10 Decks in 10 Weeks! Each week, I evolve a 2-Color Standard-legal deck that costs 30 tickets or less. At the beginning of the next week, I keep all of the cards of one of the two colors, and then switch to a different color combination!
Week 1: G/W - The Two Ladies
Week 2: G/R - A Wild Pair
Week 3: R/U - The Chronicler
Week 4: U/B - Grim Outlook
Week 5: B/W - Rescue Me
Week 6: W/U - A Blink In Time
Week 7: W/R - ???
Week 8: R/B - ???
Week 9: B/G - ???
Week 10: G/U - ???
elcome back to 10 Decks in 10 Weeks! For those who are just joining us, we're in week 2 of a 10-week experiment. Each week, I build a Standard-legal two-color deck based around a certain card or concept. At the start of the next article, I keep all of the cards from one of the colors and build a new deck incorporating the cards from the previous week and adding cards of another color. Last week's deck was a white-green Enchantress deck featuring Auratog, and this week's deck is a green-red Wild Pair deck! Before we get started, let me throw out a little bit of news.
First off, here's the nifty new logo for the 10 Decks in 10 Weeks project! You'll also notice that I've redone the sidebar for the column. There's a full chart of the progress of the 10 decks. As you'll notice, all ten color combinations are now mapped out. Last week, I asked for input about which decks you'd like to see after week three's Aeon Chronicler blue-red deck. Did I get any good suggestions? Did I ever! Based on the most popular suggestions for each color combination, I've locked in weeks four through six.
Week 4: Blue-black Megrim/Discard. My first Building on a Budget column was a U/B Megrim deck. This was the most suggested blue-black deck that people wanted to see me do, and to be honest there have been a lot of advances in blue and black discard in the past year - Magus of the Jar, Wistful Thinking, Piracy Charm and Funeral Charm, Stupor, Blizzard Specter, Delirium Skeins, Dismal Failure, Mindstab, Riptide Pilferer, Venarian Glimmer, and Wit's End, to name a few. I envision this being an entirely different deck then the one from last year.
Week 5: White-black "Rescue" deck. The most popular suggestion was a white-black deck based around creatures with comes-into-play effects (Nekrataal, Ravenous Rats, Shrieking Grotesque) and the new rescue creatures from Planar Chaos (Whitemane Lion, Stonecloaker, and friends). This leads into:
Week 6: White-blue Momentary Blink deck. This will be really interesting, because a lot of the cards that are strong in the white-black rescue deck are equally strong in a white--blue Blink deck - both seek to abuse comes-into-play effect creatures.
The remaining four weeks will be white-red, red-black, black-green, and green-blue. As we get closer to those columns, I'll be coming to you guys again for suggestions about the themes and cards you'd like to see on a budget!
The most consistent build of The Two Ladies last week was the third build - a straight green-white iteration of the deck. For this week, we're taking out the white and adding in red to build a deck around Wild Pair. Here's what's left from the deck after we take out the white cards and the lands that produce white mana.
Out: 4 Auratog, 4 Faith's Fetters, 4 Mesa Enchantress, 9 Plains, 3 Retether, 4 Selesnya Sanctuary, 3 Spirit Loop, 4 Temporal Isolation
The first addition to the deck is four Wild Pair. Since we're building a deck around the card, it's a slam-dunk, no-brainer to include in the deck.
In: 4 Wild Pair
Now, we can't just build a deck around a card without examining what it does. Wild Pair is actually a fairly complex card to build around. On the surface it looks straightforward:
"Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library."
In its simplest form, Wild Pair allows you a play a 1/1 creature, and then grab another 1/1 creature. For instance, if you play Llanowar Elves, you could grab Royal Assassin, Boreal Druid, or even another Llanowar Elves! Because Wild Pair cares about total power and toughness, you can also grab a 0/2 creature (Ornithopter) or a 2/0 creature by playing a 1/1 creature.
