Sword of Selves onto any experience counter commander seems bonkers =o Imagine putting it on Mizzix. Suddenly you get to cast an enormous Comet Storm before combat ends.
The Legends that all die because they are Legends?
I love that you are trying to edit out the term "ghetto" because you're afraid of the potential racial implications and the forum software won't let you. You're a moron.
Just got back from voting. Alberta's going through a bit of a miniature "renaissance" right now as we're finally fed up with the Progressive Conservative party, who've been running the province since the early seventies (as opposed to all other provinces, which have had a regime change in at least the last ten years).
I'm not as excited as some of my friends as I think the NDP (basically centre-left) will be largely same-*****-different-pile, but a couple bits of their platform have me hopeful, and I really like the cut of their leader's jib.
Big election party tonight so that should be fun. Stocked up on some cool beer.
How does a Progressive Conservative party work? Those words mean the opposite thing.
He's really good in Zombie Tribal that revolves around combo. I've seen a bunch of Tombstone Stairwell zombies sacced to Altar of Dementia to take out an entire library in one turn when he was the last man out.
Things like Muddle the Mixture are perfect then. Tutor both halves of the combo and counter the disruption if I already have it.
Are there any other Tiny Leaders combos that might fit in here? I would prefer if at least one half of the combo was good on its own.
I usually approach combo decks with the mindset that I am the threat and I need to make sure every card in the deck works towards winning me the game. By putting answers in the deck I dilute my own game plan. In my regular Sydri deck I put Caltrops in there and loved it, but this thing really just wants to beat your face faster than you can beat mine.
Looking at Sphinx's Revelation again I realize that needs to go away in favor of Blue Sun's Zenith or probably Stroke of Genius. That will set up 3 combos I can win with.
What is it missing? I'm sure with only 50 cards in the deck I forgot 20-25 must includes.
A guy brought over a RG Sliver deck a while ago and it felt much stronger than I thought it would. GW are the standard Pauper Sliver colors because you have access to some a couple "lords" and solid utility creatures. But, after seeing how haste, first strike, and Lightning Bolt played out I was very impressed. The white Slivers are fine and make your stuff even bigger, but they also give your opponents more time to react and more time to build their defenses. So, I want to see what you guys think. Is there an optimal way to do it?
I was at Auto Zone today thinking about this, and it's really clear that Earthcraft is the clear winner. Really the only advantage of Heirophants is that you can tutor for them, but in Mono Green you should have mana doublers to make those activations tap for GG a lot easier. The sales guy recommended the Bosch Evolution wiper blades over the Duralast Flex and I suggest you go with Earthcraft over Heirophants.
Any toolbox in a deck like this needs to be completely nuts. Losing Squadron Hawks is the obvious choice but that isn't really convincing and at that point I'd just run UR instead RWU. If I did that, I might as well go UR Delver Fiend.
I guess in trying to recreate Caw Blade it's sort of like Stoneforge Mystic, but it would require that I take out 5-6 cards in a list that already feels somewhat tight.
After testing, I just moved the Journeys to Nowhere to the board. The only reason time they were ever better than Flame Slash was on an Ulamog's Crusher and I don't think that's something I need to main board for just yet.
The land and speed are definitely the low point of the deck, but it seems like being a turn behind is just the cost of having a lot of efficient answers and a handful of cards all the time. On paper it's an Izzet deck with a white splash but the land seems to randomly show up Azorious with red making inconveniently late appearances, so I think the next step is to push out 2 of UW Guildgates and drop in an Island and Mountain.
How about Firebolt instead? You can divide the damage as you need it, and 5 mana later in the game is nothing.
I feel like instant speed is worth the lack of flexibility. Hit for 2 or 4 instead of 2 and 2 feels like a wash to me and the mana is about the same. So, speed is the winner.
Are there any other Tiny Leaders combos that might fit in here? I would prefer if at least one half of the combo was good on its own.
1 Sydri, Galvanic Genius
Creatures - 5
1 Dark Confidant
1 Stoneforge Mystic
1 Tidehollow Sculler
1 Trinket Mage
1 Vampire Hexmage
Artifacts - 12
1 Azorius Signet
1 Basalt Monolith
1 Dimir Signet
1 Expedition Map
1 Grim Monolith
1 Orzhov Signet
1 Rings of Brighthearth
1 Sword of the Meek
1 Talisman of Dominance
1 Talisman of Progress
1 Thopter Foundry
1 Time Sieve
1 Power Artifact
Instants - 6
1 Agrivian Find
1 Brainstorm
1 Enlightened Tutor
1 Intuition
1 Long-Term Plans
1 Sphinx's Revelation
Sorceries - 5
1 Fabricate
1 Ponder
1 Preordain
1 Tinker
1 Transmute Artifact
Lands - 20
1 Academy Ruins
1 Ancient Den
1 Ancient Tomb
1 Barren Moor
1 Command Tower
1 Dark Depths
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Lonely Sandbar
1 Marsh Flats
1 Polluted Delta
1 Scrubland
1 Seat of the Synod
1 Secluded Steppe
1 Thespian Stage
1 Tundra
1 Underground Sea
1 Vault of the Whisper
1 Watery Grave
Looking at Sphinx's Revelation again I realize that needs to go away in favor of Blue Sun's Zenith or probably Stroke of Genius. That will set up 3 combos I can win with.
What is it missing? I'm sure with only 50 cards in the deck I forgot 20-25 must includes.
2 Bonesplitter Sliver
4 Heart Sliver
4 Hunter Sliver
4 Muscle Sliver
4 Predatory Sliver
2 Quick Sliver
2 Spinneret Sliver
4 Striking Sliver
2 Two-Headed Sliver
4 Virulent Sliver
4 Lightning Bolt
4 Rancor
Land - 20
10 Forest
10 Mountain
2 Ancient Grudge
3 Electrickery
3 Nature's Claim
2 Quick Sliver
3 Spidersilk Armor
2 Spinneret Sliver
3 Izzet Guildgate
4 Evolving Wilds
3 Mountain
2 Plains
5 Island
Because it's paper I just haven't had many chances to play the deck lately. I hope to get some in this weekend though.
After testing, I just moved the Journeys to Nowhere to the board. The only reason time they were ever better than Flame Slash was on an Ulamog's Crusher and I don't think that's something I need to main board for just yet.
The land and speed are definitely the low point of the deck, but it seems like being a turn behind is just the cost of having a lot of efficient answers and a handful of cards all the time. On paper it's an Izzet deck with a white splash but the land seems to randomly show up Azorious with red making inconveniently late appearances, so I think the next step is to push out 2 of UW Guildgates and drop in an Island and Mountain.
I feel like instant speed is worth the lack of flexibility. Hit for 2 or 4 instead of 2 and 2 feels like a wash to me and the mana is about the same. So, speed is the winner.
I looked at that, but how needed is it and what 6-7 cards do I cut?