Slippery Sram

by Seiren on 19 March 2017

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)


Artifacts (2)


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How to Play

The deck plays very much like regular boogle, unless, you get a Sigarda's Aid on the board, then everything changes.

Getting access to instant auras changes how both you and your opponent approach each combat step, you get a lot more choices, and you can play mindgames with your opponent, which is always fun.

Attacking with multiple creatures is relevant in this deck, if one of your attacking creatures has first strike, you can throw a Sword of Feast and Famine on it, to untap all your lands, and then spend the mana to flash auras onto your other attacking creatures, for a ton of extra damage.

Sram lets you draw cards for playing any of the other non-land non-creature cards in the deck.

Smuggler's Copter may seem like an odd addition, as it can't really be enchanted or equipped without having the equipment fall off,
but, it being a 2 drop 3/3 flyer that cycles a card, makes up for all of that,
the cycling effect is incredibly usefull. And it can also draw you an extra card each round with rancor + Spiritdancer / Sram on the board.

You can also fetch for an Dryad arbor to activate Copter for blocking.

Deck Tags

  • Modern
  • Bogles
  • Aura
  • Competitive
  • Equipment
  • Hexproof

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,590 times.

Mana Curve

Mana Symbol Occurrence

2040017

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Slippery Sram

Nasty good. I'd love to play it, but not against it

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Posted 11 April 2017 at 01:44

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I disagree that Smuggler's Copter is a good card here. The only card worth crewing it is Sram himself and you only have two of him. The hexproof creatures would much rather just be enchanted, same goes for Kor Spiritdancer

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Posted 11 April 2017 at 04:27

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You're forgetting Dryad Arbor. Effectively that makes it a one mana activation cost, even though I understand that it's really just crewing it like normal. There may be only one arbor, but it's still a good possibility. Plus there's always the rare possibility of not having anything you can play and using this to dig for something you can, which is one of the reasons why it was so abused in standard to begin with.

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Posted 11 April 2017 at 07:59

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I did forget Dryad Arbor. It's a high risk - high reward play early in the game though and late game, when you don't mind losing a land to removal, you would might rather a more impactful spell anyway. I see your point though.
I don't have much experience with Dryad Arbor. Is it often blow up by opponent's removal. In the first game you they would have hand full of dead removal but in the next maybe they would board it out. Even Dryad Arbor makes them keep it in its a win for you. On the whole I like the synergy between the two but since you only have one Arbor maybe you should go down a Copter.

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Posted 12 April 2017 at 03:52

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He has eight fetch lands and arbor is a forest. He'll get it plenty

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Posted 12 April 2017 at 19:18

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But if you have two copters?

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Posted 18 April 2017 at 12:27

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one is plenty. just discard the others with the first ones ability

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Posted 22 April 2017 at 07:00

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oh true, good point

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Posted 24 April 2017 at 08:32

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