A 2/0 creature? Well, here's where the next layer of complexity comes in with Wild Pair! When you play a creature with Wild Pair, it calculates that creature's power and toughness when the effect resolves. This means that if you make your creature larger in response to the trigger, or your creature comes into play with +1/+1 counters, Wild Pair will look for its final power and toughness, not its initial power/toughness. Let me explain this with an example:
I have a Wild Pair in play, and I play Spike Feeder. Spike Feeder is a 0/0 creature that comes into play with two +1/+1 counters and has the ability to remove a +1/+1 counter to gain 2 life. When Spike Feeder comes into play, Wild Pair's triggered ability goes on the stack. I then have the opportunity to play spells or effects.
Scenario One: I do nothing, and let Wild Pair's ability resolve. Spike Feeder is a 2/2 creature, so I can get any creature from my deck with a combined power/toughness of four - a 0/4, a 1/3, a 2/2, a 3/1 or a 4/0. These must be the numbers printed on the card itself, meaning I cannot get another Spike Feeder out of my deck - it is a 0/0 as printed!
Scenario Two: I remove one counter from Spike Feeder to gain 2 life, and then let Wild Pair's ability resolve. This makes Spike Feeder a 1/1, allowing me to grab any 0/2, 1/1, or 2/0 creature from my deck. These include Triskelavus and Phantom Wurm - again, Wild Pair only cares about the numbers printed on the card it's fetching while the card is in your deck. Once Wild Pair puts Triskelavus and Phantom Wurm into play, they will have their full complement of +1/+1 tokens - so Triskelavus will be a 4/4, and Phantom Wurm a 6/4!
Scenario Three: I remove both counters from Spike Feeder to gain 4 life. Spike Feeder goes to the graveyard since it has zero toughness, and Wild Pair remembers the last-known information of Spike Feeder when searching for a creature - meaning I can get a 0/0 creature! This includes another Spike Feeder, or any creatures with a power/toughness of */* - The *s equal zero when in your deck.
Scenario Four: I remove one counter from Spike Feeder, gain 2 life, and then activate Pendelhaven to make Spike Feeder a 2/3. Wild Pair's ability resolves, allowing me to get a 0/5, 1/4, 2/3, 3/2, 4/1 or 5/0 creature.
While trying to build a viable budget Wild Pair deck, I found there were several deckbuilding pitfalls that one could fall into. Let me walk you through the three versions of the deck that didn't work well, and one version that flowed smooth as silk.
Version #1: Variable Power/Toughness
For the first build of the deck, I wanted to take maximum advantage of the ability to have variable power/toughnesses when resolving Wild Pair. The base for the deck were 1/1 creatures (and/or 0/2 creatures). I added in Llanowar Elves for mana acceleration, and Scryb Ranger as an instant-speed way to bring creatures into play with Wild Pair. I also wanted to run Kird Ape, since it is an efficient creature in a red-green deck, can be tutored for with Elves and Rangers from the deck, or can tutor out combined power/toughness five creatures from the deck. I also included Pendelhaven to maximize the ability to go from 1/1 to 2/3, and put in Sulfur Elemental, Loaming Shaman, and Golgari Brownscale as 2/3 and 3/2 tutor targets. Sulfur Elemental and Loaming Shaman were conditionally useful as one-ofs against certain deck types, and Golgari Brownscale would give me a creature to recur for use with Wild Pair.
To round out the deck, I added a Triskelavus, because it's the "largest" 1/1 creature I could fetch with my 1/1 creatures. I also wanted to experiment with Magus of the Library - it combines really well with Scryb Ranger. Scryb Ranger can return Forests to my hand to get my hand size back up to seven cards for Magus of the Library and can untap the Magus to allow me to produce two mana a turn or draw two cards a turn with the Magus.
