This deck is designed to get out smaller flyers, then give them a few +1/+1 counters using the support mechanic. Abzan creatures give abilities (think beefed up, limited slivers), and some late game +1/+1 counter ramping is also thrown in. I would appreciate some recommendations to make the deck more versatile, and maybe a bit faster, as well. And no, despite the abzan influences, I will not be adding black to this deck. Thanks, this is the first deck that I have shown here, and your help is appreciated!
UPDATE:I tried making this deck as efficient and ...modern-ish... as possible, and this is the result! Many of the slabzan creatures have stayed the same, but there are a good bit of additions:-Hardened Scales: Although this will be taking our turn 1 a good bit of the time, it can add tons of value over the course of a game. Our support spells now grant FOUR +1/+1s with east cast, and will grow our early fliers considerably faster.-Ornithopter: Being able to get out multiples of these on turn 1 to support on turn 2 is a great start to the game. My only concern with these is that they are almost useless in the late game, which is why I also put in...-Topplegeist: This is a strict upgrade to the 1/1 fliers I used to run, and they have late-game relevancy, tapping down a creature to get some extra guys in for lethal. Delerium is not the goal in this deck, but it is possible.-Gyre Sage: While not required, some ramp in the deck would be helpful; and while this guy is not technically Slabzan, he works just as well with +1/+1 counters to be used here.-Sporeback Troll: Being able to save some of our creatures from a board wipe is crucial against some strategies, and this will do the trick.-Cytoplast Root-Kin: While Kalonian Hydra is fun, it has no immediate effect and usually draws a kill-spell. He is still here, but the root-kin gives huge value on entry, and can give more to late-comers using the graft ability.-Ajani, Mentor of Heroes: This, like the root-kin, can work wonders to start ending the game. It can search for creatures AND give +1/+1 counters (And gain us 100 life. Wooo...), making it great value for the late-game.
I also have some cheeky instants, and some extra sideboard tech. These are not required, but they can make the deck more fun and effective:-Walking Ballista: Yes, it is expensive, but we sometimes need to shoot down pesky creatures. The fact that we can give extra +1/+1s is perfect, and we can even shoot to the face in a board stall.-Bioshift: this is just funny. Not too effective, but you can save your +1/+1 counter investment, or give an unblocked creature some +1/+1s for extra damage to the face. Bonus if you move +1/+1 counters on the opponents side to kill a blocker.-Inspiring Call: Some more anti-board wipe tech, as well as bonus card-draw. Perfect against control. and, ya know, board wipes.-Savage Summonings: As a guy who hates control, the only thing close to as bad as a board wipe is a counterspell. THis can get around that. It also effectively gives a creature haste, as you can cast it on an opponent's turn.-Travel Preparations: THis is actually a new addition into the main. This is a strict upgrade to all the other "support 2" spells I was using, as it basically allows me to run 12 instead of the usual 8.
Also, the mana base has been upgraded. I don't like putting too much money into lands; that, coupled with the fact that I don't like fetch lands for some reason, means that we won't be running any fetches. Maybe I will in the future (once I get over fetchaphobia), but until then I will be running a mana base with no basics in it.
I'm terrible at this mana-base thing, arren't I?
THe final price comes out to around $175, but without the land upgrades it is more like $100.00. Somehow I made a budget version that was less than $20.00, but I forgot how to do that...
Anyway, Hope you enjoy the brew! Thanks for taking the time to read this far, and any suggestions would be greatly appreciated!