2 days ago
3 days ago
BTW, another possibility to avoid the three colors is to just go Izzet, maybe putting in the combo: Wandering Fumarole + Crackdown Construct (which Fatal Push has a harder time killing) with possibly a Slip Through Space.Another one is trying: Consulate Dreadnought + Siege Modification .Many people tell me to watch out for Maverick Thopterist potential, but I feel like that one would better fit an izzet token deck with Chief of the Foundry + Metallic Mimic & Westvale Abbey Flip or Mechanized Production, which I don't like because of the removals ( Declaration in Stone , Fatal Push , Shock)
4 days ago
Do you really need the Street Wraiths? I know Gitaxian Probe is gone, but I'd shave 1 Become Immense and the 4 Street Wraiths and put in 4 Blossoming Defense and another Distortion Strike or Slip Through Space. (Btw, Slip Through Space is better than Distortion Strike. It allows you to find better pump spells and keep your hand full.) Maybe even put in some Groundswells for a more explosive game. Infect is about to get worse with Fatal Push coming out. Any deck that runs black will at least sideboard them so you'll need more protection spells.
4 days ago
Looks like a solid start.
I do question, however, the Goblin Dark-Dwellers. Yes, the value is good, but if you are getting to the point where you are needing to flash back a spell, five mana with your deck is still a tall order. This requires you to have spells to cast earlier on (which is where you want to be casting creatures I presume) and be stabilizing boards enough to where your spells are good enough at sorcery speed to take care of opposing threats. It seems like a win-more kind of card to me in this deck and I think it is a tad greedy given the mana. If you just need the advantage that it creates, maybe consider Jace, Vryn's Prodigy Flip?
I'm surprised you are not running Slip Through Space as well. Seems amazing with Goblin Rabblemaster and it draws a card for 1 mana. May be a strict upgrade to Anticipate? Not sure. Dragon Fodder I would consider as well for the go wide plan with Jeskai Charm and Stoke the Flames, not to mention again to abuse the rabbler.
Good luck and happy brewing!
4 days ago
So, my thoughts...
The main benefit of Probe was it told you whether it was safe to go for the kill. I think we should just accept that now we're going to be fighting blind just like everyone else. My answer is to play more protective cards, though I actually think I'm going to keep Become Immense at 3. I'll quickly go over a few things that could fill those 4 slots.
Wild Defiance. This was seen a lot in the pre-BI days, and it's not hard to see why. In a deck with mana dorks in the form of Noble Hierarch, you shouldn't have much trouble casting a 3 mana enchantment. It adds a ton of value to your pumps, even turning Mutagenic Growth into +5/+5 for no mana. But the real beauty of this card is it makes bolt useless for your opponent. Burn now can't do anything to you barring sided Path to Exile and artifact hate on your Inkmoth Nexus. Opposing Dismember now only gives -2/-2 and can easily be played around.
Spellskite. This has been seeing less and less play as it doesn't fuel BI in any way and there's plenty of artifact hate running around. But I kind of like it as an insurance card.
Spell Pierce, Blossoming Defense, and Apostle's Blessing. Whether you're upping your count of these or adding blessings into a deck that had none. Blessing is both a form of evasion and protection against removal, and it can be cast with colorless mana from Inkmoth. Spell Pierce is a fantastic card as no matter what it puts your opponent at a state of minus. 2 mana often means they can't cast an additional removal spell on the stack, and that's if they have the mana at all. If they know you're playing infect, they know you may have Spell Pierce, and they know they need mana open and that they cannot afford to go all-in. Blossoming Defence is a no-brainer. It's the little brother card to Vines of Vastwood. I was only running 2 due to issues of space, and I'm now looking back and asking myself why didn't I have at least 3. Well I'm running 3 now and considering going up to 4.
Dismember, Twisted Image, Distortion Strike, and Slip Through Space, or rather additional copies of any of the above. Every one of these is useful for obvious reasons. The main one being ensuring you can land a hit with Glistener Elf, or in the case of Twisted Image, killing opposing spellskites or the occasional hierarch. Image also cantrips. In matchups where no 'skite is present I more or less just think of TI as a blue 1 cmc instant that reads "draw a card". In that respect it's useful for Become Immense fodder.
Peek, Serum Visions, Forbidden Alchemy, Street Wraith. I don't like these. They seem like a half-hearted attempt to maintain the momentum probe gave us. As a previous commenter mentioned, we should just accept that we'll never have what probe gave us. Probe let us see their hand, put a card in grave, draw a card, and for no mana. It was incredible because it did ALL of these things.
Surgical Extraction. Guys, a big reason probe was so good was it replaced itself. This is usually complete minus. I see it as not worth the gamble.
So, that's my two cents. Discuss?
5 days ago
I really love the idea of an infect EDH deck and I really think Atraxa is the way to go to push everyone over the edge with proliferate. I play infect in modern and more casual decks in EDH. If all your creatures besides mana dorks have infect already, why so many cards that give a creature infect? Do you need to give Atraxa infect consistently? I looked up every card with infect and you can definitely increase your creature count for cheap if you can find them. The link is below. Some notable ones include Reaper of Sheoldred, Rot Wolf, and Lost Leonin. Other than that, Slip Through Space provides decent evasion as a cantrip and any protection from color spells are good at evasion and protection like Apostle's Blessing. Wild Defiance is also a way to get more out of your other spells while protecting from some of the smaller damage dealers.
I think the counter spells are a bit of a waste though. They can be useful, but if you only have 4 in your whole deck, you won't have any consistency with them so I think card draw, creatures, or pump would be better. Also, do you really need the ramp? Your curve pretty much tops out at 6 and most of it are 1-4 drops.
Sorry for the book. I love the direction you're going, just thought I'd add my 2 cents.