Sorry for all the questions, but I'm really trying to assemble this deck without buying the wrong cards. My budget is big enough to just purchase cards I want to test out.
What combos do you find yourself winning with most of the time? I have multiple combos in mine, but not nearly as much as yours. My combos consist of doing infinite with Kiki-Jiki, whether it be with a Necrotic Ooze (Kiki + Mogg Fanatic in the graveyard), Lightning Crafter, Thornbite Staff, etc... or getting infinite tokens with Krenko using Thornbite Staff or Aggravated Assault.
I wonder if I should add cards like Boggart Mob just because getting Kiki-Jiki and Goblin Bombardment seem pretty easy, and he's not bad on his own.
I don't want to go too deep on the combo plan where it hurts my ability to answer opponent's threats or hurts my aggro, though. Or maybe this is something I will need to test out. I'm trying to get the best of both worlds (aggro and combo), but maybe I should just stay focused on combo.
Having wraths, spot removal, tutors, draw, artifact equipment/utility, recursion, and other utility in the deck really makes my creature count low. Do you have anyway to amend this? My current creature count is 28. It's not horrible, but I'd like to raise it if possible. Hands with equipment and nothing to put it on is pretty horrible. I get creatures most of the time, but I'd still rather increase this number.
1) How good is Goblin Wizard in the deck? Besides that combo with him, is he there just to cheat stuff at the end step of turns to get passed sorcery removal?
2) Does Kormus Bell ever punish you for being black when you don't have the combo?
3) How much does Splinter Twin help being a 2nd Kiki-Jiki?
4) Goblin Bombardment any good? Seems like another 1 drop goblin sac outlet would be better like Goblin Sledder. Maybe use Skirk Fire Marshal for your infinite token infinite damage instead?
Am I the only one psyched for (and happily enjoying the awesomeness of):
Not to mention the insanity of Goblin Pyromancer, it makes for a devastatingly quick game. Trample/first strike/pumped (by at least 3 power [this is excluding possible lord effects already in play]) with 3-5 goblins on turn 4!?
Also, Curse of Stalked Prey and Curse of the Nightly Hunt: enchantments that help the gobs or not? I think the Nightly Hunt is only viable if you're going for the 'suicide red' build I'm hinting at with the Legion Loyalist, but I'm still playtesting the Stalked Prey.. Has anyone else tried it?
I like him, but if we're talking Legacy, most of the cards there are still not worth it, even if this guy makes him better. Personally, I was most excited for this guy plus Goblin Piledriver. Goblin Pyromancer is pretty ridiculous, though; I'm just not sure because it may be too "ALL IN" for my taste.
i built maelstrom wanderer last weekend and i have two things to report back about:
1. selective memory is indeed very fun and very powerful. and also i really like playing with any card that your opponents first have to read, then think about, and only then do they understand how powerful it is. so much fun.
2. jokulhaups and devastation won me every game that i cast them. the ability to hit one on the first cascade and then end up with potentially two large hasty creatures against creatureless, manaless opponents was insane. i'm sure i'll get bored of these cards soon enough but for now i'm in it to win it.
I don't know what it is, but I hate splashing any color in Merfolk, especially red or green. Black and white feel somewhat Merfolk-y, but red and green? I understand it's the best deck, but it feels more like a fad for the moment.
Hoping that there are some good mono blue cards for Merfolk in RTR.
Disrupting Shoal is the best we can get for a free counterspell, but it surprisingly has been very good. Can discard Rune Snag to make it more powerful and also Spell Pierce when it's useless in the late game. Modern's curve is very low so I've been impressed with it. Also, it's one of those cards that you hard cast a lot more than you think in the late game. With Rune Snag, I've always been one of those guys where "RUNE SNAG IS WAY BETTER THAN MANA LEAK," and how it has minor synergy with Disrupting Shoal, I thought it was a very good include. Also, you play 4 or none, so that explains the decisions on the numbers. Spell Pierce is a good card. Discard later in the game if you don't need it. Good early counterspell, and think the deck needs a one mana counterspell besides Cursecatcher. Maybe not. Help me out.
