hipponox

995 Decks, 1,355 Comments, 89 Reputation

Ah wasnt thinking of targeting opps creatures with vines- assuming that must come up often in ur meta. In that case though- wouldnt another removal spell probably just be better? Instead of just pseudo countering your opps spell, you can straight up 2 for 1 them. Idk, just a thought, not sure what your playing against!
Also just noticing seems you have 2 spots open in your side still- might be a good idea to run some fiery canonades. Theres a chance you can get your creatures above it by the time you'd need it and it can help against swarms of tokens. Might want some kind of graveyard hate also (relic of progenitus maybe?). Good luck with it!

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Posted 23 March 2021 at 15:06 in reply to #641182 on R/G Pauper: Slivers

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Quick sliver seems like it could be a good idea at least for the sideboard against control.

I think winding way might just be better than lead the stampede because you can play it earlier/have mana left over for a 1 drop and also have the option to grab lands if needed.

Instead of gleeful sabotage in the side- did you consider masked vandal? It might be a little clunkier- but it would help keep your sliver density in the deck.

Not sure if this deck needs more top end or something to punch through? But did you consider like maybe gemhide sliver to ramp into a battering sliver package or something? Might not be needed but trample would be big with virulent- plus gemhide can allow you to have a more comfortable low land count and you can splash if needed for the side board. Like here's some janky tech- you can run homing sliver- and in addition to it being able to grab whatever sliver you want (which means you can run 1 of silver bullets) you can also run and search for removal like Crib Swap. Just a thought haha. Could be too cute/midrangey but could give the deck a lot of utility. I also know you seem to want to keep the colors to 2 but just thought I'd mention it haha.

You're also running a lot of like hexproof instances- could probably cut a few- if you're worried about your creautures getting removed, might just be better to run more creatures? or maybe temur battle rage to help punch through at the end.

sounds fun though! I've been thinking about slivers recently also because my friend is building it in one of our home brew formats so its been on the brain! Good luck with it! +1

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Posted 23 March 2021 at 01:54 as a comment on R/G Pauper: Slivers

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I've always loved treasure hunt. You should be running a ton of cycling lands so you can draw into your treasure hunts to smooth out non-deal starting hands i think though. Maybe even some fetches and a 1-of drayd arbor or something so you have something to do in case the worst happens. If you're not trying to stay modern legal, maybe also run mystic sanctuary's? Blast zone is probably a good idea as well as tolaria west to search for it. Reliquary tower is maybe a must. And you prob only need one seismic assualt. Just maybe find some other things to do with your lands in case you dont draw the correct things! I'll always upvote treasure hunt though +1

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Posted 21 March 2021 at 19:04 as a comment on Throoooow the Laaaand.......

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thanks for the commenting! Corpse churn actually isnt for creature recursion as much as its for digging and throwing aether bursts and smoke shrouds into the yard, though it does have that secondary benefit if I need it! Should have probably mentioned that! Though if i was playing in a more top meta-representative field thatd probably be the better card since this would probably get hosed by burn though i think the mutagenic growths and smoke shrouds give me some game still. I had considered green and other colors, but wanted to go for the faster build. I think the simic version would be a little slower and the 3 color sultai one would probably just be too inconsistent was my thoughts so i had ended up with this. I went through a few versions before landing on this one.

And i considered mistblade but since I didnt want to run too many ninjas (as they're essentially the curve toppers in this build), I had priotized the beefier/more card advantagy ones over it since i also have aether bursts for the tempo side of the deck. the goal was to be as competitive as i think I could get it, but my lean was for what i know my local scene is like so side board and the like was for that in mind mostly. thanks again for commenting!

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Posted 20 March 2021 at 03:15 in reply to #641107 on PAUPER: dimir MerNinjas (?)

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Gotcha! Well hope it works out eventually! You should make a restrictive version at some point also! More options!
Pauper is a deck building playground!

