My deck is far from complete and really needs help. The Goal is the usual draw-ramp-fatties but I need to put an emphasis on strengthening my anti-control and anti-combo. Id rather have a deck weakened against midrange and aggro but I really hate being controlled and comboed.
- Does my ramp need more ramp? What ramp from my ramp list needs to be cut?
- Which counter spells would you recommend to hate control?
- I really really lack good fatties. Would like cards that bypass counterspells lke Genesis Hydra or Flash Creatures.
- Which of green's Naturalize effectswould you reccomend?
- which simic spells would crap over blue super permission decks?
- blue fatties or green fatties?
- is aetherling a good edh card?
I think your amount of ramp (as in the number of deck slots) is good. There's always a balance somewhere of ramp to business spells.
I find the best ramp I play is the two casting cost kind. The'res a huge advantage in going from two lands on turn two, to four (tapped) lands on turn three. It's never bad to have extra lands, but the 6th and 7th lands aren't as critical to me as the first few.
If I could afford it it'd be in the mix for sure. Nature's Lore and Three Visits Bring in land type: forest untapped! So you can quickly get to two spells a turn territory
Oracle is so good it's almost broken. An extra land a turn, plus playing them off the top? Absolutely at the top of the power curve. You actually end up praying to top deck a land every turn.
The other thing that'll make a big difference is Sol Ring. Totally the business since the early 90s.
As far as counters go, what I look for is a) cheap to cast, b) low colour requirements, c) tempo advantage
What you ideally like to do is counter a more expensive spell with a cheaper one. Make your opponents invest 2-3 mana on a coounterspell, and then fight back with a 0-1 mana one. You need to keep less mana open, letting you make more plays, then defend your position with cheap counters. The cheap counters I play are
Swan song is the best because it can hit three different types of spell. Dispel is great for instant speed removal, eg Chaos Warp or fighting a counter war.
For spells with low colour requirements, the next two I choose are hard counters.
Arcane denial is great as it cantrips you. The downside is less if you are able to play more spells in a turn than your opponent. It's not good them getting two cards if they can only cast 1 a turn. Also if there are more than 2 players the other players are not getting any extra, but you do. Memory Lapse is an all star, which seems a bit counter intuitive. After all you have to deal with the threat again next turn. Don't forget that it costs the opponent their draw as well, effectively Time Walking them as they have to run the turn back. You get a full other turn with the knowledge of what is coming. Both these spells cost blue and one colourless. Great for baiting people in. Often people re looking to see if you have two blue open as a counter. If you have ablue and a green you can catch them by surprise.
Last but not lest are the (expensive) tempo counters.
Thanks for all the help guys, i've been building it and trying to solidify it while using your suggestios, but did not want to post until it was semi-complete.
leaving me wit about ten more options. I've been thinking of adding the haste boots, lightning greaves or swiftfoot boots. Also thinking woodfall primus for hate. Also Oracle of Mul Daya i do not own, so i use courser of kruphix as a stand in. Maybe I should add Explore?
Consider playing a few clone-type cards in your build. They're in mine to either clone one of the many merfolk lords or to clone Zegana herself (and draw me a pile of cards).
I think garruks packleader is a waste here. You need a creature with 3 power or greater to trigger it, and you aren't playing more than like 10? At most, it will draw you a card or two. not really what you want in a 5 drop 4 power creature. Garruk's horde is much the same, though at least he's 7/7 trampler. Indeed, you're in blue, so creature based draw isn't as needed. In it's place I would run the dirt cheap mythic woodland bellower. It finds solutions and quickly. Whether it's a wood elves to fix your mana, an eternal witness to return a counterspell, or a reclamation sage to nuke a problem permanent, it finds them all. If you want creature based stuff, then maybe the oldie but goodie momir vig? If in blue and I wanted a creature to do the flash thing with, I believe I would go with teferi, mage of zhalfir. He has the added advantage of giving counterspell decks and suspend the middle finger. Similarly, if I want to play off the top of my library, future sight or magus of the future do a pretty good job of being useful here.
Courser is a perfectly good substitute for Oracle if that's what you have. Courser also combos well with Exploration if you come across one in your travels.
As far as Naturalize effects, you've got most of the ones I use. My ranking for those sort of effects is Instant speed, versatility, cost, extra, special bonus effects. First of all in my meta, all the removal needs to be instant speed. If someone is comboing off I want to be able to play an answer to stop them mid combo. As such, although Song of the Dryads is a very strong card, it never makes my lists due to being sorcery speed.