In: 4 Llanowar Elves, 1 Triskelavus, 4 Scryb Ranger, 9 Mountain, 4 Terramorphic Expanse, 4 Kird Ape, 1 Sulfur Elemental, 1 Loaming Shaman, 1 Golgari Brownscale, 1 Magus of the Library, Pendelhaven
Out: 2 Forest
Game 1: Darknight1113 (B/W Control)
He gets stuck at two mana and gets run over. I get shenanigans with Magus of the Library and Scryb Ranger, draw several extra cards, and eventually drop Wild Pair to the board. It doesn't affect the game much, because I am also able to drop several other creatures to the table and run him over before he gets to three mana.
Wild Pair Problem #1: It Can Be a Win-More Card!
This game illustrated the first problem with Wild Pair - it's a classic "win-more" card. This means that by the time that you cast Wild Pair, you are already going to win the game - it only helps you win fancier, not better. In Game 1, I was already in control of the game. Wild Pair, in-and-of itself, does not do anything - you need other cards (namely, creatures) to get it working. Half the time, those creatures will already be winning you the game. Triskelavus only costs one more mana than Wild Pair - why run Wild Pair to fetch it with a 1/1 Elf when you could just add in three more copies of Triskelavus and be assured of having that 4/4 creature immediately?
Game 2: JeffTaft (W/G/B Control)
This is a stock W/G/B control deck - Wrath of God, Persecute, Harmonize, 12x Ravnica dual lands, Urborg, Faith's Fetters, Loxodon Hierarch - the type of deck that wins Regionals, State Championships, and Pro Tours. For my part, I get an early Scryb Ranger and throw Moldervine Cloak on it. I get him down to 6 before he starts coming back with Faith's Fetters and Loxodon Hierarch. I concede when he's back up to 16, with no cards in my hand to speak of thanks to being hit by Persecute, and him on a full grip thanks to multiple Harmonizes. I did get a fancy turn where I killed Faith's Fetters with Seal of Primordium, swung into an Angel of Despair with the Cloaked Scryb Ranger, and then played Sulfur Elemental to kill his Angel after damage. That's about the only highlight of this game.
Game 3: Dekzter (W/G/B Teneb/Reanimator)
Dekzter comes out to a fast start, getting an early Zombify on his Teneb, using Greenseeker to discard his fatties and fetchlands to fix his mana. I get Scryb Ranger, Llanowar Elves, and Wild Pair. He hits with Teneb and gets Jedit into play. I grab double Scryb Ranger with Wild Pair, throw Moldervine Cloak on one of them, and then return all my Forests to my hand with my Rangers to allow me to kill Jedit. Unfortunately, Dekzter gets a draw with triple Havenwood Wurm, and I can't deal with that much trample damage on the board.
To fix this, I retooled this first build to include a lot of fancy guys - 2/2 creatures, 0/0s that could have variable power/toughnesses, and Phantom Wurm. I had hopes that Verduran Enchantress would still work well with Wild Pair, since Wild Pair was an Enchantment itself. Unfortunately, I found that Enchantress just wasn't very compatible with Wild Pair - you need a ton of creatures to make Wild Pair worthwhile, and you need a ton of enchantments to make Verduran Enchantress worthwhile. The two builds need an intense concentration of one type of card to get working, and since this is a Wild Pair deck, creatures get the nod.
In: 3 Mindless Automaton, 1 Spike Feeder, 1 Avalanche Riders, 1 Viridian Shaman, 1 Blood Knight, 3 Shard Phoenix, 1 Jaya Ballard, Task Mage, 1 Phantom Wurm, 1 Forest
Out: 1 Golgari Brownscale, 4 Verduran Enchantress, 2 Aspect of Mongoose, 4 Utopia Sprawl, 1 Sulfur Elemental, 1 Pendelhaven
Game 4: Devilmon (Gauntlet of Might/Wurmcalling Mono-Green)
He gets a turn-five Gauntlet of Might set to green and then starts pumping out 12/12+ Wurms with Wurmcalling. I play two Wild Pairs and start using Scryb Ranger to grab other 2/2 creatures (remember, it gets +1/+1 from Devilmon's Gauntlet of Might!). I'm at 17 life, and I'm able to get a flyer to the board, plus two chump blockers a turn. I decide to let one Wurm go by to set up a two-turn clock on my end with flyers, but he has Stonewood Invocation, and kills me in a single swing.