I think I have all of the essential Merfolk creatures in my deck, and I don't really see a point in trying to jam a one-of Kira, Great Glass-Spinner or Coralhelm Commander, although I still may take out a Spreading Seas or something for a one-of between one, or both, of those two.
Now the 4-of Spreading Seas I realize is not a common thing to do, but I really like it. Now having 8 Lord of Atlantis, your Merfolk sure become unblockable quick with this card. Even if they destroy it somehow, you drew a card, so a 2-for-one most of the time. If your hand is flooded with them (no pun intended), you can just discard it to Disrupting Shoal or at the worst it cycles for 2 mana. Just one of those cards that's almost never dead and sometimes just screws over your opponent.
I really like the lands I have for this deck. With the 4 Spreading Seas, it tempts me to go on a bit of a LD plan, so that's why I have the 3 Tectonic Edge. I also think the synergy is cool, how Spreading Seas doesn't destroy the land, so Tectonic Edge will still probably get to a land. I have 4 Mutavault in the deck because it's one of the best lands ever printed and it's excellent in a Merfolk deck. And the Cavern of Souls is just so good in this deck. Since none of the non-creature spells have really hard blue mana cost, it doesn't hurt the mana, almost not at all. Having your Merfolk not be counterable is nice...very nice. So seems like an auto-include if your mana requirements are similar to mine. With all my play-testing, 21 lands, (10 colorless, 11 islands) seems like the sweet spot, so I just have 11 islands for said reason. I may edit around how the numbers are with my colorless lands, but I think definitely want the 11/10 ratio.
Help is always appreciated, so recommend me some cards.
Sorry for the lack of posting, I guess committing to a new clan during school tests wasn't a very good idea. I am sorry for the lack of additions I have been giving to the forum, but I do wish to participate a bit later - honest. Nice group of people here with very common interests, so why should I not wish to be a part? Just saying this in case you think I forgot about the thread, but as I said before, I'm just very, very, very, very, very, very, really, very busy. Hope you all can understand that. I will participate here more eventually.
Xaxaar Augmentum :2mana::symu::symg:
Planeswalker - Xaxaar
[+1] Draw a card. You may plan an additional land this turn.
[+1] Untap target permanent you control or tap target permanent an opponent controls, it doesn't untap during your next untap step.
[-7] You get an emblem with "You may cast non-land cards as though they had flash. Whenever you cast a spell, you may return target permanent to its owner's hand."
{3}
Aaaand that's all from me for now, gotta get back to work. This may be a bit overpowered/uncoordinated, but don't think I have much time to fine-tune and whatnot. Just enjoy this proto-type.
I has sadness because I see many good U/R and R/B spells... and then there's the fact mine probably wont get posted till wednesday because Im going to be doing homework that's due tuesday night on monday/tuesday
Yeah, I can relate. There's never enough time in the day, is there?
Btw, has anyone made any UG cards yet? If not...dibs! If so... I will make it a mission, a personal goal if you will, to make some cards. I never get to do things like this and school work shouldn't bog me down. Color me determined.
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What combos do you find yourself winning with most of the time? I have multiple combos in mine, but not nearly as much as yours. My combos consist of doing infinite with Kiki-Jiki, whether it be with a Necrotic Ooze (Kiki + Mogg Fanatic in the graveyard), Lightning Crafter, Thornbite Staff, etc... or getting infinite tokens with Krenko using Thornbite Staff or Aggravated Assault.
I wonder if I should add cards like Boggart Mob just because getting Kiki-Jiki and Goblin Bombardment seem pretty easy, and he's not bad on his own.
I don't want to go too deep on the combo plan where it hurts my ability to answer opponent's threats or hurts my aggro, though. Or maybe this is something I will need to test out. I'm trying to get the best of both worlds (aggro and combo), but maybe I should just stay focused on combo.
Having wraths, spot removal, tutors, draw, artifact equipment/utility, recursion, and other utility in the deck really makes my creature count low. Do you have anyway to amend this? My current creature count is 28. It's not horrible, but I'd like to raise it if possible. Hands with equipment and nothing to put it on is pretty horrible. I get creatures most of the time, but I'd still rather increase this number.
I don't know if putting down the whole deck list would be spam or not, so I'll just send the mtgvault link: http://www.mtgvault.com/parabola/decks/edh-wort-boggart-auntie/
1) How good is Goblin Wizard in the deck? Besides that combo with him, is he there just to cheat stuff at the end step of turns to get passed sorcery removal?