Versatility. Because I have limited slots in my deck for answers I want cards that can hit the largest number of permanent types. Beast Within is the all star here, as it's any permanent type. Combined with instant speed, is almost an auto include in green lists. Other good choices are those that hit both artifact and enchantments. I prefer those over either artifact OR enchantment with upside.
Cost. Nature's claim only costs 1, hits both artifact and enchantments at instant speed, so that is great. Otherwise there are good options at 2 mana. Cost is important as I want to leave the minimum mana open to respond. Three is too much for my taste. However there are exceptions.
Extra special bonus effects. Krosan Grip is the exception. I'm happy to pay the one extra mana for split second. Split second is so good it's busted. A great anti-control card, and punishes people getting cute with their Oblivion Stones and Disks. I will pay the extra mana for such a good effect. The other one I go to is Deglamer. Versatile cheap, and extra effect of shuffling in. It interacts with indestructible artifacts, and can prevent recursion shenanigans with Regrowth and Recall.
As such the ones that have made my decks, in order of preference, are
I only use Reclamation Sage if the cretureness is important. That's usually if I can search for it with a Green Sun's Zenith or[/card]Chord of Calling[/card], or Survival of the Fittest. Otherwise I prefer my answers at instant speed.
I think it's not so much which Simic spells are hard for permission decks to deal with so much as when you play your spells.
As StonerofKruphix noted, in Simic you get access to a lot of flash options. Playing at instant speed, before your untap phase is the bestway to combat a heavy control deck.
Control decks want to be leaving open mana to respond to your plays on your turn. If you force them to respond end of turn, before you untap you stand a better chance of using up there responses by overwhelming them in a very short time frame.
I also have a semi competitive budget build of Zegana that I am trying to get to the next step . my meta is very competitive , we play at the lgs for packs and hyper combo expensive build like sdisi artifacts, derevi stax, and tasigur control are the norm . its usually just a race to see who can combo off with force back up first . this has forced me to move away form the ramp into fatties plan some as its more ramp into fatties that also have combo or anti combo potential but it still is not quite have the oomph to hang with the uber expensive builds . I am aware that if I had the willingness to just drop the money for cryptic, force , mana drain , and possibly crypt it would be a big help, and I may but part of my fun with this deck is trying to get it there without the expensive and obvious cards, although my main win con right now is drake- dead-eye, I am thinking of adding food chain and mist hollow as that combo synergizes real well with prime speaker . the new selvala from take the crown has also played super busted so I am thinking of adding the intruder alarm to optimize her tap ability and some card s that go well with that
"Please don't disillusion me. I haven't had breakfast yet."
-Children of the Mind
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be
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1 Prime Speaker Zegana
Ramp
2 Sword of the Animist
2 Mind Stone
2 Sakura-Tribe Elder
3 Cultivate
3 Kodama's Reach
3 Nissa's Piligrimage
4 Explosive Vegetations
4 Seek the Horizons
6 Nissa's Renewal
Draw
1 Brainstorm
2 Coiling Oracle
2 Elvish Visionary
4 Concentrate
4 Harmonize
4 Fact or Fiction
5 Jace's Ingenuity
5 Urban Evolution
5 Garruk's Packleader
6 Opportunity
2 Genesis Hydra
3 Genesis Wave
3 Chord of Calling
6 Dead-Eye Navigator
6 See the Unwritten
7 World Breaker
7 Giant Adephage
9 Rite of Replication
11 Ulamog, The Infinite Gyre
Planeswalkers
4 Garruk Wildspeaker
5 Garruk, Primal Hunter
6 Garruk, Caller of Beasts
4 Kiora, the Crashing Wave
4 Kiora, Master of the Deeps
5 Nissa, Worldwaker
1 Swan Song
2 Negate
2 Counter Spell
3 Dissolve
3 Dissipate
My deck is far from complete and really needs help. The Goal is the usual draw-ramp-fatties but I need to put an emphasis on strengthening my anti-control and anti-combo. Id rather have a deck weakened against midrange and aggro but I really hate being controlled and comboed.
- Does my ramp need more ramp? What ramp from my ramp list needs to be cut?
- Which counter spells would you recommend to hate control?