Game 5: Paparizzo (R/W Pro Tour Worlds deck)
This is an exact copy of one of the red-white decks that went undefeated at Worlds this past year. He gets a draw of double Savannah Lions, Icatian Javelineers, and Soltari Priest. I get stuck at three mana, I have a bunch of four- and five-drop creatures in my hand (including Shard Phoenix), and I'm left wishing I had Sulfur Elemental anywhere in my deck, so I could shut down his entire board with one 3/2 creature.
A small addition to the mana base:
Out: 3 Seal of Primordium
In: 3 Gruul Turf
Game 6: Stephen451 (R/W Keldon Marauders/Whitemane Lion deck)
Stephen451 had a really neat deck that abused Keldon Marauders multiple times with Momentary Blink, Whitemane Lion, and other bounce effects. The "deal 1 damage" effect of Keldon Marauders dealt a good 12 damage to me this game, but I got a sixth-turn Wild Pair, and then used Llanowar Elves to fetch Phantom Wurm, which was promptly enchanted by Moldervine Cloak. Once enchanted by the Cloak, Phantom Wurm was unkillable - damage is prevented whether a counter is actually removed or not, so with zero counters and a Cloak, Phantom Wurm is a 5/3 creature that can't be killed by damage. It eventually goes the distance.
Over the course of game six, I had multiple instances of wanting to fetch either Spike Feeder or Mindless Automation with another 2/2 creature via Wild Pair, but never had the opportunity to do so thanks to the way that Wild Pair works (as detailed above). I found that Wild Pair definitely didn't work well if you had too many variable power/toughness creatures in your deck. That's what I mean by Keep It Simple, Stupid (KISS) - I tried to fit in as many power/toughness altering tricks as I could fit into one deck, and several times ended up in situations where I had painted myself into a corner and couldn't fetch what I really wanted. This lead me to retool the deck to a completely different second build.
Version #2: 1/1 Creatures
I rewound the deck back to where it first started, and decided to build around 1/1 (and 2/0) creatures - this way, I would be able to grab virtually any creature with any other creature. I also wanted to go with a toolbox build - a variety of creatures that I could grab situationally to help out with a specific board position.
Out: 2 Aspect of the Mongoose
Add: 4 Cloudstone Curio, 4 Wild Pair, 4 Scryb Ranger, 9 Mountain, 4 Terramorphic Expanse, 3 Triskelavus, 1 Wood Elves, 1 Sparkmage, 1 Draining Whelk, 1 Harmonic Sliver, 1 Silhana Ledgewalker, 2 Phantom Wurm, 2 Magus of the Library
You'll notice that in this build, I have two creatures that I can't get into play outside of either drawing Utopia Sprawl or using Wild Pair. Draining Whelk is specifically for use with Scryb Ranger to act as a surprise Counterspell, and Harmonic Sliver as an answer for enchantments/artifacts. Because there is only one copy of each of these creatures in the deck, I shouldn't draw them very often, making them a safe inclusion in the deck.
Wild Pair Problem #2: You Need Creatures, Duh!
Wild Pair is useless if you don't have creatures to play. This means that you need to stock up your deck with guys to fetch other guys. Unfortunately, as you remove creatures from your deck, you have less of a chance of drawing a creature to use with Wild Pair! The way I found to combat this was with Cloudstone Curio. Half the guys I get with Wild Pair have a repeatable "comes-into-play" effect, and the Curio lets me cast a creature, stack the Curio effect, then the Wild Pair effect, grab a guy with Wild Pair, stack the NEW Curio trigger, bounce my first guy with the second guy, and then bounce my second guy with the first guy!
