Hi all, I am thinking about playing Pauper Edh - not really an EDH player but I play a lot of pauper, so I am not a total newb (maybe?)
I was thinking of making a 5 color Slivers deck (too ambitious? why not though!) and would like your opinions/help
My main questions are:
How many creatures to run
Mana fixing/balance
How much removal to run
How much draw/tutoring
Here is a decklist I literally slapped together adding in every cool sliver card I could find
Like the land grant in the mix. I run that card in my elves list and it is kick butt. Can you maybe explain some of the changes youve made and go into detail of what to do? I have seen this deck played a few times but am still a little lost
Though its already been said, white weenies beat black really easily. Generally speaking, if your deck doesnt fall apart against removal, and has some removal of your own (to keep their life gain to a minimum when they play the merchant) then you should be ok.
I recently played against the mirror match in my lgs finals - he was running temur/mutagenic, i was running artful dodge/assault strobe - and I won the second and third games pretty easily - its just too easy to counter temur Battle rage - when I know that his whole deck is built around it
Well I finally won my first tourney with this deck Ironically it was the first time I didnt have to play against MBC - more luck than anything else I think. Still having a hard time sidebaording for MBC/allowing room for other decks. Will post my decklist soon.
This deck idea came from the synergy that I saw between cards like Horned Kavu and Keldon Mauraders, hence the more than obvious name. I am still playtesting this deck, and it needs some work to be able to KILL. So far I have played a few games, and find it hard to close the gap against MonoBlue and Hexproof.
So its very much a work in progress
Anyways heres the decklist and afterwards I'll explain why I picked what I did, hopefully you can help me make it better!
Card Choices
Land Forgotten Caves is a cantrip for later game, not so sure about it though Khalni Garden gives us a token - which can later be used to play the Horned Kavu (though not ideal) or as a sacrifice for Crack the Earth, if it doesnt die blocking something first.
Why 20? Why not? Actually Im not really sure, lol.
Spells Abundant Growth is in as a cantrip first, with the added addition of being a mana fix. Manamorphose is in as cantrip/manafix Utopia Sprawl is supposed to be a mana ramp/mana fix. Stone Rain is just plain fun (especially early game?) taking into aco****** the low amountof lands in popular decks (though who knows if I should cut it!) Crack the Earth - this card is awesome synergy with Khalni Garden / Mogg Warmarshall to destroy lands/artifacts/creatures, and is an ideal turn 1 or 2 if you have the token in play Rancor, because it doesnt die even when my creaturs come back to me
Well thats the basic idea, any feedback would be great!
Thanks
Well I have been playing this deck online and getting CREAMED! While the land destruction made for a long, drawn out game, there was no BITE in it, very little card draw (and I used my deck list with manamorphose) and no finishers (Treasure Crusie makes the Roiling Terrain significantly weaker) and the Torch I used mostly to defend myself. But, I am not giving up on this deck, I am thinking about tweaking the creatures (getting rid of the walls) and will see what happens!
My local meta is 20% MBC, 20% Delver Blue/RB Delver, 10% Affinity, 10% Boros, 10% Stompy, 10% Infect, 10% Burn, and 10% random decks. The tournaments are usually won by either MBC or Delverblue. I have placed in 2nd a few times, and semi finaled a couple of times, but have a hard time beating MBC/Devler Blue in the final
This deck looks really interesting. I would agree that LD is an open opportunity, but would consider balancing it out a little bit. Splashing blue might be worth it with mnemonic wall, though probably not the more I think about it :S.
