Mirri's Guile

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mirri's Guile

Enchantment

At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.

DatShepTho on GO GO DINOSAUR!

2 months ago

This deck is quite the mix, the cards in here that are good are REALLY GOOD like Sylvan Library, Arid Mesa, True Conviction and Etali, Primal Conqueror  Flip

But the cards that aren't are complete rubbish, like Manalith, Mirri's Guile and Gigantosaurusfoil (The green mana pips are hard to get reliably in three color and 10/10 with no evasion is rarely helpful in this deck)

And then there are some cards that are fine, but really don't belong in this deck, like Rancor and Almost Perfect

I would also recommend using tags to separate card functions, like your lands, ramp, dino, damage multipliers, card draw, and removal. This will make it easier to see what your deck is lacking. Use the # character in your card editor to tag cards ("# Ramp" for example)

You only have 30 lands, so I would try to get this to 36/38 rather than more ramp spells. The best budget ones you're missing are Sungrass Prairie, Mossfire Valley, Sunscorched Divide, Clifftop Retreat, Rootbound Crag, Sunpetal Grove, Rockfall Vale, Overgrown Farmland, Fortified Village, Game Trail, Fire-Lit Thicket and Furycalm Snarl. There are plenty more I may have missed too.

I think you should try adding a few ways to accrue card advantage, like Rishkar's Expertise, Season of Gathering, Secret Rendezvous, Inspired Tinkering, and Escape to the Wilds. These will help you find more cards once you're running out.

Majestic Genesis is also a cheeky card you might like...

Doombeard1984 on The First Skep

4 months ago

Good morning Tulsasaurus_Rex, and thank you for sharing your hive with us.

I have a brood of my own, and much like yourself have had an affinity for Tribal decks, and especially Slivers for the better part of nearly... 2 decades (dang... now I feel old). So I would like to maybe make a couple suggestions if thats ok?

Creatures:

Non-Creature spells:

So these I am less sure on what to remove, but will give some explanation as to why I think they may help:

  • Eerie Ultimatum - Can see you have Patriarch's Bidding in your maybe board, but I offer this is way better. You get all your things and you opponents get nothing. You even get all your other non-Slivery things.
  • Boros Charmfoil - You are playing Slivers, and therefore you are going to attract a board wipe. Boros Charmfoil is the classic "go-to" for making your board indestructible, all for the low price of .
  • Removal - Going to mention a few cards here that are just good. Assassin's Trophy, Swords to Plowshares, Path to Exile. Trophy is another hit anything card, and Swords and Path both exiles tricky creatures your opponents have. All super low cost, to let you spend your mana on better things.
  • Card advantage - So I think something like a Mirri's Guile or Sylvan Library just lets you have some card selection of advantage every turn. Lets you make sure you are hitting those land drops, or if you are flooded, you can make sure you are getting gas to help power your deck forward.
  • Ramp - Id be looking at maybe Three Visits and Nature's Lore as they can get you any forest type shock land into play, and if you want untapped by paying the 2 life. Id also look at other mana rocks (Ichor Elixir and Fractured Powerstone don't seem that great). Any of the Talismans (Talisman of Hierarchy, Talisman of Unity etc - there is a full cycle) would give you access to colours at only , and up until recently I ran Chromatic Lantern to help with smoothing out any mana issues. Yes it costs , but can be really useful with how mana intensive Slivers can be where is concerned.
  • Blasphemous Act/Austere Command - I love these cards. Sometimes you will need to answer a board. Austere Command is modal so gives you lots of flexibility. And if you have Sliver Hivelord on the board, your Sliv's are safe. Blasphemous Act can win you the game if you have a Spiteful Sliver with a board state. Means you can ding 13 damage to any target should this fire, and again may be safe with a Boros Charmfoil or a Sliver Hivelord.

Hope this helps, and have given you a +1. Please feel free to hope on over to my Hive and have a browse (Sliver Overlord - Predatory Super-Organisms)

Andramalech on I Have A Dragon

9 months ago

In my best Kaiba impression- you're a third rate duelist using a FOURTH rate deck! it's not bad, I'm just joking. I like what you have here! If you want to push into bracket 4 territory I recommend the following:

.. all of these to get your draws and hand in a row. I see you've already taken up Three Visits so just increase your count of all those spells like Thirsting Roots and even Farseek to capitalize on that ramp capability. The newly released Temur Devotee is a nice committed mana-fixer.