Game 1: Bozilla (5-Color Wild Pair)
He gets Rampant Growth and Farseek to Wild Pair, and then plays Shivan Wumpus. I have three Mountains, a hand full of green cards, and a bad mana base. I concede before I even see what his second creature would be.
Well, that's a little egg in my face - I took the needs of the previous deck (G/W Enchantress, which was equal parts green and white), and translated the mana base directly to the R/G Wild Pair deck, without taking into account that this version of the deck had a grand total of ONE red card! I take out a bunch of Mountains in favor of Forests.
Out: 5 Mountains
In: 5 Forests
Game 2: LordSanada (U/R Izzet)
I get Magus of the Library, and I draw two cards with it before it bites an Electrolyze. I try to play Wild Pair, and it gets counterspelled. LordSanada plays Gelectrode, and I drop Triskelavus and immediately remove a counter from it to kill his pinger. He drops Wee Dragonauts, and I swing past it for 3. He plays five card-drawing spells to make his guy a 9/2, and then swings. I remove a counter from Triskelavus, block his flyer, put damage on the stack, shoot it with the token that blocked it, remove the last counter from Triskelavus, and then finish off his 1/3 creature. On my turn, I drop Wild Pair, pass the turn, and then play Phantom Wurm on my following turn, fetching nothing (10 total power/toughness!). He drops Gelectrodes in back-to-back turns, but I have Silhana Ledgewalker to grab Triskelavus #2 to kill them both. Phantom Wurm finishes this game off.
Game 3: Treetop (Mono-Green Beatdown)
He has turn one Birds, turn two Yavimaya Dryad, and turn three Blanchwood Armor. I have 2 Terramorphic Expanse, a Moldervine Cloak, a Utopia Sprawl, a Wild Pair, and no creatures to be seen. His Dryad kills me in very, very short order.
I want a little more action in my deck, so I add in a few more red guys - Sparkmage Apprentices #2 and #3 to kill those pesky X/1 creatures I keep running up against, a Scorched Rusalka to push through those last few points of damage, and Mogg War Marshal to have multiple blockers in one turn. I also up my Magus of the Library count to four, because so far it's drawn me a lot of extra cards between the two builds. I also put in a single Jedit as a fetch target for Phantom Wurm (and because he's cool, duh!), and I up the Red mana count to account for the increased Red presence.
Out: 1 Wood Elves, 3 Seal of Primordium, 3 Verduran Enchantress, 3 Forest
In: 2 Sparkmage Apprentice, 1 Scorched Rusalka, 1 Mogg War Marshal, 3 Mountain, 2 Magus of the Library, 1 Jedit Ojanen of Efrava
Game 4: 10Bears (Mono-Black Control)
He gets triple Nekrataal, double Sudden Death and Consume Spirit, and beats me to death with Nekrataals. I can't keep a creature on the board, even with Wild Pair. The turn I finally get Wild Pair on the board, I am able to fetch Triskelavus, but he kills it immediately with Sudden Death. By the time I fetch a second one the following turn, I'm low enough on life that I get finished off by Consume Spirit to the ol' noggin.
Game 5: Sith_Pixie (Momentary Blink/CIP Deck)
I get worked over by Draining Whelk and Angel of Despair. None of my creatures can get past his Court Hussar, and my pair of Wild Pairs get destroyed by Angel of Despair, twice.
Wild Pair Lesson #2: 1/1 Creatures are 1/1 Creatures
One of the problems I had with this build is that 1/1 creatures are 1/1 creatures. For every Triskelavus that I could grab, that meant I had to play with a Llanowar Elves, Scryb Ranger, or Magus of the Library. These guys might be great utility creatures, but they aren't particularly efficient for killing an opponent. Moldervine Cloak helps them some, but in order to reliably fetch other 1/1 creatures with Wild Pair, I need to be playing a lot of 1/1 creatures.
