Suggestions? One - change the general to Overlord - of the 3 legends, legion by far the worst. Queen makes bodies, which is OK, but overlord tutors up the other two.
Also, wild pair isn't great in slivers. Drop down a muscle sliver and you can't tutor for 1/1's and your 3/3's can't tutor for anything because they're 4/4 so their total is 8.
Personally, I'd replace it with Unnatural Selection. With overlord as a general, selection basically says 4: Take control of target creature.
Perhaps you missed the aggro deck aspect. Also, everytime I've cast wild pair I can't lose.
Also, I appreciate the input on the tutors I have all of those on my watch list. I was iffy on the hideaways to start, but with only 3 come into play tapped lands in the deck it rarely suffers. However, it's extremely easy in this deck to trigger all of them. Also, interesting note is that spinerock can activate on other people's turns.
Hello everyone! I've decided to post the newest EDH deck I've been working on for quite a while. I love playing aggro, however aggro is nearly non-existant in EDH considering the fact that instead of grinding through 20 lifepoints you have 40-120 to grind though. I am pleased to say that I believe I have solved the problem with these adorable little zerglings called slivers. The deck was based on killing someone on turn 6 every game. The deck being an aggro deck requires two things, efficient spells and consistancy. In short, everything needs to do something the turn you play it or you are wasting time. There are a few spells that are exempt from this rule but they are too good to omit. The mana base is rediculously expensive but these lands are reqiured for the speed and consistancy of the deck. With this in mind here is the list:
I hope you like it, I'm looking for a few suggestions on cards I don't think are that powerful in this deck. I haven't actually played the deck yet, but I want to deck to be aggressive as possible while still being resilliant to wrath effects. As I will typically have to fight through 2-6 of them a game. Hence why consistancy and speed are important, the sooner I kill someone the less probability of getting wrathed.
I've been debating cutting the Myr Retriever and Junk Diver as they are pretty lack-luster. I also am starting to dislike Trash for Treasure. Any suggestions for replacements? I was thinking about Mindslaver or Mishra's Helix
In the event you don't know the deck, here is the link to it. http://www.magicdeckvortex.com/DDB/covetous_wildfire.htm
The goal of the deck was to stick some sort of win condition and then destroy all of your opponents lands, while still holding onto yours. I have tried to recreate the idea of the deck into an EDH with...
You should probably stop counting Court Hussar and Azorius Herald and Blue only or White only cards. You most likely aren't going to play them without the additional cost so they should be viewed as Blue/White Cards. On that note a good replacement for Assault Zepplid would be Patagia Viper.
I originally suggested putting in Serendib Efreet and you didn't want to because you felt it was too much of a rare. I've had it in for a long time and it really isn't that strong. At least not as powerful as you would think.
I don't think you should have azorius herald in your cube under the white section. It should probably just be Shrieking Grotesque. I've cut dismantling blow as it never made it into anyones deck and I've added Soltari Visionary and I feel really good about this card.
I have been extremely unimpressed with Betrayal of Flesh and Skeletal Scrying, what are your thoughts? I really think you should put Phyrexian Rager back in
I think that Twinblade Slasher is better than Nettle Sentinel. I also think that Wild Dogs is better then Ghazban Ogre.
I noticed you have yavimaya ants in your cube and I was wondering how good it was. It doesn't seem too awesome to me and I have karstoderm in that slot. It is always at least a 4/4.
As for gold spells, I've just put in Wooly thoctar over naya charm as if you are RGW you'd rather have the beefy creatures.
I have in Sewn-Eye Drake over Grixis charm and it has been excellent.
I also put in giant ambush beetle over thrinax.
One change i've been really thinking about lately is cutting bant charm and jund charm for Sangrite backlash and crystallization. What are your thoughts? Bant charm I find 90% of the time to just be a removal spell, and crystallization is just easier to cast.
Theres some other things but I'll post them later I'm in a rush.
The only reason propaganda and ghostly prison aren't in my cube is they aren't fun cards to play with. I originally had them in but cut them. I cut smother today for Last Gasp. Klug has it in his cube and I've noticed that there isn't anything that smother kills that last gasp can't and last gasp is better in more cases.