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Posted 19 March 2021 at 06:39 in reply to #640958 on M19 Vampire Pauper

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man, you really picked a hard set to build a pauper vampire deck with haha. is there a reason you're restricting it to m19? I dig the challenge though regardless so neat idea.

keeping the theme in mind- the deck still seems a little clunky/slow and low on creatures to. I'd prob take out the angel because of the high cost and put it 4 daybreak chaplain. Maybe a 1 or 2 of dwarven priests as well. lich's caress is definitely too slow- i understand it fits the theme better, but you'd be better off with something like murder. instant speed is just way better and it costs 2 less (i know its uncommon in the set but it is pauper legal- if thats breaking ur rules though id just go all in on the take vengeance's or duress or maybe even luminous bonds then for your removal package).

Invoke the divine seems more like a sideboard card to me- but maybe worth still having a one of in the main- but your call depending on the meta youre playing in, if you have no targets for it- its just a dead card.

Infernal scarring doesnt seem worth it to me either because of the chance of getting 2 for oned potentially. the marauder's axe actually seems a little better to me there if you still want the buff card. If you're intent on keeping the high cost cards though, you're gonna need more lands for sure i think though, even with the angel gone- in order to play epicure on curve you gotta prob need to get up to 23 at least.

anyway- its hard challenge! good luck on it!

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Posted 12 March 2021 at 20:34 as a comment on M19 Vampire Pauper

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I'd probably go 2 ardenvale and 1 Emeria's Call but it depends. You might only want to take out two plains to ensure ardenvale comes into play untapped, so there might be an argument for just one of each. Also thought there could be an argument for like a 1 of memorial to glory or something if you wanted soldier specific lands, and since you dont have a ton of turn 1 plays, that might be an ok tap land to include. And sorry! I Assumed it was modern!

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Posted 03 March 2021 at 01:56 in reply to #640705 on White Aggro Soldiers

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feel like it might need some more things to do on turn 1? Did you consider something like legion's landing or something? Also maybe even like a 2 of force of virtue over 2 of rally the ranks- can act as a faster option and also a combat trick if needed- people can walk into it. Castle ardenvale and/or Emmeria's Call are also almost 0 opportunity cost lands for a build like this and its good utility for late game or flood protection. Just some thoughts! Cool build

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Posted 01 March 2021 at 03:04 as a comment on White Aggro Soldiers

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All good! :)

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Posted 09 January 2016 at 17:37 in reply to #572176 on t2 Enchantments (under $50)

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thanks for the suggestions, but this is a standard deck list. I can't use those cards

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Posted 09 January 2016 at 06:17 in reply to #572176 on t2 Enchantments (under $50)

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yeah...i think you're looking way too far into this

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Posted 09 March 2014 at 19:50 in reply to #445731 on good fight

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there is such a thing as...fun

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Posted 09 March 2014 at 19:21 in reply to #445731 on good fight

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i love this haha

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Posted 09 March 2014 at 17:57 as a comment on good fight

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it adds a threat. ill stop trying to offer suggestions. you seem to have it covered. The deck I saw on a pro-tour video (that was pretty much this deck) ran em and it seemed to be working, so I i suggested it.

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Posted 18 February 2014 at 06:13 in reply to #439724 on Aura'nt You Hexy!

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I'd at least replace some of the forests with dryad arbor

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Posted 18 February 2014 at 06:09 in reply to #439724 on Aura'nt You Hexy!

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I'd run less lands. You really only need 2 to function. You don't want to be getting flooded.

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Posted 18 February 2014 at 03:47 as a comment on Aura'nt You Hexy!

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i dont think he does anything for the deck. he's used to chain thing together. I need turn after turn mana generation. thanks for commenting though

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Posted 13 February 2014 at 17:59 in reply to #437650 on RAMP! RAMP! RAMP!1!! ...ramp.

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haha, nah. im pretty dumb.

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Posted 11 February 2014 at 22:51 in reply to #436888 on Mono Green Hexproof t2

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yeah I'll throw some stuff in the side. thanks for the suggestions

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Posted 11 February 2014 at 20:09 in reply to #437077 on Mono Green Hexproof t2

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holy shit, your right, completely misread that card. thanks

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Posted 11 February 2014 at 20:07 in reply to #437075 on Mono Green Hexproof t2

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