Version #3: 2/2 Creatures
The concept between the 2/2 creature build was the same as the 1/1 build, except with larger guys. 2/2 creatures are a lot sturdier than 1/1 creatures, and the ones currently available in Standard are a lot more exciting than the 1/1 creatures. Thornscape Battlemage and Shard Phoenix both can kill opposing creatures, StingScourger can bounce large threats, Blood Knight is good against white, Civic Wayfinder can help ramp up to six mana, Gruul Guildmage can make everyone bigger, and Ashcoat Bear is the surprise guy. I also included one Mystic Snake to interact with Ashcoat Bear, and one Glint-Eye Nephilim to act as a stylin' finisher. The other major inclusion in this deck are two Chord of Calling. While Chord of Calling won't trigger Wild Pair, it will let me tutor a situational creature directly into play.
Wild Pair 2-2 Rebooted 1.0
Out: All 1/1 and 2/0 and 0/2 creatures, 2 Forests
In: 4 Ashcoat Bear, 4 Avalanche Riders, 3 Shard Phoenix, 1 Civic Wayfinder, 3 Gruul Guildmage, 1 Mystic Snake, 3 Thornscape Battlemage, 3 Mountain, 1 Blood Knight, 1 StingScourger, 1 Jaya Ballard, 1 Glint-Eye Nephilim, 2 Chord of Calling
Game 1: Blueboy3 (Mono-Green)
He gets Silhana Ledgewalker, and I get Gruul Guildmage, Wild Pair and Cloudstone Curio. He concedes before I do anything else.
Game 2: Noctourne81 (B/W/R Control)
He drops Urborg Syphon-Mage, and then starts hitting me with Soul Feast and Lava Axe, while dropping multiple Souls of the Faultless to the board to stymie my attack. In this game, I learn just how ridiculous Cloudstone Curio plus Wild Pair can be. I use Civic Wayfinder to ramp up to six mana to play Wild Pair. I then play Avalanche Riders to grab a second Avalanche Riders, kill two of his lands, and bounce the first Avalanche Riders and my Civic Wayfinder. During my upkeep, I stack echo, play Ashcoat Bear to bounce Avalanche Riders, fetch another Avalanche Riders, kill another land, use the Avalanche Riders to bounce Ashcoat Bear, play Avalanche Riders during my main phase to kill another land, fetch Shard Phoenix, bounce both of my Avalanche Riders.
On my next turn, I sacrifice Shard Phoenix, play Ashcoat Bears, grab another Shard Phoenix, bounce Ashcoat Bears, use Shard Phoenix to kill his Souls of the Faultless. On my upkeep, I return Shard Phoenix to my hand, cast it, fetch Avalanche Riders, and hit him for two. By the next turn, he's facing down a horde of 2/2 creatures with no lands on the board, and no permanents other than two signets. I win the game handily at this point.
I had planned on having Viridian Shaman in the deck, but somehow I forgot to include it! To fix this, out comes the Mystic Snake, and in goes Viridian Shaman.
Out: 1 Mystic Snake
In: 1 Viridian Shaman
Game 3: Skyhawk (R/W Slivers)
I play a third-turn Cloudstone Curio, and then play StingScourger to bounce one of his Slivers. I'm all set to get a loop of Ashcoat Bear/StingScourger set up, when he plays Stone Rain out of nowhere (Who runs Stone Rain in a Sliver deck?), taking out my only Forest, putting me under echo payment range and leaving me with only Mountains for the rest of the very short game. I lose with double Avalanche Rider, double Shard Phoenix, and Civic Wayfinder in my hand.
Game 4: Devlindice (U/B Reality Acid)
I get Wild Pair and double Cloudstone Curio. I then knock the beejeesus out of him with Avalanche Riders, Ashcoat Bear, and Shard Phoenix, recurring each of these guys a million times. This plays out similarly to Game 2, above.
