I think -1 Stonybrook schoolmaster for +1 land because Merrow commerce stacks. Schoolmaster? Not so much. Mana leak is... not that great actually. You'd either have two mana open to counter when you should be playing creatures, or it'd be too late and it has no reach. I'd rather play oblivion ring, because it's the most versatile removal in white, in my opinion.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
The idea is to get acces to the Wanderwine Prophets, the Summon the School and the Deepchannel Mentor to get a combo that gives me infinite turns. The other cards are to help me find them, get mana and keep any threats at bay.
Opinions are very welcome, as are any improvements.
EDIT: I was thinking to put in some Vedalken Aethermage to fetch some more wizards, and some Mana Severance To get rid of obsolete mana after i've reached 7-8 lands. Good idea, or not?
I'd rather run LoA and Aquitects's will to ensure unblockability, and put less focus on the wanderwine prophets combo.
Either that, or run Merfolk Soverieng, which ensures unblockability, but lasts only a turn. ALSO IT IS CHEAP AS POOP.
Also, you could run vedalken aethermage, but you'd still need to cast wanderwine prophets. Seahunter brings it directly on the battlefield, which greatly reduces the cost.
I think you should redo your spells section. Most of your counters aren't very good. I suggest taking most of the very situational counters for more broad counters, such as daze or counterspell. Daze is great because you can tap out early and still counter, while counterspell... is counterspell.
Why are you running kraken's eye? Is it a filler thing or a metagame thing?
You shouldn't run vivid lands. You're running basically two colors, and you don't need all this colors, and they both come into play tapped. I'd rather run a better CIPT land, like Sejiri Refuge. It provides the two colors you need and it gains you one life. It might not be much, but it's a much better choice than vivid meadow, which comes into play tapped, and can only provide two blue mana in the rest of the game.
This deck:
- Has unblockable damage through Islandwalk.
- Has card draw with Cold-Eyed Selkie and the two island spells.
- Has discard by Riptide Pilferer
- Can take away threats with Grimoire Thief
- Can lock the opponent with Stormtide Leviathan
- Can influence your draws with Halimar Depths
- Can counter important spells and take over creatures that are a threat.
However, I'm no expert in MtG and I surely don't know all the cards of the older series. So perhaps there are other options for this deck that will make it ever more fun.
However, I'm no expert in MtG and I surely don't know all the cards of the older series. So perhaps there are other options for this deck that will make it ever more fun.
Thanks in advance!
Ruben
Already looking pretty good. However, since you are already running Lord of Atlantis, Stormtide leviathan is pretty much useless. It won't be useful by turn 8, when the guy should be dead.
Cosi's trickster I find has not been very effective for me, unless I play a high-level group with fetches and the like. What's your group like?
You're going to want a playset of Merrow Reejerey. It's the second best lord, because it also acts as a pseudo-Stonybrook Banneret (Untap your lands with it).
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
I wanted to get advice on a merfolk deck I made on mws which I plan to purchase to play with my mates and I wanted some advice on what to keep, what to scrap etc. The main idea of this deck was to build up an army with the merfolk while countering with the spells
Should I remove cards like silvergill douser and such and replace them with more coralhelm commanders?
Silvergill douser is playable. I wouldn't suggest getting rid of them. I DO suggest running more Merrow Reejereys, because you should run at least 1 set of lords. Merrow Reejerey is the one that people use when not in LoA beatdown mode, I feel.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Hey guys, not sure if this is the right place for this question, but maybe some of you can shed some light on this?
...I was wondering about what happens when you have Wake Thrasher AND Merrow Commerce out. When MC un-taps all your creatures at the end of your turn, does the WT have the +x/+x for your opponent's turn, or does that get immediately canceled?
...I was wondering about what happens when you have Wake Thrasher AND Merrow Commerce out. When MC un-taps all your creatures at the end of your turn, does the WT have the +x/+x for your opponent's turn, or does that get immediately canceled?
Immediately gets canceled, because your turn ends. This is why you don't run merrow commerce with Wake thrasher ._.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Whatever bonus the Wake Thrasher had on it from the beginning of your turn would be cancelled anyway though when your turn ends, right? ...so, does it make that much difference?
Whatever bonus the Wake Thrasher had on it from the beginning of your turn would be cancelled anyway though when your turn ends, right? ...so, does it make that much difference?
Yeah, it does, because all your cards will untap at the end of your opponent's turn. Thus, he gets no bonus for your turn either, as there is nothing to untap apart from your lands that you tapped during their end step.
Decided on a millfolk because it uses just about all the cards I listed
Great primer, this deck is almost a complete copy, but I don't care it looks awesome
Wish I could fit stonybrook banneret, but there is virtually no room.
It could cut the cc of twenty-five cards in the deck if there were four copies of it in.
