Horrible Deck... produces way too much mana and not enough cards. You dont' need the Moxes. They are just an $100 version of a basic land for your deck most of the time (Your not finding a way to abuse them. So yea... not needed >.>). Unless you have the Moxes, feel free to use them. If you don't have them, I suggest you don't spend like $500 dollars on expensive basic lands. Heartstone is not needed. You have way too much mana. Mana Flare helps your opponent usually more than it helps you. My vote is -1. Way too much comes into play tapped lands. - All the Moxes -2 Heartstone -2 Mana Echoes -2 Lotus Vale -1 Vivd Crag -1 Vivid Grove -1 Vivid Creek -1 Vivid Marsh -1 Vivid Meadow -1 Coat of Arms (Sliver Legion is your Coat of Arms, and its better) -18 cards total +1 Sliver Overlord (The best sliver period, you need this) +1 Aluren +4 Dormant Sliver (This is your engine, and it will rock) +1 Copy of Each Basic Land +1 Ancient Ziggurat +2 Terramorphic Expanse +2 Brood Sliver +1 Fury Sliver +1 Crystalline Sliver +1 Heart Sliver +1 Spined Sliver +2 Patriarch's Bidding +18 cards total
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Umm.... for Weenie Decks, you shouldn't put in Earthquake because it like.. well nuke yourself a lot more than your opponent lol. Your an aggressive deck, so off you go with those walls. Attack! Forget about defensive! Offensive is your defense! Naya Panorama isn't too exciting if your not playing green. So I took it out a bit. -4 Earthquake -2 Wall of Faith -4 Naya Panorama +4 Plains +4 Goblin Shortcutter +2 Serra Angel
Tips on making your deck better: Add more lands.. Add more mana acceleration. Depend less on Elvish Piper Cards you might want to take out -2 Frontier Guide (If you wanna care about speed, take it out. If you wanna care about late game, it's ok) -2 Mycoloth (Most of the time its not really helpful, so take it out) -4 Protean Hydra (Could be better replaced with Feral Hydra) -2 Deadly Recluse (Doesn't really fit the theme of your deck, nice creature though) -4 Jungle Weaver (not too exciting unless there are some graveyard themes to take advantage ot its cycling ability) -4 Fog (why do you need Fog lol? Just smash your opponent! Forget about defence!) -2 Howl of the Night Pack (Too situtional and high costing) -1 Overrun (Same here, needs lot of creatures, but is your win condition, so I only took out one copy) Cards you might want to add +4 Llanowar Elves (Yea, I think these are good) + Feral Hydra (I prefer Feral Hydra over Protean Hydra if I have lots of mana. Protean Hydra is good if you have ways to do damage to it to pump it for free) + Cudgel Troll (A great 4/3 with G: Regenerate. Can either beat down or buy you more time to cast your big fatties) + Paleoloth (6 mana for a 5/5 is good. Also doubles as a way to get your creatures back alive! Think of it as a 6/6 Super Gravedigger!) + Spearbreaker Behemoth (7 mana for a 5/5 Indestrucible! Yea, and you can pay 1 to make every single one of your creatures indestrucible also!) + Nature's Spiral (Gives you the ability to revive your fallen creatures and Planeswalkers) + Vines of Vastwood (It negates your opponent's target spells, and gives you a +4/+4 if you kick it up!) + LOTS OF LANDS! Your creatures cost a ton. So we need to add more!
Hmm....Well I see your advice on making this deck crazy fast. But I wanna build this deck using Valakuts and trying to use it. Plus, when I usually play Red Deck Wins, I get lots of mana screws all the time. Teetering Peaks is bad if I use Valakut since its not a mountain and comes into play tapped. Two pretty bad things, but it does work well with Ball Lightning except I have to wait turn 4 Ball Lightning, but it can turn 2 Hellspark + 2 damage for 5 damage. Anyhow, since I'm running Valakut, I don't want to run Teetering Peaks. No... not more fetch lands. With Valakut, I want lands. I don't want to not draw lands by using fetch lands and hurting my life points for 1 everytime I use it. 4 is enough for me. I don't really like Goblin Guide a lot because a lot of people have 2 power creatures out early and all Goblin Guide do is trade 1 extra point of damage for potentially a free land card to my opponent. Later on, because I helped my opponent too much, I already lost thanks to Goblin Guide. That is why Raging Goblin is over it. I wouldn't trade Dragon Whelps over Ball Lightning. Sure 6/1 Trampling Haste is dead sexy. But a 1/1 first striker just kills it. So I took it out. The Dragon Whelps also are pretty much a victory condition. They can hit for like 10 mana a lot of times in the middle of the game and just end it. Very scary indeed. Sure 6/1 trample is speed, but I'm not really going for pure speed. I have 5 Artifacts that fix my mana and work well with Valakut, the Molten Pinnacle. It makes my games more mana smooth and fetches Valakut when I need it. --------------------- Though Chandra's not bad. With with artifacts that fixes me mana. I would probably put her in. I'm not putting in 6 mass removal effects since it hurts me almost as much as my opponent. I prefer Earthquake most of the time since I can really mass removal instead of always having to do 2 damage. But Volcanic does work well with Plated Geopede since I can landfall, do 3 damage plus add the extra 2 from Volcanic. I will probably test it out in my sideboard for now. Though not sure if I want to put in another Elemental Appeal. -2 Unstable Footing +2 Chandra Nalaar
No, it's not a budget build.
