Astroslide Morph deck

by VirusHazard on 14 August 2008

Main Deck (50 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

Main idea
Place a morphed creature in please use it for early defence
after opponents attack phase when you have slide out slide the morphed card it comes back in unmorphed instant stompy creatures

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 2,898 times.

Mana Curve

Mana Symbol Occurrence

480420

Card Legality

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

Deck discussion for Astroslide Morph deck

Sounds like a very good deck but then again there aren't that many cycling cards in this deck to make it full proof.

Another point is that you should invest in other morph creatures which will help you attain your goals.

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Posted 14 August 2008 at 18:52

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i like it

plz commetn on my decks sry idkhow to fix it

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Posted 15 August 2008 at 03:03

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I like the concept of the deck, but you need to do this to make it work. Switch 'counter spell' to either 'Boomerang' or 'Pacify'. As it is now, the 2 mana cost of counter spell makes it counter intuitive for you to fully utilize, especially because you need the 2 mana untapped when your opponent plays their spell. Boomerang allows you to get rid of something after its in play, and pacify will allow you to take out their creatures in early game. I like the morph concept, but because of the ...

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Posted 15 August 2008 at 12:18

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... limited amount of cycling lands, you want to not have 8 enchantments that are dependent on cycling to work. I would completely get rid of 'lightning rift', which is a splash color that doesn't need to be in the deck. I would supplement it with 'spawnwrithe's for early game domination, or something like 4 'wrath of God's'. You have to many colors in the deck as it is currently, by removing 'counter spell' and using 'pacify', and getting rid of 'lightning rift' and adding 'spawnwrithe', you...

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Posted 15 August 2008 at 12:21

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... make the deck completely green and white, which will give it much stronger abilities from early game to late game, while still having the early game big creature stomp trump ability of 'Astral Slide'. I don't know the names of the land cards you need, but 4 of the green and 4 of the white lands that have cycling will go well in this deck, along with some of those rare lands. I would also drop some of the artifacts that generate mana, they are clumsy. You have 22 lands now, so you have good..

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Posted 15 August 2008 at 12:24

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... mana generation, I would put in 3 'lotus blossom' and not use any of the other 3 artifacts. I would then supplement the other 3 artifacts with a land enchantment that allows you to get extra mana from your land early game. I cannot remember the name, but it's 1 green that when you tap the enchanted land for mana you get an extra green mana for it. It's an old card. BTW good concept for a deck, but the way it exists now is goofy.

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Posted 15 August 2008 at 12:26

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