Originally Posted by
Davetradint
Hey, of course!
I'm still improving the deck, as I need more testing, my latest build, which I'm taking to a tournament this very Sunday:
Imperial Aluren
2 City of Traitors
4 Polluted Delta
4 Wooded Foothills
3 Forest
2 Island
2 Swamp
2 Tropical Island
1 Bayou
1 Taiga
21 Lands
4 Aluren
3 Cabal Therapy
3 Intuition
4 Brainstorm
3 Force of Will
2 Chain of Vapor
3 Living Wish
22 Spells
3 Wall of Roots
1 Wall of Blossoms
1 Spike Feeder
2 Eternal Witness
2 Cavern Harpy
3 Imperial Recruiter
2 Dream Stalker
1 Man-o'-War
1 Stern Proctor
2 Raven Familiar
18 Creatures
Sideboard:
1 Imperial Recruiter
1 Bone Shredder
1 Eternal Witness
1 City of Traitors
3 Duress
3 Blue Elemental Blast
2 Research/Development
3 Pernicious Deed
I finally changed Auriok+Maggot for a Spike Feeder, I see the point in it, so thanks to those Spike feeder supporters, it frees a slot in the deck and works okay. About Harmonic Sliver vs Stern Proctor MD, how often is a Chalice set at 2? I played some games against a White Stax and the guy really put me into trouble with that Chalice@2, luckily, we have Chains of Vapor...
As you can see, there are 20 blue cards, I added a second harpy because sometimes I had to pitch the only one I had... Maybe this hybrid or Rec. version is a little more aggro than the familiar raven one, so maybe our FoWs should be used only for emergency situations or just to protect the Aluren. I have found that once Aluren hits the table, you're almost on the win. The Rec. thing is almost unstoppable (ok, krosan grip is a pain in the *ss), since many times you have a Rec in hand and thus you only need to drop the enchantment...
I also have some doubts about City of Traitors, it gives a nice boost for a 3rd turn aluren or a second turn play: 1st turn forest, turn, city, wall of roots + wall/wish, but apart from that, it's the "never want to draw this" card, especialy mid/late game.
Comments, suggestions, changes,help and techs all welcome!