I think I'll try putting in ghostly prison and propaganda again.
Hey Klug I've got a few quick suggestions off the top of my head.
Mistral Charger>Blade of the Sixth Pride
I think Phyrexian Rager> Ravenous Rats
Phyrexian War Beast i've found to be pretty solid
Su-Chi is great
Dross Golem> Phyrexian Totem especially since you seem to be making black more agressive. I've not been impressed with the totem and dross golem seems solid in the abstract.
I hope you like the suggestions/ideas. Go check my Commons Cube thread I posted and check the differences from your cube see if you like them. Your cube was a great inspiration for me and I feel like we're close to having a perfect common/uncommon cube list.
I've actually found common/uncommon cubes to be more fun then a regular cube.
Building a good tribal cube seems extremely difficult. Not only do you have to balance the colors but you need to balance to tribes as well. I think the best thing to do is to copy what made lorwyn block possible, you have to have cards that are cross tribal. For example a lot of the goblins and a lot of the elementals in that black were shamans and cards like Rageforger linked the two tribes together. Goblins and zombies go well together too with cards like Dralnu's Crusade. Fae and merfolk go along together as well.
I've taken your cube and been tinkering with it for a while.
I'm trying to do the following:
Soldiers are mainly R/W
-All kithkin bonuses are included in soldiers
Merfolk are mainly U/W
Fae are U/B
-All wizard bonuses are included in merfolk/fae
Zombies
-Pretty much stand alone but good to combine with Goblins
Goblins
-Good combining with red elementals or zombies (includes a lot of shamans)
Elves
-Either run the rout of combining with beasts and being R/G/W (A kind of naya feel)
-OR be black green elves with a lot of "rockish" type cards
Slivers
-Pretty much stand alone
-Possibly the most powerful tribe as each sliver is like a sliver "lord" however since they are stretched all across the 5 colors it is less consistant of a tribe.
Elementals
-Mostly red like from lorywn block. High % are shamans.
-Other elementals are scattered across the board to fill in empty slots in decks. IE Mulldrifter, shriekmaw etc.
-Also 5 color elemental rout with Horde of Notions
Beasts
-Pretty much the worst tribe by themselves but pretty awesome when combined with elves.
So far to me my thoughts on tribal cube:
The U/B side of the wheel seems a lot weaker than the other colors. This makes sense since the design of those colors results in weaker creatures.
Perhaps you missed the aggro deck aspect. Also, everytime I've cast wild pair I can't lose.
Also, I appreciate the input on the tutors I have all of those on my watch list. I was iffy on the hideaways to start, but with only 3 come into play tapped lands in the deck it rarely suffers. However, it's extremely easy in this deck to trigger all of them. Also, interesting note is that spinerock can activate on other people's turns.
1 Sliver Legion
CREATURE
1 Mindlash Sliver
1 Gemhide Sliver
1 Winged Sliver
1 Two-Headed Sliver
1 Acidic Sliver
1 Frenzy Sliver
1 Heart Sliver
1 Clot Sliver
1 Darkheart Sliver
1 Muscle Sliver
1 Hibernation Sliver
1 Crypt Sliver
1 Crystalline Sliver
1 Sinew Sliver
1 Quick Sliver
1 Cautery Sliver
1 Sedge Sliver
1 Adaptive Automaton
1 Firewake Sliver
1 Mnemonic Sliver
1 Harmonic Sliver
1 Shadow Sliver
1 Opaline Sliver
1 Homing Sliver
1 Blade Sliver
1 Necrotic Sliver
1 Horned Sliver
1 Frenetic Sliver
1 Edric, Spymaster of Trest
1 Dormant Sliver