But I would definitely add in Tilling Treefolk and Crack the Earth - this will help you kill creatures too in the early game until you can afford the land destruction, but doubles as LD, so I think its a nice card. Vine Trellis may be slower than Llanowar Elves but it works better with Axebane Guardian and Overgrown Battlement
Also since youre playing green/red, just seems logical to make room for manamorphose and speed the deck up/help with mana fixing
I might also consider playing Rugged Highlands because the life gain can really help in Pauper
I just started building this deck, but havnt played in any tournaments with it yet. There are a few other cards that I have been experimenting with that I dont see in anyone decks so I will put it up here
My weird card choices: Seeker of Skybreak is in as an extra 2 of quirion ranger to help speed up the combo. Essence Warden makes for a very aggressive t1 or t2 drop, and buys you time to get other elfs on the board Rancor (makes attacking worth it) Fling is in as an extra win con, though I am also considering Fireball w/ Priest of Titania, and interested in playtesting Wirewood Pride
I've also added quite a few cantrips to thin out the deck and get the combo on the table faster. Manamorphose doubles as a mana fixer so its also been usefull too in the few games I have played, and Gitaxian Probe is basically free thanks to Essence Warden
Sideboard wise I kinda like the versatility of Return to the Earth though who knows, it may be too expensive Winnower Patrol is also kinda fun, I have seen him beef up to a 6/5 several times, and just adds more protection against damage based removal/and is a good attacker
Im interested to see how this deck performs, should be testing it out in my local tourneys in a couple of weeks
Is anyone still playing this deck? I am really interested in trying it out - just for the challenge of playing it right - plus the jaw dropping factor of a turn 1 win
What are the recent changes to this deck? Hows it been holding up in the meta?
The scenario you are describing can't hardly happen on turn 3 or 4, not to say that you can Bolt the Crypt Rats. Since we usually win on turn 4, I still don't see how Crypt Rats is a problem.
But I'm playing Reckless Charge in my build so I can go all in in one turn if I need to (with protection and kill spell for whatever is on the battlefield). But that's plan B, winning on turn 5-6.
MBC isn't really played anymore because of Treasure Cruise anyway.
Yeah I feel you, this deck is supposed to win on turn 4 (sometimes on turn 3!) but against MBC its just not that easy - especially after sideboard when you have taken pumps/cantrips out to put more counter magic in. The problem isnt just 1 card, its the whole deck - youve already wasted counter magic and apostles blessing on geths verdict chandlers edict and wrench mind and then turn 4 or 5 you have to deal with crypt rats.
Also not sure why youre saying that no one plays MBC because of treasure cruise - there are still plenty of people playing MBC and owning against Eye Candy
Again, the problem with Crypt Rats is that if he has open mana, he can just activate the ability a second time and add it to the stack "Tap 2, Crypt Rats does 2 damage and kills your Kiln Fiend" "Ok in response I pay 2 life and 1 mana and play Apostle's Blessing" "Ok while Apostle's blessing is still on the stack I tap 2 more mana and deal 2 damage to Kiln Fiend" and hes dead Seem's like my only strategy is removal
Mogg War Marshal seems like a good card - but those 1/1s are just too easy to kill off quickly - I may try testing out 2x Mogg and 2x Stormbound
I was thinking of making a 5 color Slivers deck (too ambitious? why not though!) and would like your opinions/help
