Oh, okay. Thatcher Revolt is pretty good, I use it in a tribal deck. Flares up champion of the parish in a pinch.
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While I could use cards like king sliver and acidic sliver, or maybe even sliver overlord, i'm trying to keep it standard for now. As for the enchantments, you usually want more in the bin than your hand, and cast as little as possible. Of course, you do need the lands, but those get pulled out anyways. So, essentially, by putting in more cards like enchantments or artifacts, you lose the fluency of the deck. The instants and sorceries at least move the deck along, while a bunch of singular enchantments don't help the team and the synergy of the deck. Even casting the enchantments isn't good; the reason why I decided on slivers as my creature base was because they give each other abilities like an enchantment. Putting enchantments on them is redundant. Now onto the subject of ready//willing. That's not a bad suggestion, I could maybe fish it out with a treasured find, so I might put it in the sideboard.
Oh, I thought the cards were supposed to be an innuendo or something.
Also, I have found golgari charm protects the team against everything but exile.
so much information! Jk
I Can agree to the Dual lands, and sulfur falls Is fairly cheap. However, cheap counter spells seem more at home here, mainly because the deck can combo off fairly quickly and really doesn't need to worry about early creatures that are burnable.
That wouldn't be bad if things take a turn for the worst.
So, what's with the name? Who is the situational usian bolt here?
Yeah, but at the same time, its more or less just fun to play.
So what is the strategy of this deck?
In my opinion, you should add more mana cards, like desperate ritual. That way the deck has more fluency with it's strategy. Also, maybe remand instead of negate.
You can use immortal servitude to pull them back out. Other than that, I could sideboard in regenerate. I'm always open to suggestions.
First of all, use bioshift somewhere. It's always randomly useful, like keeping hard earned counters from a dying creature in the safe zine by moving them away, or saving one from damage by boosting it's toughness. Second, does it work? This deck seems like it has the makings of a decent deck, but i don't know how well it works in actuality. Maybe some walls or something to better activate evolve? It just seems like in reality the creatures won't get that many counters.
You should see if you can find another tower from 4th edition to put in this deck, too. Then it could actually be the "two towers".
Why not try reliquary tower, some draw cards and tron lands? It seems like it would spruce up the place. Unless, of course, you want it to stay within the block boundaries.
So what's up with the name?
I played it anyways in a red-white heroic deck. It doesn't target them, yes, but that's because it saves the team. Let the other 16 instants do the heroic work. Brave the elements is able to save the whole team from a damage board-wipe or make them the best blockers you could ask for.
Well, in my opinion, (if you want it) bioshift can potentially be a game winner. Say you shift all the counters from phalanx leader on to an unblocked favored hoplite that seemed like only 3/4, they take 12 instead. It can also save creatures from damage by adding to their toughness. Warrior's lesson is always good.
If you don't care wether it's modern or not, there's a card from legends called hazezon tamar that also makes sand tokens. However, he's kind of expensive.
"Suddenly, Alby didn't feel so racist anymore". Brett crying all over his box. Love that show.
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