Lands:
4 Hallowed Fountain
10 Island
2 New Benalia
8 Plains
Creatures:
4 Mesmeric Sliver
4 Screeching Sliver
4 Sinew Sliver
4 Sliversmith
1 Telekinetic Sliver
3 Watcher Sliver
2 Whitemane Lion
Other Spells:
4 Condemn
1 Hivestone
3 Muddle the Mixture
2 Shapeshifter's Marrow
2 Spin into Myth
3 Tunnel Vision |
 Mr.
and Mrs. Sliversmith.
Description of deck by its author
(quoted):
There aren't a ton of cards with fateseal.
That is, unless you have five hundred and sixty thousand copies of
Mesmeric Sliver or Spin into Myth for some reason. No, barring some
bizarre case of card-hoarding, there's only two fatesealers and I just
listed them.
Spin into Myth is reminiscent of Ether Well, an old
favourite of mine. It's the Hinder of bounce spells, which is cool, to
be sure, but doesn't necessarily get the creative juices flowing. The
fateseal Sliver, which I am going to call Eric, has much more potential
since its effect is repeatable. If only there was an easy way to put
Slivers into play, turn after turn. Oh, wait, there is: Sliversmith!
With both the 'Smith and Eric on the board, you can
essentially trade the card you drew for the turn (by pitching it to make
a Metallic Sliver token) to hopefully deny your opponent a useful draw
(by fatesealing good stuff to the bottom of the deck while leaving
inconsequential cards on top). It's not a lock by any means.
If your opponent has two useful cards on the top of
his deck, then there's not much you can do about it. That doesn't sound
like a very good deal, until you realize that you're slowly amassing an
army of Slivers at the same time. You can do what you want with the
little guys. Pump them up with Sinew Sliver and beat down. Add
Telekinetic Sliver and go for something that more closely resembles an
actual "lock." Use all of your smithed Slivers as little millers with
the help of Screeching Sliver. For some reason, I like this last one.
Both Screeching Sliver and Eric the Mesmeric Sliver
have some wonderful synergy with a card with which you should all be
familiar by now, if only because I wrote about it the previous section:
Tunnel Vision.
Now, just as Harley used scry to set up a self-milling
Tunnel Vision, I intend to use fateseal to set up a potentially
devastating opponent-milling Tunnel Vision. Of course, there's no
guarantee that you will be able to fateseal a singleton to the bottom of
your opponent's library. There's no guarantee that your opponent is even
playing any singletons (although this seems unlikely if you're playing
in the Casual Room online). Your best bet is to name something you've
already seen a few times, like Last Gasp or Remand, or a nonbasic land.
There are plenty of the latter to choose from these days, with the
Ravnica guildhouses being the most likely one- or two-ofs.
One cute trick you can pull with Tunnel Vision
involves having an undecided Shapeshifter's Marrow in play. At the
beginning of your opponent's upkeep, they have to reveal the top card of
their library. If it's a creature, they have to dump that card in the
grumper and Shapeshifter's Marrow becomes a copy of that creature
permanently. Normally, this can be a bit of a crapshoot, but if you play
your Tunnel Vision and name the best creature your opponent is playing,
they'll lose it at the beginning of their upkeep and you'll get to copy
that creature. Not a bad deal. You can also use fateseal to make your
Marrow all it can be.
Besides Mesmeric Sliver, you can use Spin into Myth or
even Condemn to set up the bottom of your opponent's library. Muddle the
Mixture can be used to save your guys from removal spells, or it can
transmute for Sinew Sliver, Sliversmith, Whitemane Lion, or Hivestone.
The Lions can also be used to protect your creatures, but when you
combine it with Hivestone and Mesmeric Sliver, you can start fatesealing
several times per turn.
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