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Slither Story - Competitive

Standard Competitive Mill Tempo UB (Dimir)

jubale


Sideboard


Maybeboard


100% Flash. Removal. Counters. Insane Draw power. Now dominating the Mythic Bo1.

Q for those who play Trad Standard: what are difficulties post-sideboard and how do we overcome them?

(for a variation that tries hard to mill them out: Rogue Mill Kill)

Current rank: Sub-300 mythic

Draw

Into the Story - 4 cards for 2UU is INSANE VALUE Slitherwisp - With all those rogues in our deck having flash, this also draws a bunch
(3 each, because any more and you have too many cards and too little density of action.)

Castle Locthwain - occasionally bridges the gap.
Zagoth Triome - with all these sources of draw, you're never out of things to do

Rogues

Thieves' Guild Enforcer and Soaring Thought-Thief can each get a good number of cards in the graveyard.
Brazen Borrower only 2 for curve reasons
Faerie Vandal - just a needed another flash rogue flyer that can stop the tokens. With a wisp companion it can grow quickly.

Removal

Drown in the Loch is absolutely nuts: Counter or kill anything for 2 mana.
Eliminate, Heartless Act, Brazen Borrower
Erebos's Intervention is useful for getting rid of bothersome Escape cards (Kroxa, Phoenix) or targets of reanimation spells. Or killing early creatures. Or killing unkillables. Or gaining a ton of life.

Reanimation

Omen of the Dead - also a flash spell for Wisp, gives you another flash creature from your grave. Wisp loves him.
Agadeem's Awakening   - get 2 or 3 creatures back. Not flash but it doubles as a land or a great OP fill your board card.

Game Plan

This is a tempo deck. It can win fast or win slow. If you are behind, slow them down. If you are ahead, play to keep ahead.

Ramp: Let them ramp, but try to get you counters online for the big spells. This means mill/kill things to get enough cards in the grave. And get aggressive.

Mono-Green: tough match. Keep the board under control.

Control: Favored. You can win fast or slow, depending on the draw. If you have the aggro hand go with it.

Doom: Tough. Play tight, win in the air. Watch out for Doom Foretold and Dance of the Manse.

Red Aggro: Play control. Removal, blockers, counter spells. Don't lose board tempo by by blocking a first striker into burn with no recourse. We can do better by holding up a response next turn.

Cycling: Unfavored, but nobody plays at top level. Save your counterspells. Stop the aggro plan. Draw cards to get answers. Don't mill too early.

Adventures: Mill or attack in the air. Kill the 1-drop, control their aggro.

Dimir Flash: Close. There are a ton of builds. The main plan is to prioritize killing things when they are tapped out, rather than keeping up mana on your turn (most players won't do much on their turn anyway.). Look for your openings to Slither or Story or Agadeems for advantage. Don't give them the same openings (and they don't have Slither, but watch out for Lurrus).

UR Prowess: Easy Street! Bounce/kill any creature after pumps. Or if it's in your way. Or just attack into it because if they block, you have lots more creatures. Or mill them because they are drawing like crazy.

RB reanimator: The one tough match. You can win with an aggressive hand if they try to rely on reanimating Kroxa. They are slow to get started. They won't have the life to do it. Or if you exile Kroxa (Erebos' intervention) or consistently countering it. Or by drawing lots to weather the discard storm. You lose by running out of hand or being stuck with Kroxa or the board. You can try slowballing by not putting stuff in the grave so they can't reanimate, but that rarely wins the long game.

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Comments

Casual

98% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 1 Mythic Rares

20 - 3 Rares

20 - 7 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 2.43
Tokens On an Adventure, Shark */* U
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