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Said on 4c Gates Modern...


-3x Temple of Plenty -3x Selesnya Guildgate -1x Mazes End +3x Selesnya Sanctuary +4x Plaza of Harmony +2x Gates Ablaze -1x Crackling Perimiter -1x Elixir of Immortality

January 13, 2019 4:17 a.m.

Said on Black Moon [BR ......


Blood Sun is pretty great in the side board, as it just shuts down a ton of decks and fetch lands. Honestly, I could see a build of this where you run a few in the main board if you knocked down your number of fetch lands a bit. It hits basically every deck, and totally shuts down Tron and Valakut and many other archetypes.

January 7, 2019 7:43 p.m.

With 20 Instant/Sorcery spells, you could run Delver of Secrets  Flip over Slither Blade. 1 CMC fliers with sacrifice triggers is also much better than 1/1 unblockables with no other affects.

Mausoleum Wanderer and Siren Stormtamer can protect your enchanted flyer while also being just as capable as your 1/1 unblockables. They would add a lot of value to the deck for sure.

You could run 3/4 of each as it would allow you to drop Dive Down since they do what Dive Down does for less mana and substitute as a 1/1 flier.

January 7, 2019 7:23 p.m.

Said on Just a Few ......


You run both. You want both Paradox Engine + Intruder Alarm as well as Gemhide Sliver + Manaweft Sliver + Cryptolith Rite. This lets you get your combo out as consistently as possible, plus all of these individually massively help your game plan even if you aren't comboing out with them.

Training Grounds makes your commander's ability immensely more usable. Helps with a few of the activation costs from Slivers as well, like Necrotic Sliver.

I also play 5c Slivers with Overlord as the Commander.

Here are some cards I'd suggest with that experience in mind:

Descendants' Path is a great draw engine. Mirari's Wake buffs your slivers and doubles your mana. Phyrexian Reclamation lets you pull Slivers from your yard. Shared Animosity is one of the best one sided buffs you can give your Slivers. Steely Resolve for an additional way to give them all hexproof. Spirit of Resistance combos with Sliver Hivelord making it so you cannot lose the game. Konda's Banner gives +2/+2 to all slivers when attached to a 5c sliver. Vanquisher's Banner is a draw engine and buffs your slivers. Distant Melody draws a ton, Domri Rade serves many roles and is very cheap to play, Cyclonic Rift belongs in any EDH list with blue in it. Shaman of Forgotten Ways is a good ramper, helps to hit 5 colors and has a win-con attached to it. I also run a Birds of Paradise for color fixing.

This deck doesn't look to be a budget deck, except in your lands. That's okay, that's exactly how my deck is as well. Here are some good cards to make fixing 5 colors easier:

The Vivid land cycle: Vivid Crag Vivid Creek Vivid Grove Vivid Marsh Vivid Meadow. 5 lands that can tap for any color twice.

The Triple Taplands: Seaside Citadel, Arcane Sanctum, Crumbling Necropolis, Savage Lands, Jungle Shrine, Sandsteppe Citadel, Mystic Monastery, Opulent Palace, Nomad Outpost, Frontier Bivouac.

The cheaper 5c lands: Ancient Ziggurat, Cascading Cataracts, City of Brass, Command Tower, Evolving Wilds/Terramorphic Expanse + (only) 1 of each basic, Exotic Orchard, Grand Coliseum, Mirrodin's Core, Path of Ancestry, Rupture Spire, Sliver Hive, Transguild Promenade, Gateway Plaza, Unclaimed Territory, Unknown Shores.

Running a combination of all of these means you only need 1 of each basic, and you'll have no problem hitting 5 colors asap. There are better ways to build the mana pool for 5c Slivers, but it costs thousands of dollars worth of lands.

Anyways, love what you've got going on so far. Hope your table hates playing against this deck as much as my table hates playing against mine, haha.

January 5, 2019 2:44 p.m.

Said on The Zombie God...

  • Conive / Concoct + Pestilence
January 5, 2019 12:33 p.m.

Said on None...


I agree that 4x Collective Brutality fits here. The versatility helps over some of your more static cards.

Have you considered the Exquisite Blood / Sanguine Bond combo? They are both helpful to your game-plan individually, but together they make an infinite combo that wins you the game. They just need something to trigger the combo, which your deck is full of. Black has lots of search as well, so it can be fairly consistent.

January 3, 2019 1:33 a.m.

What is Contingency Plan doing for you? Opt / Serum Visions would fit the slot much better, as they actually cantrip where Contingency Plan is really only useful if you've got some sort of graveyard strategy.

January 3, 2019 1:13 a.m.

Hey, just as an FYI; your guild gate draw engine inspired me to do some deck building of my own. Here's the deck I came up with to take advantage of that engine. Thanks for the great idea!

Having a few Ravnica bounce lands really increases the draw power of those guild gates, and they're dirt cheap to so they'll work with your budget brew.

January 2, 2019 1:33 p.m.

Said on Pia's Rocks...


After playing with it a bit more, and discovering Scrap Trawler, I realized how strong that card is. I added Mind Stone so I can pull back 1 CMC artifacts, and the 1 CMC artifacts naturally bring back a 0 CMC artifact, which turns into an absolutely crazy draw engine.

January 2, 2019 1:37 a.m.

Said on Pia's Rocks...


What do you think about these changes?

Grixis Baubles

I like Seismic Assault, as there isn't much reason for you to continue dropping lands past 4. With all the inherent draw from the 0/1 drop artifacts, you'll quickly pick up a hand of 5+ lands, so when you draw into the singleton Seismic Assault you can finish the opponent off.

I also find that Dark Confidant makes the deck. Most of the deck is 0-1 CMC, so you can safely have 2-3 of these on the field at the same time and still take less damage than most decks would from 1. The draw is incredibly helpful to prevent this deck from stalling out.

Grim Lavamancer is a great way to use the cards in your yard, and follows up with the semi-burn game plan. A singleton Vedalken Archmage can really help you go off if you land it as well.

January 2, 2019 1:09 a.m.

Looks like you're right

6/15/2010: This applies only to casting spells. It does not, for example, change when you may activate abilities that can only be activated "any time you could cast a sorcery".

That's unfortunate, but fun deck either way!

January 1, 2019 6:42 p.m.


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