Yeah, it does, because all your cards will untap at the end of your opponent's turn. Thus, he gets no bonus for your turn either, as there is nothing to untap apart from your lands that you tapped during their end step.
What if you are running Wake Thrasher and Merrow Commerce AND Opposition?
All of your Merfolk would untap at the end of your turn, but you would then be tapping them on your opponent's turn to lock down their creatures/mana, right? ...and once your untap step comes, you would be untapping your lands AND your creatures, boosting the Wake Thrasher quite a bit more... or am I wrong?
What if you are running Wake Thrasher and Merrow Commerce AND Opposition?
All of your Merfolk would untap at the end of your turn, but you would then be tapping them on your opponent's turn to lock down their creatures/mana, right? ...and once your untap step comes, you would be untapping your lands AND your creatures, boosting the Wake Thrasher quite a bit more... or am I wrong?
Yeah, that could work. Try it and tell results?
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It should work really well ...I haven't been able to test it with Merrow Commerce yet because I have yet to get ahold of it, but running Wake Thrasher with Opposition was great - getting the Wake Thrasher to 10/10+ was no problem.
Running Merrow Commerce at the same time would make things that much better, since I could use any of my creatures to attack on my turn AND shut my opponent down on their turn with Opposition.
As you can tell, it is primarily an Aggro deck relying heavily on Islandwalk (Though I am thinking I need more than just Tidal Warrior to pull it off, not sure what else though), with Opposition + Merrow Commerce keeping my opponents under at least some control. Not sure what I could remove or add to make it more of a threat. Any ideas?
This is what I'd do personally. Multiple summon the schools become redundant, because you only need one active, so:
-1 Summon the school
Tidal warrior does the same thing as aquitect's, without the cantrip, but still necessary in case you don't draw an aquitect's
-1 Tidal Warrior.
Also, Sejiri Merfolk is a 2/1 First strike lifelink, but Silvergill adept gives you more steam. I like silvergill better, because it doesn't depend on you having plains. Consider replacing them.
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4 Merrow reejerey
4 Lord of atlantis
4 Tidal warrior
4 Wake thrasher
4 Stonybrook Banneret
4 Stonybrook Schoolmaster
4 Judge of Currents
2 Wanderwine prophets
4 Summon the School
4 Counterspell
4 Path to Exile
2 Opposition
Land:
12 Island
4 Plains
4 Wanderwine Hub
Would love some tips on this deck, what can go, what I can add. It is also 64 cards, is that acceptable, or should I still try to get it down to 60?
Thanks
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I'd rather run LoA and Aquitects's will to ensure unblockability, and put less focus on the wanderwine prophets combo.
Either that, or run Merfolk Soverieng, which ensures unblockability, but lasts only a turn. ALSO IT IS CHEAP AS POOP.
Also, you could run vedalken aethermage, but you'd still need to cast wanderwine prophets. Seahunter brings it directly on the battlefield, which greatly reduces the cost.
I think you should redo your spells section. Most of your counters aren't very good. I suggest taking most of the very situational counters for more broad counters, such as daze or counterspell. Daze is great because you can tap out early and still counter, while counterspell... is counterspell.
Why are you running kraken's eye? Is it a filler thing or a metagame thing?
You shouldn't run vivid lands. You're running basically two colors, and you don't need all this colors, and they both come into play tapped. I'd rather run a better CIPT land, like Sejiri Refuge. It provides the two colors you need and it gains you one life. It might not be much, but it's a much better choice than vivid meadow, which comes into play tapped, and can only provide two blue mana in the rest of the game.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Got this idea for a casual deck that is fun to play and combines aspects I think are typical blue characteristics.
4 Halimar Depths
18 Island
Creatures (22)
4 Cosi's Trickster
4 Lord of Atlantis
3 Grimoire Thief
3 Riptide Pilferer
4 Cold-Eyed Selkie
2 Seasinger
2 Stormtide Leviathan
4 Acquitect's Will
4 Spreading Seas
4 Counterspell
2 Mana Leak
2 Merrow Commerce
This deck:
- Has unblockable damage through Islandwalk.
- Has card draw with Cold-Eyed Selkie and the two island spells.
- Has discard by Riptide Pilferer
- Can take away threats with Grimoire Thief
- Can lock the opponent with Stormtide Leviathan
- Can influence your draws with Halimar Depths
- Can counter important spells and take over creatures that are a threat.
However, I'm no expert in MtG and I surely don't know all the cards of the older series. So perhaps there are other options for this deck that will make it ever more fun.
Thanks in advance!
Ruben
Merrow Reejerey
Stonybrook Banneret
Wake Thrasher
could all be good.
"Do not regret growing older. It is a privilege denied to many."
Already looking pretty good. However, since you are already running Lord of Atlantis, Stormtide leviathan is pretty much useless. It won't be useful by turn 8, when the guy should be dead.
