Silverdrake Control Guru
What is 'Feature Que'ing? I clicked it and don't know what it means, hoping you know!
September 20, 2018 3:57 p.m.
Hey, would you mind helping me out with my Exalted Leaders the deck seems to be lacking a little hard control and lock down elements.
September 13, 2018 8:53 p.m.
Hey, I created a deck page a few years ago, and now have the money to make it better, if possible. As i have had the deck since about 2014, it is very dear to me, and I want to make it work if possible. Thank you, in advance, for any help with it! Trying to get as many opinions on the idea as I can on this site.
September 9, 2018 1:49 a.m.
Hey Silverdrake, similarly to the other person, I also noticed you are really active on helping people build their deck! Would you mind taking a look at mine if you get a chance?
Thanks in advance!
August 29, 2018 11:03 a.m.
Please login to comment
No Laboratory Maniac? Between Varina and Graveborn Muse it seems like you might need it!
On a more serious note, this is obviously very meta-dependent but it seems to me you're light on non-creature removal. If we reach a little bit and count your counterspells and cyc rift as noncreature removal, then you have 6, which is way lower than I'd be comfortable with. Return to Dust is great to fill that gap, as is Vindicate.
Whatever you decide to do, good luck and have fun!
September 19, 2018 3:57 p.m.
Asceticism doesn't help against things like Wrath of God or Anger of the Gods. You'll likely want to consider 2-4 copies of Heroic Intervention in the side against that sort of effect. You shouldn't need to worry about creature removal, since your beefy boys can attack into essentially anything. You will however need artifact & enchantment removal to pop things like Ensnaring Bridge and Ghostly Prison. I'd recommend Nature's Claim since that 4 life is largely irrelevant to your plan. Pithing Needle would also be reasonable to keep planeswalkers and ratchet bombs at bay. Choke wouldn't be bad if you're afraid of control.
September 18, 2018 11:57 a.m.
Fun idea, +1 from me. I'll be happy to help with sideboard once you get it up.
One thing of note that your description makes it sound like you may not know - Leveler cards like Joraga Treespeaker start at level 0. So when you first play it it's just a 1/1 that does nothing - you need to level it up once for it to tap for . If you already knew that then sorry for wasting your time haha. Either way, good luck and have fun!
September 18, 2018 11:03 a.m.
Thanks for the input Squirrelbacon! The Serum Visions are actually just an experiment - I've been running Opt in their place pretty much since the moment Opt became modern legal. Giving the visions another shot since they let you keep more aggressive hands with the better dig. After playing it this last Friday I do think I'm going to switch back to Opt, but I'm going to give it one more week to see if it can really wow me. Glad to see I have someone else on my side though, seems like everyone thinks visions is better in every situation.
I do plan on going up to at least one Spell Snare when GoR comes out, largely because Assassin's Trophy terrifies me.
As for the Geist, I have to disagree with you there. Against combo and other control, slamming him turn 3 puts you in an incredible lead. Against more aggressive and even midrange decks you can keep the board clear to play him on turn 6 or 7 when you can continue to keep their side of the board clear. He also shines against Tron, which is normally an almost impossible matchup for us. I respect and appreciate your thoughts on him but I think I'm going to keep him in :)
September 18, 2018 10:51 a.m.
Interesting take on an older combo. +1 from me.
Not so much a build tip here as a play tip - in this meta you're going to want to bring in the Ratchet Bombs and Winds of Rebukes against pretty much any white deck. Most are running at least 2x Rest in Peace right now in their sideboard, and it completely shuts off your combo. Don't want to be caught out game 2 with no answer to their answer.
Good luck, and have fun!
September 17, 2018 8:56 a.m.
Florence? Sorry to hear it.
Massive gas line explosion took out half the town north of me so I haven't been on as much since things have been crazy
September 14, 2018 2:57 p.m.
Rhystic Study is a stupid powerful source of card draw, and its lesser cousin Mystic Remora isn't bad either. Sword of Fire and Ice provides you with a bit of draw power and small removal in addition to adding to your gameplan. Ghostly Prison, Propaganda, Windborn Muse, Norn's Annex, and Sphere of Safety are the classic 'fort' cards if that's what you're looking to do. The Solemnity + Decree of Silence combo could fit nicely in here as well if you feel like being a dick lol
September 14, 2018 7:59 a.m.
September 13, 2018 9:28 a.m.