Otherwise, consider lower cost removal spells such as Pongify and Rapid Hybridization, even Swan Song and Strix Serenade. The most efficient way to break into the higher bracket is to do things at their most efficient capability. In this case, you'll have tons of high cost dragons. Right? So use a formula. turn 1 dork, turn 2 ramp, etc., etc. whatever works for your playstyle. Just have one in mind!

The biggest issue your deck has is that you have next to NO one drop spells. Minion of the Mighty exists and so does Elvish Mystic, and Llanowar Elves. You absolutely need to make use of your first turn beyond just putting down a land and passing.

And if you are intent on holding up that one mana on your first and doing a land down, go - you HAVE to increase the number of instants you leave yourself access to. 6 simply is nowhere near enough. Arguably, more than 2 per hand is preferred. Stuff like Swords to Plowshares and Path to Exile are so popular and effective because they can be used on that first turn. I mean, you might be a card down for it.. but it'd be better than sitting on your hands for the first turn.

I would recommend using that newly printed red dork that was at 2 mana, because I like your 2 mana package in green colors. The hard issue after wards is probably how much has to happen at 3 mana rather than happening at one mana. Consider stuff like Burgeoning, Exploration.

All of this to say I hope your deck building process is easier with the feedback, please feel free to reach out if you have questions- I happen to really like what you've acquired here and want to see you succeed. Good luck, and +1!

NV_1980 on Sigarda, Font of Blessings

1 year ago

Hi, I was curious about this deck so I played a few test-games with it. Mostly I was wondering whether it had enough momentum. After five test-games I found that it might be a bit lacking on this front. This is not surprising since it doesn't carry that many ramp/mana source cards. In terms of additional draw, it could also use some work.

For mana/ramp, I'd recommend Delighted Halfling, Birds of Paradise, Burgeoning, Exploration, Nature's Lore and/or Three Visits. For additional draw/filtering, perhaps cards like Mirri's Guile, Scroll Rack, Sensei's Divining Top or Sylvan Library.

It's also easier to share abilities between creatures when you include Odric, Lunarch Marshal. Good luck with this brew.

TheBl0b on Mirri, Cat Warrior Voltron EDH

1 year ago

SufferFromEDHD thank you :D I really like your name hahaha

I really like you suggestions but I think Vitality Charm and Sprout (as well as Vine Dryad) are necessary against Fleshbag Marauder-like effects.

Concerning Avoid Fate, I have been considering it for a long time, but I believe giving my creature hexproof might be better because it beats "can't be countered" spells, but it might still be a good idea against cards that remove or prevent hexproof (like Shadowspear). Mirri's Guile is also a really good idea and on point for flavor!

The one change that would be easiest to implement would be the Birds of Paradise. I have no idea how I didn't think of that!

Thanks again for your comments!

SufferFromEDHD on Mirri, Cat Warrior Voltron EDH

1 year ago

Great list!

Avoid Fate > Vitality Charm

Mirri's Guile > Sprout

Perhaps Birds of Paradise instead of one of the elves? Flying is nice with all the auras and equipment.

Necramus on Enchantress Lockdown

1 year ago

Mirri's Guile - great card selection at the cheap rate we want to keep churning through the deck with the engine in the CZ.

Swift Reconfiguration - instant speed enchantment removal that also removes from combat.

All That Glitters - wins games.

Blind Obedience - plays to the game plan and offers an alternate win condition.

Kenrith's Transformation - Similar to making it a bug, we can turn our friends' commanders into something useless, and it gets us an extra draw.

Hallowed Haunting - a better win condition than Approach of the Second Sun for an enchantress deck, imo.

Privileged Position - pair with Greater Auramancy for some fun.

Sigil of the Empty Throne - also a better win con than Approach, imo.

Sythis was the very first deck I ever built in Selesnya and I absolutely love her! She's one of my favorite decks. Feel free to check mine out, if you'd like- Hand of Sythis

fableberserker on flowers for grandma

1 year ago

After seeing it play a few times, I think Mirri's Guile, Threefold Signal, and Radiant Grove should come out for some lands, consider Gaea's Cradle, Castle Garenbrig, Growing Rites of Itlimoc  Flip or even just some forests.

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