- I really really lack good fatties. Would like cards that bypass counterspells lke Genesis Hydra or Flash Creatures.
- Which of green's Naturalize effectswould you reccomend?
- which simic spells would crap over blue super permission decks?
- blue fatties or green fatties?
- is aetherling a good edh card?
Green antienchantments Unravel the Aether and Deglamer get rid of indestructibles, like gods.
Terra Stomper dodges countermagic. Winding Canyons provides flash for all your critters.
Teferi, Mage of Zhalfir and Hall of Gemstone can ruin countermagic.
Draining Whelk plays nice with your general; Voidslime, Stifle, Trickbind, and Krosan Grip can all break combos.
Cheers!
Krichaiushii on PucaTrade.
I think your amount of ramp (as in the number of deck slots) is good. There's always a balance somewhere of ramp to business spells.
I find the best ramp I play is the two casting cost kind. The'res a huge advantage in going from two lands on turn two, to four (tapped) lands on turn three. It's never bad to have extra lands, but the 6th and 7th lands aren't as critical to me as the first few.
So the green ramp I like to play is
If you're made of money you could also use
Three Visits
If I could afford it it'd be in the mix for sure. Nature's Lore and Three Visits Bring in land type: forest untapped! So you can quickly get to two spells a turn territory
Oracle is so good it's almost broken. An extra land a turn, plus playing them off the top? Absolutely at the top of the power curve. You actually end up praying to top deck a land every turn.
The other thing that'll make a big difference is Sol Ring. Totally the business since the early 90s.
What you ideally like to do is counter a more expensive spell with a cheaper one. Make your opponents invest 2-3 mana on a coounterspell, and then fight back with a 0-1 mana one. You need to keep less mana open, letting you make more plays, then defend your position with cheap counters. The cheap counters I play are
Swan song is the best because it can hit three different types of spell. Dispel is great for instant speed removal, eg Chaos Warp or fighting a counter war.
For spells with low colour requirements, the next two I choose are hard counters.
Arcane denial is great as it cantrips you. The downside is less if you are able to play more spells in a turn than your opponent. It's not good them getting two cards if they can only cast 1 a turn. Also if there are more than 2 players the other players are not getting any extra, but you do. Memory Lapse is an all star, which seems a bit counter intuitive. After all you have to deal with the threat again next turn. Don't forget that it costs the opponent their draw as well, effectively Time Walking them as they have to run the turn back. You get a full other turn with the knowledge of what is coming. Both these spells cost blue and one colourless. Great for baiting people in. Often people re looking to see if you have two blue open as a counter. If you have ablue and a green you can catch them by surprise.
Last but not lest are the (expensive) tempo counters.
All are awesome. Force of will is the best (in my opinion) but all of them will let you counter a spell for no mana, or ramp you on your next turn.
6 Prime Speaker Zegana
Hate Package (11)
1 Nature's Claim
2 Deglamer
2 Unravel the Aether
2 Naturalize
2 Back to Nature
1 Dispel
1 Swan Song
2 Negate
2 Disdainful Stroke
2 Counterspell
5 Rite of Undoing
Ramp Package (11)
1 Sol Ring
1 Burgeoning
1 Exploration (to order)
2 Sword of the Animist
2 Farseek
2 Rampant Growth
2 Sakura-Tribe Elder
3 Cultivate
3 Kodama's Reach
3 Nissa's Pilgrimage
4 Explosive Vegetation
1 Skullclamp
5 Jace's Ingenuity
5 Mystic Confluence (to order)
5 Tidings
4 Fact or Fiction
6 Opportunity
Creature Package (7)
3 Eternal WItness
3 Reclamation Sage
3 Trygon Predator
3 Nissa, Vastwood Seer (to order, after rotation)
3 Courser of Kruphix
5 Mulldrifter
5 Acidic Slime
Beatface Package (11)
5 Conclave Naturalists
5 Garruk's Packleader
6 Hydra Broodmaster
6 Soul of the Harvest
6 Dead-Eye Navigator
7 Gaea's Revenge
7 Sphinx of the Final Word (to order)
7 Sphinx of Thune (to order)
7 Garruk's Horde
7 Giant Adephage
6 Aetherling
4 Kiora, Master of the Depths
5 Garruk, Primal Hunter
6 See the Unwritten
8 Praetor's Counsel (To order)
9 Rite of Replication
Nonbasic lands (13)
1 Nykthos, Shrine to Nyx
1 Myriad Landscape
1 Alchemist's Refuge (to order)
1 Boseiju, Who Shelters All (to order)
1 Winding Canyons (to order)
1 Temple of the False Gods
1 Lumbering Falls
1 Yavimaya Coast
1 Breeding Pool (to order)
1 Hinterland Harbor (to order)
1 Temple of Mystery
1 Command Tower
1 Command Beacon
14 Forest
11 Island
leaving me wit about ten more options. I've been thinking of adding the haste boots, lightning greaves or swiftfoot boots. Also thinking woodfall primus for hate. Also Oracle of Mul Daya i do not own, so i use courser of kruphix as a stand in. Maybe I should add Explore?
