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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Permanents you control gain hexproof and indestructible until end of turn.
13 hours ago
Hey man I love slivers myself, they can be a lot of fun. Have you looked into Training Grounds and/or Heartstone and running the Sliver Overlord as your commander. He would let you tutor up any sliver you need for 1.
Heroic Intervention is a great way to keep your board alive too, doesn't work against non-targeted exile effects but is still handy.
Thats all I can think of off the top of my head but I hope some of these suggestions help. Great looking deck so far man, +1 from me.
1 week ago
@ Yogei - The deck plays pretty quick with Collected Company being the only 3+ CMC card in the deck. It is a shame Thalia's Lieutenant is not a knight as it actually does work in this deck with the strong human presence and Worthy Knight.
I have looked at the Populate mechanic but never really considered it for this deck. With only Worthy Knight and Selesnya Charm being the only token creation, I feel like the Populate would wiff the majority of the time. The deck I actually considered using the cards you suggest is my cat token deck Feline Feelings, which is a cat tribal built around cats and their ability to make kittens. That deck does not have a SB, which I need to fix, but this is where you would see at lot of these cards at. Rootborn Defenses could be swapped out for Heroic Intervention but losing Hexproof is a large tradeoff...Nothing worse than casting Leonin Warleader the turn prior, then casting Anointed Procession to gear up for an attack only to have Warleader get exiled or destroyed by an instant spell :(
1 week ago
Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!
2 weeks ago
I appreciate the compliment, thanks!
I use On Thin Ice with only 7 basics in my deck and it works fine, albeit I run fetches like Prismatic Vista, Windswept Heath, Wooded Foothills, etc so I can easily filter for basics if/when I need them.
As for enchantments that do 'control'ing things; I'd urge you to look at my deck. It's designed to control they game and grind it to a halt. However, I'm afraid that's a completely different deck than what you've got going on here. With your deck, you're trying to use auras in order to make one to two creatures as scary as possible to beat your opponents into submission - not lock them out of the game and preventing them from being able to play Magic. If you diversify your strategy too much, your deck would just become a mess - I'd recommend picking one approach and sticking with it.
On that note, you're quite vulnerable as well if someone deals with your aura-fied creature. Consider running things like the following to help protect your creatures:
- Veil of Summer
- Autumn's Veil
- Heroic Intervention
- Lightning Greaves
- Alseid of Life's Bounty
- Flickering Ward
- Greater Auramancy
Also, if you aren't wanting to add any more creatures due to wanting more enchantments, consider adding enchantment creatures. They also draw you cards whenever you play them since they're still enchantments. A good basic list of stuff you should consider is:
3 weeks ago
I have some ideas for this deck. Firstly, Collected Company is not a very good fit here. There are so many targets that it can whiff on and even if it doesn't then you're probably just getting some mana dorks out of it. Eldritch Evolution on the other hand, can get you just about anything and for free at that with Melira, Sylvok Outcast in play.
Then, I think giving up the Fog for Altar of Dementia would be sick. Altar of Dementia means any creature with persists you sacrifice to it will come back infinite times if you have Melira, Sylvok Outcast. For example, that is infinite life with Kitchen Finks. Fog shouldn't be doing much anyway because you can chump block with reckless abandon using Kitchen Finks or Heroic Intervention.
3 weeks ago
Fiend Artisan seems like a very strong card for this deck, being able to put creatures into your graveyard to retrieve later while also tutoring creatures to take full advantage of whatever is in your graveyard. And it can get big like Splinterfright.
3 weeks ago
thefiresoflurve, I think it’s one part metagame choice and another part choice for assumed optimization.
My meta is more targeted removal than wraths, so Cloudshift works in a pinch to save one creature and I don’t always need the full board protection. Most of the time, I feel like I use it to save Emiel the Blessed anyway. I do play Teferi's Protection, but that does do much more than wrath protection. Heroic Intervention is my other choice for wrath protection because it can work as either wrath or targeted removal protection with the hexproof (although Intervention always feels like it’s next on the chopping block).
My reasoning for optimization is that it’s easier to hold up a single mana than it is to hold up three. Additionally, cards like Eerie Interlude require a large board state when used proactively, and I feel like my playstyle is more early and incremental advantage plays. It tends be less splashy, but draws less aggro like you’re describing.
I might be wrong, because I know they’re solid cards, but it’s just the way I’ve run the list. I haven’t tested them, it’s strictly on theorycrafting that I haven’t included any of those cards.
4 weeks ago
Add some counterspells and maybe Heroic Intervention
RAMP: 10-12 minimum CARD DRAW/ADVANTAGE: 8-10 REMOVAL: 9-10 minimum(7-8 single target, 2-3 boardwipes)