Neat, +1 from me. I really like the concept of using the explore on Branchwalker to help fuel delirium, I never would've thought of that. Is Autumnal Gloom Flip really worth playing though? I get that it's good it just seems... underwhelming for 3 mana. I'd prefer a pair of Tireless Tracker in its spot for that sweet, sweet card advantage. You could also consider a few delve cards like Tasigur, the Golden Fang or Murderous Cut to make use of some of the cards that you don't need in your bin (after all, you only need one of each type). I wouldn't play more than 3 delve cards total in a deck like this though. Oh and Mishra's Bauble is a free card type in the yard.
September 11, 2018 1:34 p.m.
Since you have no means of sacrificing Ichor Wellspring, it might make more sense to run Metalspinner's Puzzleknot
September 10, 2018 4:35 p.m.
Also, if you're really trying to bring the price down you could consider Condemn or even Journey to Nowhere instead of Path to Exile. Neither are as powerful but they still get the job done at a fraction of the real-world cost.
September 10, 2018 2:44 p.m.
Nice. I think it'd be in your best interest to keep the 4x Mimic in, but if you need to cut 2x for the last tusker and baloth I don't think it'll absolutely cripple the deck or anything like that. Keeping the budget in mind, you might look at Canopy Vista and Cinder Glade instead of Blossoming Sands and Rugged Highlands. They have the ability to come in untapped turn 3 to drop a Baloth or Thoctar, and they're both under $3. A step up from those would be the fastlands (Copperline Gorge and Razorverge Thicket) but that would obviously bring you past your $100 budget. It's a nice upgrade to consider for the future though, since they're better but not as expensive as Cavern of Souls
September 10, 2018 2:31 p.m.
bionicscull well, you said that's why you made the deck in the first place! Even if it isn't the most powerful card you could be running, if it means something to you that's reason enough to run it. I just gave you editing rights, so go ahead and change this however you want.
September 10, 2018 9:21 a.m.
I apologize, I was thinking of Nemesis of Reason. Of mortals is a fine choice here, and I think 2 is a fine number. You won't want to run more than 3 delve threats if you do choose to run them, and there's no real way to tell how much it'll cripple grim flayer until you try it. I think at 2-3 copies of one of the delve threats you should be perfectly fine, but I could be wrong
September 9, 2018 11:26 p.m.
bionicscull Go on and take a look. Of course you don't have to make every change I recommend - this is just the version I think would be most viable
September 9, 2018 7:05 p.m.
Hey, looks fun! +1 from me!
Now, when you're playing a tribe like beasts you can't expect to have a super powerful deck, the meta just doesn't support it. I'm a huge fan of making non-meta decks like this one work as well as possible though, so I'll give all the advice I can to make this as streamlined as it can be.
Actually, I just typed out a few paragraphs and realized I was basically redesigning the whole deck. So that's actually what I'm going to do. I'm going to whip up a basic draft, give you editing rights, and tag you in it so you know when it's up. It'll be all your if you want to use it, or you can copy + paste it into a thing of your own. And of course you'll be able to ask me any questions you have about the choices I made for the base version. Stay posted for a few minutes and it'll be up
September 9, 2018 3:13 p.m.
Actually now that I read through the rules block at the beginning again, I don't think you ever actually specify that you can't include cards outside of your commander's color identity. You explain what color identity is and how it works in great detail, but never mention why it's important
Edit: Nevermind I'm just blind
September 7, 2018 4:17 p.m.
I'd love to help. Just let me know when you're ready
September 7, 2018 2:44 p.m.
Vanquisher's Banner means 32% of your deck gets +1/+1 and 'Draw a card when cast'
September 7, 2018 12:47 p.m.
SCORE: 2 | 2 COMMENTS | 535 VIEWS | IN 2 FOLDERS
SCORE: 12 | 3 COMMENTS | 593 VIEWS | IN 6 FOLDERS
Commander / EDH*
115 VIEWS | IN 1 FOLDER
Commander / EDH
SCORE: 2 | 1 COMMENT | 148 VIEWS | IN 2 FOLDERS
Commander / EDH*
SCORE: 1 | 292 VIEWS | IN 1 FOLDER
Commander / EDH*
SCORE: 4 | 1667 VIEWS | IN 1 FOLDER
|Playing since||Tenth Edition|
|Avg. deck rating||4.67|
|Favorite formats||Pre-release, Commander / EDH, Modern|
|Good Card Suggestions||238|
|Venues||Harrison's Comics and Collectibles, That's Entertainment, Phyrexian Games|
|Last activity||6 days|