Game 5: Maddprof (W/G Beatdown)
He leads with Mire Boa, Hedge Troll, and Watchwolf. I have an Ashcoat Bear and a Cloudstone Curio, but I misplay a Utopia Sprawl as red instead of green. In a turn where I would have blocked with the Bear, used Chord of Calling to fetch StingScourger, bounced my Bear, and bounced one of his guys, instead I block with Ashcoat Bear, look stupid with only one Forest and one green creature on the board, and lose my guy and the game.
Game 6: BrainBloodVolume (White Weenie)
He quickly knocks me down to six, while I get set up with Cloudstone Curio and Wild Pair. I throw in a couple of chump blocks with a pair of Ashcoat Bears early - I can drop a Bear, block one of his 2/2 flankers, and then bounce a bear with another bear thanks to the Curio. When I drop Wild Pair, I am able to get multiple Shard Phoenixes, ending his game plan of attacking with creatures. Avalanche Riders join the party over the next couple of turns, and in short order I complete the comeback.
Game 7: Gurgi (Null Profusion)
Gurgi is playing a Null Profusion combo deck. I begin setting up my combo, but he gets a quicker draw with Utopia Sprawl, Summer Bloom, and Null Profusion. Once his enchantment is on the board, he is able to Reclaim and Recollect Summer Bloom multiple times, allowing him to always be able to play lands for his Profusion. Early Harvest keeps his mana fresh, and I eventually die to back-to-back Grapeshots for 12 and 13.
Wild Pair 2-2 Rebooted 2.0
Wild Pair Lesson #3: Success Never Tasted So Sweet!
I have to admit - after several days trying to work out this deck on paper, and trying to work on the first two versions of this deck, I was very frustrated. There was nothing more satisfying then Game 2 of the 2-2 reboot. The deck finally came together in the fashion intended - Cloudstone Curio allowing me to recur creatures for Wild Pair, Wild Pair working as a come-from-behind card rather than a win-more card, and the ability to play the deck both as beatdown and as control. If you're looking to play around with a Wild Pair build, this third version (with the 2/2 creatures) is what I'd recommend!
Not that I didn't try one other deck…
Version #4: Slivers!
I'll let this one speak for itself.
Game 1: LegendsDM (U/B Control)
He kills my first two Spinneret Slivers, and then I get, in order, Firewake Sliver, Gemhide Sliver, Bonesplitter Sliver, and double Might Sliver, and run him over.
Game 2: Fink_The_Gobbo (R/W Control)
I get double Might Sliver , Gemhide Sliver, Bonesplitter Sliver, and Fury Sliver. He dies horribly to 32 points of double strike damage.
Game 3: Zigawrath (B/G Dredge)
I get run over with three Wild Pair in hand, and 5 lands on the board. Frown!
Game 4: Greatwhite13 (Slivers)
We get the mirror match, and he comes through with a lethal Fury Sliver backed by Firewake Sliver and 18 points of double-strike damage in one turn.
The problem with Slivers are that the ones that are good (Bonesplitter Sliver, Might Sliver) change the power/toughness of all Slivers. For instance, once you drop a Might Sliver to the board, there are only two Slivers you can tutor for (Fury with a 1/1, and Battering with a 2/2). Without a power/toughness altering Sliver, the 1/1 Slivers can only grab other 1/1 Slivers, and it's the 2/2 Slivers (Might/Bonesplitter) that you really want to grab. Furthermore, Slivers are a curve deck - you want to drop Slivers on turn two, three, four, and five. If all goes well, you'd rather drop another Sliver (in hand) on turn six, not a six-drop enchantment. Moreoever, Slivers thrive off of Slivers. In my 2/2 build, I'd often hold back an Ashcoat Bear for later use with Wild Pair or Cloudstone Curio. In this deck, the more Slivers you get to the board, the more powerful all your Slivers get. In short, friends don't let friends drive Slivers with a Wild Pair in hand!
As always, feedback and suggestions in the forums is appreciated! See you all next week, as we take the 2/2 build of Wild Pair, strip out the green, and start building a red-blue Aeon Chronicler deck. See you in seven!