1 Reflex Sliver
1 Shifting Sliver
1 Essence Sliver
1 Magma Sliver
1 Telekenetic Sliver
1 Bonesplitter Sliver
1 Might Sliver
1 Ward Sliver
1 Brood Sliver
1 Pulmonic Sliver
1 Synapse Sliver
1 Sliver Overlord
1 Sliver Queen
1 Fury Sliver
1 Eldamri's Call
SORCERY
1 Living Death
1 Creeping Renaissance
1 Patriarch's Bidding
1 Green Sun's Zeneth
1 Primal Commad
1 Pyrrhic Revival
1 Twilight's Call
1 Demonic Tutor
ARTIFACT
1 Skullclamp
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Birthing Pod
1 Eldrazi Monument
ENCHANTMENT
1 Wild Pair
1 Coastal Piracy
LAND
1 Flooded Strand
1 Wooded Foothills
1 Windswept Heath
1 Bloodstained Mire
1 Polluted Delta
1 Verdant Catacombs
1 Scalding Tarn
1 Arid Mesa
1 Misty Rainforestt
1 Marsh Flats
1 Sacred Foundry
1 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
1 Breedin Pool
1 Overgrown Tomb
1 Temple Garden
1 Steam Vents
1 Blood Crypt
1 Stomping Ground
1 Taiga
1 Tundrea
1 Plateau
1 Savannah
1 Scrubland
1 Bayou
1 Volcanic Island
1 Underground Sea
1 Tropical Island
1 Badlands
1 Command Tower
1 Exotic Orchard
1 City of Brass
1 Reflecting Pool
1 Tarnished Citadel
1 Mutavault
1 Windbrisk Heights
1 Mosswort Bridge
1 Spinerock Knoll
I hope you like it, I'm looking for a few suggestions on cards I don't think are that powerful in this deck. I haven't actually played the deck yet, but I want to deck to be aggressive as possible while still being resilliant to wrath effects. As I will typically have to fight through 2-6 of them a game. Hence why consistancy and speed are important, the sooner I kill someone the less probability of getting wrathed.
These cards are:
Eldamri's Call
Demonic Tutor
Primal Command
Coastal Piracy
Creeping Renaissance
Any other suggestions would be much appreciated.
The goal of the deck was to stick some sort of win condition and then destroy all of your opponents lands, while still holding onto yours. I have tried to recreate the idea of the deck into an EDH with...
Creatures
1 Myr Retriever
1 Junk Diver
1 Duplicant
1 Steel Hellkite
1 Thopter Assembly
1 Magmatic Force
1 Kozilek, Butcher of Truth
1 Myr Battlesphere
1 Hoarding Dragon
1 Ulamog, the Infinite Gyre
1 Triskelavus
1 Sundering Titan
1 Phyrexian Processor
1 Wurmcoil Engine
1 Karn, Silver Golem
1 Solemn Simulacrum
1 Goblin Welder
1 Kuldotha Forgemaster
Mana Artifacts
1 Sisay's Ring
1 Guardian Idol
1 Blinkmoth Urn
1 Gilded Lotus
1 Darksteel Ingot
1 Pristine Talisman
1 Everflowing Chalice
1 Mana Vault
1 Dreamstone Hedron
1 Grim Monolith
1 Ur-Golem's Eye
1 Foriysian Totem
1 Sol Ring
1 Mind Stone
1 Heart of Ramos
1 Basalt Monolith
1 Mox Opal
1 Thran Dynamo
1 Coalition Relic
1 Worn Powerstone
1 Prismatic Lens
1 Fire Diamond
1 Boom/Bust
1 Tectonic Break
1 Obliterate
1 Jokulhaups
1 Devastation
1 Destructive Force
1 Wildfire
1 Decree of Annihilation
Other Goodies
1 Clock of Omens
1 Voltaic Key
1 Crucible of Worlds
1 Smokestack
1 Trash for Treasure
1 Oblivion Stone
1 All is Dust
1 Karn Liberated
1 Spine of Ish Sah
1 Wheel of Fortune
1 Memory Jar
1 Tower of Fortunes
1 Temporal Aperture
1 Bottled Cloister
1 Serum Tank
1 Planar Portal
1 Urza's Blueprints
1 Skyship Weatherlight
Lands
1 Mana Crypt
1 Mox Diamond
1 Strip Mine
1 Mishra's Factory
1 Ancient Tomb
1 Urza's Factory
1 Blinkmoth Nexus
1 Buried Ruin
1 Great Furnace
1 Darksteel Citadel
1 Mikokoro, Center of the Sea
1 City of Traitors
1 Dust Bowl
1 Inkmoth Nexus
1 Wasteland
1 Crystal Vein
17 Mountains
If anyone has any suggestions to the deck I would love to hear them. The deck so far has been very successful with a record of 12-1.
