4 Yore-Tiller Nephilim
3 Ink-Treader Nephilim
4 Dune-Brood Nephilim
1 Witch-Maw Nephilim
4 Glint-Eye Nephilim
4 Sakura Tribe Elder
4 Birds of Paradise
2 Kodama’s Reach
4 Wildsize
4 Hinder
4 Remand
10 Forest
2 Swamp
2 Plains
6 Island
2 Mountain |
The
Nephilim Deck v1.1.
Description of deck by its author (quoted):
I ended up playing the deck in a couple of
games at our last Tuesday night game and it did much better than I’d
anticipated. Overall, I believe the deck could work in the multi-player
games we usually play, but I’m really hoping to get it to a level where
it wouldn’t be awful in a duel. The Nephilims did hit play consistently,
enabled by the mana acceleration provided by the Elders, Birds and
Elves. The first change will obviously be dropping the Elves in favor of
a set of Birds, this will also allow the deck to move into a better
place for it to be, Blue.
The deck feels like it should be playing Blue just to get access to some
counter magic. Right now we have options in the form of Mana Leak and
Remand, anything else would be too expensive or too blue. It might be
worth it to bump up the Islands, which will happen, and drop the Black
to enable Hinder as hard answer to spells like Wrath of God and other
effects that would prove detrimental to the Nephilim. With all the
acceleration we’re packing, the deck should also be able to drop a Reach
or two to make room for permission.
That feels a little better, but there are some more changes that we’ll
need as well. The Nephilim are a lot of fun to play with, but we
definitely don’t need 20 of them. Dune-Brood Nephilim is probably the
best. I’d misread his ability and thought he was dishing out a number of
tokens equal to his power, but it’s really a number of tokens equal to
the number of lands you have in play. Taking a close second is the
Glint-Eye Nephilim as his ability is simply amazing. If you can push him
through to your opponent you’re getting tons of cards, especially if you
can pump him and discard all of your extra lands. The Yore-Tiller
Nephilim turned out to be much more useful than I was expecting and
moves into third place. The Ink-Treader Nephilim did what I was
expecting him to do, but he’s still too unpredictable for my tastes thus
locking him into fourth. Finally, Witch-Maw Nephilim rolls into fifth
place as it is much too slow, weak and too big a target.
I’ve ended up cutting just four Nephilim, but we’re still packing 16
which is something to be happy about. For right now we’ll leave the deck
as it is and see how it runs once again. The other option, rather than
picking up Blue for counter magic, would be to play Bathe In Light. At
this time, I’m not sure what else I’d play with it, so it’ll just stay
on the sidelines. Perhaps when I get around to building a sideboard I’ll
put one together that uses a more diverse set of cards.
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