Maybeboard


Astral Slide is a fun card. It repeats powerful ETB effects, like Eternal Witness. It permanently removes enemy threats when combined with cards like Void Attendant . It stops creatures from hitting you, keeps your creatures alive and hard to remove, and causes opponents to miss timed triggers, like on Atraxa, Praetors' Voice. And it goes insane with allies.

Let's break it.

Concept

Use Astral Slide to keep our creatures alive, stop opponents from hitting us, and generate lots of card advantage until we either amass enough board presence (by bouncing allies) to win, or cast a haymaker like Rite of Replication with lots of allies.

Moving Pieces

Card advantage:

Board Advantage:

Win the game:

Room for Improvement

This deck is very much still in beta. It starts slowly, it's missing a lot of core pieces, and it needs a lot to go right to do anything at all.

In particular:

  • Gets started slowly, partially on account of tapped land base
  • Too little counter/protection support; the combo is very vulnerable to removal
  • Needs much more removal (especially cards that work well with Eternal Witness)
  • Can't play the creature game well, but too clunky to be a dedicated combo deck
  • Missing obvious format staples, like Force of Will
  • Few ways to interact at instant speed

At the heart of many of these is the fact that allies and cycling cards take up a lot of slots in the deck, and tend to be worse than other cards. Suggestions on what I can remove from the deck to make room for the many things I'd like to include are much appreciated, as are ideas that'd let me get away with running less allies and cycling cards.

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