My main questions are:
How many creatures to run
Mana fixing/balance
How much removal to run
How much draw/tutoring
Here is a decklist I literally slapped together adding in every cool sliver card I could find
Creatures:
1 Plated Sliver
1 Muscle Sliver
1 Quick Sliver
1 Basal Sliver
1 Battering Sliver
1 Blur Sliver
1 Bonesplitter Sliver
1 Clot Sliver
1 Crypt Sliver
1 Frenzy Sliver
1 Gemhide Sliver
1 Groundshaker Sliver
1 Heart Sliver
1 Homing Sliver
1 Horned Sliver
1 Hunter Sliver
1 Lymph Sliver
1 Mesmeric Sliver
1 Mindlash Sliver
1 Mindwhip Sliver
1 Mnemonic Sliver
1 Poultice Sliver
1 Predatory Sliver
1 Reflex Sliver
1 Screeching Sliver
1 Sentinel Sliver
1 Sidewinder Sliver
1 Sinew Sliver
1 Spinneret Sliver
1 Spitting Sliver
1 Striking Sliver
1 Synchronous Sliver
1 Talon Sliver
1 Two-Headed Sliver
1 Virulent Sliver
1 Watcher Sliver
1 Winged Sliver
1 Hive Stirrings
1 Morgue Theft
1 Crypt Incursion
1 Grim Harvest
1 Death Denied
1 Pulse of Murasa
1 Mystic Teachings
1 Pyrite Spellbomb
1 Rancor
1 Rolling Thunder
1 Fireball
1 Rupture Spire
1 Terramorphic Expanse
1 Evolving Wilds
1 Command Tower
1 Unknown Shores
1 Ancient Den
1 Tree of Tales
1 Vault of Whispers
1 Great Furnace
1 Seat of the Synod
2 Swamp
2 Island
2 Forest
2 Mountain
2 Plains
1 Bloodfell Caves
1 Blossoming Sands
1 Rugged Highlands
1 Scoured Barrens
1 Tranquil Cove
1 Dismal Backwater
1 Jungle Hollow
1 Swiftwater Cliffs
1 Thornwood Falls
1 Wind-Scarred Crag
1 Holdout Settlement
1 Crumbling Vestige
1 Smoldering Crater
1 Slippery Karst
1 Remote Isle
1 Polluted Mire
1 Drifting Meadow
1 Fertile Thicket
1 Halimar Depths
1 Warped Landscape
1 Trinket Mage
1 Horizon Spellbomb
1 Wayfarer's Bauble
1 Perilous Research
1 Muddle the Mixture
1 Drift of Phantasms
1 Dimir House Guard
1 Compulsive Research
1 Abundant Growth
1 Distant Melody
1 Prophetic Prism
1 Darksteel Ingot
Thanks in advance!
Does anyone have any experience against esper?
So its very much a work in progress
Anyways heres the decklist and afterwards I'll explain why I picked what I did, hopefully you can help me make it better!
7x Forest
7x Mountain
2x Forgotten Cave
2x Khalni Garden
2x Terramorphic Expanse
THE DUDES 20
2x Zhur-Taa Druid
4x Keldon Marauders
4x Mogg War Marshal
2x Bond Beetle
4x Horned Kavu
2x Ambush Krotiq
2x Elvish Visionary
4x Manamorphose
4x Abundant Growth
2x Utopia Sprawl
2x Lightning Bolt
2x Stone Rain
4x Crack the Earth
2x Rancor
MAYBEBOARD?
3x Naturalize
3x Fog
3x Reckless Abandon
3x Reckless Charge
3x Pyroblast
Card Choices
Land
Forgotten Caves is a cantrip for later game, not so sure about it though
Khalni Garden gives us a token - which can later be used to play the Horned Kavu (though not ideal) or as a sacrifice for Crack the Earth, if it doesnt die blocking something first.
Why 20? Why not? Actually Im not really sure, lol.
Creatures
Basically the deck revolves around the creatures (I think?), using the synergy of the Horned Kavu (and his big brother the Ambush Krotiq) to bounce and replay the Keldon Marauders, Bond Beetle (as a buff), Mogg War Marshall (to generate tokens), and Elvish Visionary (as a cantrip).
Spells
Abundant Growth is in as a cantrip first, with the added addition of being a mana fix.
Manamorphose is in as cantrip/manafix
Utopia Sprawl is supposed to be a mana ramp/mana fix.
Stone Rain is just plain fun (especially early game?) taking into aco****** the low amountof lands in popular decks (though who knows if I should cut it!)
Crack the Earth - this card is awesome synergy with Khalni Garden / Mogg Warmarshall to destroy lands/artifacts/creatures, and is an ideal turn 1 or 2 if you have the token in play
Rancor, because it doesnt die even when my creaturs come back to me
Well thats the basic idea, any feedback would be great!