Cosi's trickster I find has not been very effective for me, unless I play a high-level group with fetches and the like. What's your group like?
You're going to want a playset of Merrow Reejerey. It's the second best lord, because it also acts as a pseudo-Stonybrook Banneret (Untap your lands with it).
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
26x Islands
Creatures
2x Lullmage Mentor
1x Silvergill Douser
1x Wake Thrasher
1x Merrow Reejerey
2x Coralhelm Commander
2x Rootwater Thief
2x Merfolk Sovreign
1x Ambassador Laquatus
1x Thada Adel, Acquisitor
3x Drowner Initiate
2x Merfolk Skyscout
2x Wanderwine Prophets
2x Merrow Commerce
2x Convolute
2x Twincast
4x Deprive
3x Counterspell
4x Cancel
3x Rewind
2x Levitation
The reason I didnt get multiples of some cards was because I capped my self at $50 to spend on this deck no more.
Right now im thinking of getting rid of coralhelm commander for something else and maybe getting a lord of atlantis, but Im not sure
I recommend, as with most tribal decks, abuse tribal effects like Coralhelms final.
Silvergill douser is playable. I wouldn't suggest getting rid of them. I DO suggest running more Merrow Reejereys, because you should run at least 1 set of lords. Merrow Reejerey is the one that people use when not in LoA beatdown mode, I feel.
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stonybrook banneret
judge of currents
stonybrook schoolmaster
merrow commerce
summon the school
You guys have any idea's to make this really good?
will the day after tomorrow be today or yesterday?"
-Temporal Manipulation 101 final exam, Tolarian Academy
...
OH YESS
YESSSSS
*Devious grin*
You need to run some tap outlets, and what's a better tap outlet than Drowner of secrets? You should make millfolk.
Also, run Mothdust changling as a tap outlet for some stuff, and run Merrow reejerey for an alt-wincon, along with either LoA or Merfolk Sovereign,
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...I was wondering about what happens when you have Wake Thrasher AND Merrow Commerce out. When MC un-taps all your creatures at the end of your turn, does the WT have the +x/+x for your opponent's turn, or does that get immediately canceled?
Immediately gets canceled, because your turn ends. This is why you don't run merrow commerce with Wake thrasher ._.
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Yeah, it does, because all your cards will untap at the end of your opponent's turn. Thus, he gets no bonus for your turn either, as there is nothing to untap apart from your lands that you tapped during their end step.
Decided on a millfolk because it uses just about all the cards I listed
Great primer, this deck is almost a complete copy, but I don't care it looks awesome
4 mothdust changeling
4 grimoire thief
4 judge of currents
4 stonybrook schoolmaster
4 drowner of secrets
Spells: 19
4 shared discovery
3 swords to plowshares
3 merrow commerce
2 oblivion ring
4 sage's dousing
3 summon the school
10 island
3 plains
4 wanderwine hub
4 adarkar wastes
4 disenchant
Wish I could fit stonybrook banneret, but there is virtually no room.
It could cut the cc of twenty-five cards in the deck if there were four copies of it in.
will the day after tomorrow be today or yesterday?"
-Temporal Manipulation 101 final exam, Tolarian Academy
What if you are running Wake Thrasher and Merrow Commerce AND Opposition?
All of your Merfolk would untap at the end of your turn, but you would then be tapping them on your opponent's turn to lock down their creatures/mana, right? ...and once your untap step comes, you would be untapping your lands AND your creatures, boosting the Wake Thrasher quite a bit more... or am I wrong?
Yeah, that could work. Try it and tell results?
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Running Merrow Commerce at the same time would make things that much better, since I could use any of my creatures to attack on my turn AND shut my opponent down on their turn with Opposition.
4 Judge of Currents
4 Lord of Atlantis
4 Merrow Reejerey
4 Sejiri Merfolk
4 Stonybrook Banneret
4 Stonybrook Schoolmaster
4 Tidal Warrior
4 Counterspell
4 Summon the School
3 Opposition
3 Merrow Commerce
10 Island
6 Plains
4 Wanderwine Hub
As you can tell, it is primarily an Aggro deck relying heavily on Islandwalk (Though I am thinking I need more than just Tidal Warrior to pull it off, not sure what else though), with Opposition + Merrow Commerce keeping my opponents under at least some control. Not sure what I could remove or add to make it more of a threat. Any ideas?
This is what I'd do personally. Multiple summon the schools become redundant, because you only need one active, so:
-1 Summon the school
Tidal warrior does the same thing as aquitect's, without the cantrip, but still necessary in case you don't draw an aquitect's
-1 Tidal Warrior.
Also, Sejiri Merfolk is a 2/1 First strike lifelink, but Silvergill adept gives you more steam. I like silvergill better, because it doesn't depend on you having plains. Consider replacing them.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.