edit
Also: Do I need treasure cruise or Dig Through Time? or Maybe Temporal Trespass as I only have 1 delve card.
Also I have Cryptic Command, Brainstorm, Quicken and Thought Scour. In general should I use these cantrips?
Ordering a capsize as well Yeva as well
Here's the list for reference: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/571497-zegana-merfolk-tribal
Consider playing a few clone-type cards in your build. They're in mine to either clone one of the many merfolk lords or to clone Zegana herself (and draw me a pile of cards).
Credit to DolZero for this awesome sig!
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
As far as Naturalize effects, you've got most of the ones I use. My ranking for those sort of effects is Instant speed, versatility, cost, extra, special bonus effects. First of all in my meta, all the removal needs to be instant speed. If someone is comboing off I want to be able to play an answer to stop them mid combo. As such, although Song of the Dryads is a very strong card, it never makes my lists due to being sorcery speed.
Versatility. Because I have limited slots in my deck for answers I want cards that can hit the largest number of permanent types. Beast Within is the all star here, as it's any permanent type. Combined with instant speed, is almost an auto include in green lists. Other good choices are those that hit both artifact and enchantments. I prefer those over either artifact OR enchantment with upside.
Cost. Nature's claim only costs 1, hits both artifact and enchantments at instant speed, so that is great. Otherwise there are good options at 2 mana. Cost is important as I want to leave the minimum mana open to respond. Three is too much for my taste. However there are exceptions.
Extra special bonus effects. Krosan Grip is the exception. I'm happy to pay the one extra mana for split second. Split second is so good it's busted. A great anti-control card, and punishes people getting cute with their Oblivion Stones and Disks. I will pay the extra mana for such a good effect. The other one I go to is Deglamer. Versatile cheap, and extra effect of shuffling in. It interacts with indestructible artifacts, and can prevent recursion shenanigans with Regrowth and Recall.
As such the ones that have made my decks, in order of preference, are
I only use Reclamation Sage if the cretureness is important. That's usually if I can search for it with a Green Sun's Zenith or[/card]Chord of Calling[/card], or Survival of the Fittest. Otherwise I prefer my answers at instant speed.
As StonerofKruphix noted, in Simic you get access to a lot of flash options. Playing at instant speed, before your untap phase is the bestway to combat a heavy control deck.
Control decks want to be leaving open mana to respond to your plays on your turn. If you force them to respond end of turn, before you untap you stand a better chance of using up there responses by overwhelming them in a very short time frame.
Cards to consider are
Also as perviously noted, Seedborn Muse is the best creature option in the whole deck. It's beyond busted.
Combine it with Capsize or Alchemist's Refuge for fun and profit.
current prime speaker list
worldly tutor
brainstorm
traverse teh ulvenwald
evolutionary leap
rampant growth
farseek
sylvan library
arcane denial
memory lapse
conterspell
cackling counterpart
krosan grip
kodama's reach
search for tomorrow
eldritch evolution
jace, architect of thought
birthing pod
natural order
abundance
pattern of rebirth
green sun's zenith
mystic confluence
selvala's stampede
nissa's renewal
spitting image
zendikar resurgent
dig throughn time
time stretch
sol ring
simic signet
thought vessel
commander's sphere
maze of ith
windswept heath
breeding pool
yavimaya coast
temple of msytetry
lumbering fallls
botanical sanctum
thornwood falls
simic growth chamber
simic giuldgate
novijen, heart of progress
llanowar reborn
okina, temple to the grandfathers
evolving wilds
teramorphic expanse
reliquart tower
myria landscape
vivid creek
8 forest
8 island
Click here for free Mudholes
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be