Thanks
But I would definitely add in Tilling Treefolk and Crack the Earth - this will help you kill creatures too in the early game until you can afford the land destruction, but doubles as LD, so I think its a nice card. Vine Trellis may be slower than Llanowar Elves but it works better with Axebane Guardian and Overgrown Battlement
Also since youre playing green/red, just seems logical to make room for manamorphose and speed the deck up/help with mana fixing
I might also consider playing Rugged Highlands because the life gain can really help in Pauper
8 Forest
8 Mountain
4 Rugged Highlands
Land destruction: 17
4 Raze
4 Crack the Earth
3 Stone Rain
3 Mwonvuli Acid-Moss
3 Roiling Terrain
4 Overgrown Battlement
4 Axebane Guardian
4 Vine Trellis
2 Orcish Lumberjack
2 Tilling Treefolk
Win/removal: 4
3 Kaervek's Torch
1 Firebolt
Cantrips
3x Manamorphose
4 Aurochs Herd
3 Ulamog's Crusher
3 Rolling Tunder
3 Pyroblast
2 Ancient Grudge
By the way - lots of props to you DnLL for actively helping develop so many cool decks You have won my admiration
12x Forest
CREATURES 34
4x Quirion Ranger
2x Seeker of Skybreak
4x Timberwatch Elf
3x Llanowar Elves
3x Arbor Elf
3x Birchlore Rangers
4x Priest of Titania
3x Nettle Sentinel
2x Essence Warden
2x Lys Alana Huntmaster
SPELLS
3x Rancor
2x Fling
CANTRIPS
3x Distant Melody
4x Manamorphose
2x Gitaxian Probe
3x Fog
2x Naturalize
2x Return to the Earth
3x Spidersilk Armor
3x Winnower Patrol
2x Wirewood Pride
My weird card choices:
Seeker of Skybreak is in as an extra 2 of quirion ranger to help speed up the combo.
Essence Warden makes for a very aggressive t1 or t2 drop, and buys you time to get other elfs on the board
Rancor (makes attacking worth it)
Fling is in as an extra win con, though I am also considering Fireball w/ Priest of Titania, and interested in playtesting Wirewood Pride
I've also added quite a few cantrips to thin out the deck and get the combo on the table faster. Manamorphose doubles as a mana fixer so its also been usefull too in the few games I have played, and Gitaxian Probe is basically free thanks to Essence Warden
Sideboard wise I kinda like the versatility of Return to the Earth though who knows, it may be too expensive
Winnower Patrol is also kinda fun, I have seen him beef up to a 6/5 several times, and just adds more protection against damage based removal/and is a good attacker
Im interested to see how this deck performs, should be testing it out in my local tourneys in a couple of weeks
Any thoughts are more than welcome!
What are the recent changes to this deck? Hows it been holding up in the meta?
Yeah I feel you, this deck is supposed to win on turn 4 (sometimes on turn 3!) but against MBC its just not that easy - especially after sideboard when you have taken pumps/cantrips out to put more counter magic in. The problem isnt just 1 card, its the whole deck - youve already wasted counter magic and apostles blessing on geths verdict chandlers edict and wrench mind and then turn 4 or 5 you have to deal with crypt rats.
Also not sure why youre saying that no one plays MBC because of treasure cruise - there are still plenty of people playing MBC and owning against Eye Candy
Again, the problem with Crypt Rats is that if he has open mana, he can just activate the ability a second time and add it to the stack "Tap 2, Crypt Rats does 2 damage and kills your Kiln Fiend" "Ok in response I pay 2 life and 1 mana and play Apostle's Blessing" "Ok while Apostle's blessing is still on the stack I tap 2 more mana and deal 2 damage to Kiln Fiend" and hes dead Seem's like my only strategy is removal
Mogg War Marshal seems like a good card - but those 1/1s are just too easy to kill off quickly - I may try testing out 2x Mogg and 2x Stormbound