First of all, your most likely to go against Aggro Decks. Running like so much Ultimatum is pretty sucidial unless your just playing casually. But Brillaint Ultimatum -> Brilliant Ultimatum is just pure fun lol. Suggestions -2 Mindbreak Trap. All it does is pretty much counter 1 spell for 4 mana most of the time. It might be free if your opponent decides to cast 3 spells in 1 turn, but that is very rare. -1 Brilliant Ultimatum -1 Violent Ultimatum (Way too much Ultimatums lol) +4 Deft Duelist (It anti pretty much every 2 toughness creature out there. Hello Bloodbraid Elf!... did you just casade into a Terminate? Oh yea.. wanna Terminate yourself?) -2 Day of Judgment (Now you got some Duelist to handle the field, you don't need to Judgment every turn to save yourself. Leave it for backup) +2 Path to Exile (You want this, just in case of that crazy creature you can't get rid of) -4 Courier's Capsule +4 Into the Roil (Sure 2 cards is great, but if those two cards are useless Ultimatums that you can't cast, it won't be that great. I would probably get more cards that are useful than card draws. Into the Roil doubles as a cantrip if you pay 4 for it. Pretty much useful!)
Hey, all of my Path to Exile, Lightning Bolt, Journey to Nowhere, Oblivion Ring, Doom Blade, and any single target removal against your deck just become useless. A very evil deck indeed, +1
Personally, I would run Arcane Denial instead of Rune Snag if you can get some copies of it. You give your opponent the ability to get more cards, but since you always take their cards. More mind controlling for you! Arcane Denial - 1U Instant Counter Target Spell. Your opponent draws 2 cards at their upkeep, you draw 1 card at your upkeep Though you can probably replace Curse of Chains with something else. Perhaps Card Drawing spells? More cards is always good!
Ok... combo Opalescence turns every non-Aura Enchantment into a creature Conspiracy turns all creatures Sliver Followed Footsteps makes a token of Doubling Season every turn. Doubles every token every turn. So why is Conspiracy in there?
-4 Megrim +4 Terminate. Good Deck
Umm.... after playing against this deck... I have to say one thing. It will stall the game until people start crying due to length of game. Very good at staying alive... that's all I gotta say. This deck just won't die. *Goes and main-decks 4 Sulfuric Vortex and 4 False Cures. The Pain of this deck is pretty crazy I would say.... Your deck just won't die. But on the flip side. It can't really kill people either.
Ok...... Your deck could use.... some.... Trusty Machetes. They give +2/+1. So your huge walls with 0 power can actually attack or something.
I would take out Darksteel Forge because I know I will never ever be able to cast it in this deck. Umm... maybe a Spellbook too, I rarely find a use for that except as a cheap artifact. But Frogmites works better than Spellbooks. Umm.....not sure if your artifacts are UNSTOPPABLE. But well... Vedalken Archmage does make things pretty crazy.
EDIT: Cloudstone says non-artifact.....Yea. Guess that kills the Affinity part.
Serum Powder for haxing power. Get a playset of these and you will never lose. Makes any Vintage Deck almost 100% one turn kill. Well though it isn't that fun...... I would do well to add more lands because I can rarely see a 3rd turn Cloudstone Curio with only 11 lands. -4 Dryad Arbor +4 Island. Yea, I have no idea why do you want Green Mana. You do know you can only play 1 land per turn right? Dryad Arbor is a land. Also, any 0 cost artifact works for your deck just like Kobolds. Ornithoptors anyone? Artifact = Affinity = speed = death!
Umm... good question. What happens when you run out of cards in your hand?
Meddling Mage is budget?... O well...If that is Budget. Control players generally go for the late game with very powerful creatures that reward you for lasting so long. I mean while the aggro player play 1/1s or 2/2s with 1 or 2 mana. The control player stalls until turn 7 or 8 and plays their 4/4s and 5/5s for like 6 mana. Those 4/4s and 5/5s will soon stomp over the weak 2/2s and the Control Player wins! Suggestions on Cards to Get - Hindering Light - Martial Coup - Day of Judgment - Divination - Negate - Essence Scatter - Whiplash Trap - Unsummon - Baneslayer Angel - Sphinx of Jwer Isle - Call to Heel - Kiss of the Amesha Cards that should be takened out or moved - Pithing Needle -> Sideboard - Zephyr Sprite - Fieldmist Borderpost -> Replace with Dual Lands? - Bant Sureblade - Talon Trooper (might want to take out a few) For Dual Lands you could try - Seijri Refudge
4 Sol Rings, tone that down to 1. Seriously, way too much Sol Rings. And maybe put in some helper cards instead of Sol Ring.
Eh...., it helps your opponent too with Rites of Flourishing? And this deck makes way too much mana? Since you have so much mana, there are better cards than Aggressive Urge.
Hmm.. mana fixing... Arity. By the way, Exalted only works when your attacking. If you force an opponent's creature to attack you, Exalted doesn't work. So your offensive is super! But your defensive is a bit lacking a bit. The combo Silent Arbiter/Gwafa/Alluring Siren doesn't work because when you target a creature to attack, and if it has a bribery counter on it, it can't attack. So your opponent can choose another creature to attack. But Silent Arbiter is still useful for defence and works well with Exalted in terms of attacking. -1 Silent Arbiter -1 Ethercaste Knight -2 Springjack Knight -2 Gwafa Hazid, Profiteer -1 Alluring Siren -1 Angelic Benediction -2 Reconnaissance -1 Pitfall Trap +1 Akrasan Squire +1 Aven Squire +1 Sigiled Paladin +3-4 Sejiri Refuge +3-4 Other Interesting cards.
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