2) Does Kormus Bell ever punish you for being black when you don't have the combo?
3) How much does Splinter Twin help being a 2nd Kiki-Jiki?
4) Goblin Bombardment any good? Seems like another 1 drop goblin sac outlet would be better like Goblin Sledder. Maybe use Skirk Fire Marshal for your infinite token infinite damage instead?
Also, is playing all those sub-par goblins just for Thornbite Staff really necessary? I can understand Mogg Fanatic, but cards like Goblin Fireslinger?
I like him, but if we're talking Legacy, most of the cards there are still not worth it, even if this guy makes him better. Personally, I was most excited for this guy plus Goblin Piledriver. Goblin Pyromancer is pretty ridiculous, though; I'm just not sure because it may be too "ALL IN" for my taste.
May I see your deck-list?
Hoping that there are some good mono blue cards for Merfolk in RTR.
I like it so far.
Disrupting Shoal is the best we can get for a free counterspell, but it surprisingly has been very good. Can discard Rune Snag to make it more powerful and also Spell Pierce when it's useless in the late game. Modern's curve is very low so I've been impressed with it. Also, it's one of those cards that you hard cast a lot more than you think in the late game. With Rune Snag, I've always been one of those guys where "RUNE SNAG IS WAY BETTER THAN MANA LEAK," and how it has minor synergy with Disrupting Shoal, I thought it was a very good include. Also, you play 4 or none, so that explains the decisions on the numbers. Spell Pierce is a good card. Discard later in the game if you don't need it. Good early counterspell, and think the deck needs a one mana counterspell besides Cursecatcher. Maybe not. Help me out.
I think I have all of the essential Merfolk creatures in my deck, and I don't really see a point in trying to jam a one-of Kira, Great Glass-Spinner or Coralhelm Commander, although I still may take out a Spreading Seas or something for a one-of between one, or both, of those two.
Now the 4-of Spreading Seas I realize is not a common thing to do, but I really like it. Now having 8 Lord of Atlantis, your Merfolk sure become unblockable quick with this card. Even if they destroy it somehow, you drew a card, so a 2-for-one most of the time. If your hand is flooded with them (no pun intended), you can just discard it to Disrupting Shoal or at the worst it cycles for 2 mana. Just one of those cards that's almost never dead and sometimes just screws over your opponent.
I really like the lands I have for this deck. With the 4 Spreading Seas, it tempts me to go on a bit of a LD plan, so that's why I have the 3 Tectonic Edge. I also think the synergy is cool, how Spreading Seas doesn't destroy the land, so Tectonic Edge will still probably get to a land. I have 4 Mutavault in the deck because it's one of the best lands ever printed and it's excellent in a Merfolk deck. And the Cavern of Souls is just so good in this deck. Since none of the non-creature spells have really hard blue mana cost, it doesn't hurt the mana, almost not at all. Having your Merfolk not be counterable is nice...very nice. So seems like an auto-include if your mana requirements are similar to mine. With all my play-testing, 21 lands, (10 colorless, 11 islands) seems like the sweet spot, so I just have 11 islands for said reason. I may edit around how the numbers are with my colorless lands, but I think definitely want the 11/10 ratio.
Help is always appreciated, so recommend me some cards.
Also...dammit Fluffy, you took blue/green!!
Planeswalker - Xaxaar
[+1] Draw a card. You may plan an additional land this turn.
[+1] Untap target permanent you control or tap target permanent an opponent controls, it doesn't untap during your next untap step.
[-7] You get an emblem with "You may cast non-land cards as though they had flash. Whenever you cast a spell, you may return target permanent to its owner's hand."
{3}
Aaaand that's all from me for now, gotta get back to work. This may be a bit overpowered/uncoordinated, but don't think I have much time to fine-tune and whatnot. Just enjoy this proto-type.
Yeah, I can relate. There's never enough time in the day, is there?
Btw, has anyone made any UG cards yet? If not...dibs! If so... I will make it a mission, a personal goal if you will, to make some cards. I never get to do things like this and school work shouldn't bog me down. Color me determined.