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Glintsleeve syphoner
Glintsleeve syphoner











glintsleeve syphoner

Was originally Grasp, but that was way too hard on the mana. Since its only one mana its pretty easy to hold up or represent.ģ Harnessed Lightning: Basic removal spell. Also provides energy to power up Harnessed Lightning and Glint-Sleeve.Ģ Blossoming Defense: Versatile combat trick, can save your guys from removal or be used to push through damage. A good portion of the time this card ends up burning out your opponent from 5 or 6.Ĥ Attune with Aether: This is the ideal 1drop play for the deck, as it will enable some of the more greedy 2 drops like Brawler or Grim Flayer. This allows you to machine-gun down other creature decks, or just go to the face for a ton of damage. The sequence of T4 Ballista for X=2, T5 Gearhulk making it a 6/6 is incredibly strong. That number quickly increased to 4 because of how versatile this card is. Also provides energy which can be used in various other places, such as drawing cards with Glint-Sleeve or Harnessed Lightning.Ĥ Walking Ballista: I initially included 2 of these, in order to fight against Saheeli Twin.

glintsleeve syphoner

Can provide aggressive starts, beating in for 4. Pretty much all of the lower drops work well with this guy, and even if you don't have other creatures, its still an 8/8 trample.Ģ Voltaic Brawler: The worst of the two drops, which is why there are only 2. Stacking counters on the various 2-drops makes all of your cheap threats into serious monsters. Grows in the lategame into a reasonable threat, and is also a good place to put Gearhulk counters.Ĥ Verduous Gearhulk: This is your primary way of building your team in the midgame. Against other creature decks, it does a good job playing both offense and defense, since most creatures have returned to the ground. Trample works well with Gearhulk counters.Ĥ Sylvan Advocate: With Smuggler's Copter no longer around, Advocate has been performing much better. Having 8 artifact creatures in the deck does help though. The deck really doesn't utilize delirium much, outside of the Grim Flayers, so if you don't hit it right away its generally not a big deal. Works great in multiples.Ĥ Grim Flayer: Standard GB beater, helps to set up your draws. The menace keyword is also surprisingly relevant, allowing it to attack in and fuel itself fairly well. Yes it dies to every targetted removal spell in the format, but you usually only need to untap once with it to draw a card, considering there are a number of other sources of energy generation in the deck. Heres the list with justifications:Ĥ Glint-Sleeve Siphoner: This guy has worked way better than I initially expected. I found that adding red greatly improved the Saheeli Twin matchup, since the straight G/B deck was a bit soft to it, pretty much relying on grasp to stop it. The deck was initially based on the G/B aggro list that Todd Anderson and Brad Nelson ran at the SCG Player's Championship. I've been working on a Jund Aggro list for the past couple of days and so far it has been testing very well.













Glintsleeve syphoner