Tromp the Domains
[/card] is probably better
I originally suggested putting in Serendib Efreet and you didn't want to because you felt it was too much of a rare. I've had it in for a long time and it really isn't that strong. At least not as powerful as you would think.
I don't think you should have azorius herald in your cube under the white section. It should probably just be Shrieking Grotesque. I've cut dismantling blow as it never made it into anyones deck and I've added Soltari Visionary and I feel really good about this card.
I have been extremely unimpressed with Betrayal of Flesh and Skeletal Scrying, what are your thoughts? I really think you should put Phyrexian Rager back in
I think that Twinblade Slasher is better than Nettle Sentinel. I also think that Wild Dogs is better then Ghazban Ogre.
I noticed you have yavimaya ants in your cube and I was wondering how good it was. It doesn't seem too awesome to me and I have karstoderm in that slot. It is always at least a 4/4.
As for gold spells, I've just put in Wooly thoctar over naya charm as if you are RGW you'd rather have the beefy creatures.
I have in Sewn-Eye Drake over Grixis charm and it has been excellent.
I also put in giant ambush beetle over thrinax.
One change i've been really thinking about lately is cutting bant charm and jund charm for Sangrite backlash and crystallization. What are your thoughts? Bant charm I find 90% of the time to just be a removal spell, and crystallization is just easier to cast.
Theres some other things but I'll post them later I'm in a rush.
Just some food for thought.
I think I'll try putting in ghostly prison and propaganda again.
Thanks for the input!
Mistral Charger>Blade of the Sixth Pride
I think Phyrexian Rager> Ravenous Rats
Phyrexian War Beast i've found to be pretty solid
Su-Chi is great
Dross Golem> Phyrexian Totem especially since you seem to be making black more agressive. I've not been impressed with the totem and dross golem seems solid in the abstract.
I hope you like the suggestions/ideas. Go check my Commons Cube thread I posted and check the differences from your cube see if you like them. Your cube was a great inspiration for me and I feel like we're close to having a perfect common/uncommon cube list.
I've actually found common/uncommon cubes to be more fun then a regular cube.
SORTED BY COLOR AND CONVERTED MANA COST:
WHITE
BLUE
BLACK
RED
GREEN
ARTIFACT
GOLD
Tri Color
W/U
U/B
B/R
R/G
G/W
W/B
W/R
[card]
Goblin Legionnaire
Duergar Hedge-Mage
Hearthfire Hobgoblin
Skyknight Legionnarire
Lightning Helix
Bull Cerodon
[/card]
U/R
U/G
B/G
LAND
50x Each Color
40x Artifact
40x Land
70x Gold Spells
If anyone has any suggestions I'd be happy to hear them.
I've taken your cube and been tinkering with it for a while.
I'm trying to do the following:
Soldiers are mainly R/W
-All kithkin bonuses are included in soldiers
Merfolk are mainly U/W
Fae are U/B
-All wizard bonuses are included in merfolk/fae
Zombies
-Pretty much stand alone but good to combine with Goblins
Goblins
-Good combining with red elementals or zombies (includes a lot of shamans)
Elves
-Either run the rout of combining with beasts and being R/G/W (A kind of naya feel)
-OR be black green elves with a lot of "rockish" type cards
Slivers
-Pretty much stand alone
-Possibly the most powerful tribe as each sliver is like a sliver "lord" however since they are stretched all across the 5 colors it is less consistant of a tribe.
Elementals
-Mostly red like from lorywn block. High % are shamans.
-Other elementals are scattered across the board to fill in empty slots in decks. IE Mulldrifter, shriekmaw etc.
-Also 5 color elemental rout with Horde of Notions
Beasts
-Pretty much the worst tribe by themselves but pretty awesome when combined with elves.
So far to me my thoughts on tribal cube:
The U/B side of the wheel seems a lot weaker than the other colors. This makes sense since the design of those colors results in weaker creatures.
Anyone know how to fix this?
Replenish
and the favorite card in my Uril Deck to be...
CONTESTED CLIFFS
NOM NOM NOM