I don't need anyone else to play Merfolk
There were three of us and that was 2 too many.
I like swimming under the radar and not bother with mirror matches.
Low Merfolk number equals lesser focus on Merfolk hate equals more wins for me
Well I had a rather sub-par night. Decided to go with 2 Cosi's to keep the curve and a pair of pierces(I know it's a bad habit, but the meta I left was very combo-heavy so my default is mainboard counters) Ended up going 2-2, losing to affinity and Elves. Didn't resolve a single MoW all night, so I can't really judge his impact. Harbinger was super nice, wish I had a 4th...though his effect is situationally narrow if you don't have a vial out, so maybe I want to keep at 3. Big takeaway was that I still think snag is a necessary card in the deck, and I'm upset at myself for considering dropping to 3. It does so much work, I'll never not play a full set.
But I think moving forward, Snag is gonna be my only mainboard instant. Gonna go a counterless main to push through my old habits. Which leaves me with 1 slot left to commit to a 2nd Phantasmal Image, a 4th Master of Waves, or a 4th Merrow Reejerey. Possibly 2 of those if I decide I'd prefer one of those over a 4th Harbinger.
I won against RG Tron and UW control/blink, tied with 4c gifts (looked more like Abzan to me, didn't see gifts in 2 games) and lost to WR soul sisters / lifelink brew. I also saw a couple more people on Tron (mostly U), a bunch of Eldrazi & Taxes and Grixis Delvers / Control.
First thing I noticed is that I don't have enough ways to deal with creatures. The 2 Dismembers are fine and Echoing Truth is a nice catch all (although not so great against Siege Rhino) but in games I couldn't find a Spreading Seas and was facing a couple of creatures I just couldn't get through. This was especially true against the RW brew that played Archangel of Thune + Lone Rider, but I'm not too worried about my sideboard not being too relevant for brews I won't see much.
I think Vapor Snag needs to come in. I also think a second Kira, Great Glass-Spinner in the sideboard would help as there are a lot of grixis / jeskai decks running around at that store. Vapor Snag also helps there to save my creatures.
I've also never played vs. affinity at that store in the 4 months or so I've been playing there (I know there's 1 guy playing it but I don't know if he's there every week) so maybe the recalls aren't needed. I could probably replace them by Sea's Claim for more mana disruption with all the tron / 3 colour decks running around. Spreading Seas was amazing yesterday, winning me 2 games on its own.
2-2 last night. Lost to goblins (can't beat then going under me as well as pile-driver). And esper spirits (probably a good match up), but just drew a LOT of lands, which keeps happening so I might cut a land 0_o
Beat GR land destruction and RUG Traverse pretty handily though
Fish newbie here and I've got a few questions on the match against suicide zoo. At 34:18, why didn't the zoo player use his gurmag angler to block Nikachu's mutavault ?
Also, why did Nikachu held back and didn't attack with his master of the pearl trident?
Fish newbie here and I've got a few questions on the match against suicide zoo. At 34:18, why didn't the zoo player use his gurmag angler to block Nikachu's mutavault ?
Also, why did Nikachu held back and didn't attack with his master of the pearl trident?
Mutavault was unblockable due to Islandwalk. As for why he didn't attack with the master, it doesn't make a difference as the opponent is dead anyway (slaughter pact would be one card the opponent could cast here maybe? It'd be incredibly strange in death's shadow, and even then would not due anything because of Kira). Assuming there was some possible combination of cards for the opponent to find a way out, attacking with the master doesn't change that - if they can somehow kill something they can either kill the master and then they can block something else with Angler now that Islandwalk is gone or simply kill something else and block the master to kill it. If they somehow had a way to gain life to survive the attack he went with (also not sure what the hell that'd be), attacking with master doesn't change that as it just runs into the Angler and dies for free.
Played this 75 at last weekend's PPTQ, lost in the finals to Naya Burn. Been impressed with V Clique coming in from the sideboard, anyone else tried V Clique? Will be sleeving up roughly this 75 for this weekend's GP Guangzhou.
Fish newbie here and I've got a few questions on the match against suicide zoo. At 34:18, why didn't the zoo player use his gurmag angler to block Nikachu's mutavault ?
Also, why did Nikachu held back and didn't attack with his master of the pearl trident?
Mutavault was unblockable due to Islandwalk. As for why he didn't attack with the master, it doesn't make a difference as the opponent is dead anyway (slaughter pact would be one card the opponent could cast here maybe? It'd be incredibly strange in death's shadow, and even then would not due anything because of Kira). Assuming there was some possible combination of cards for the opponent to find a way out, attacking with the master doesn't change that - if they can somehow kill something they can either kill the master and then they can block something else with Angler now that Islandwalk is gone or simply kill something else and block the master to kill it. If they somehow had a way to gain life to survive the attack he went with (also not sure what the hell that'd be), attacking with master doesn't change that as it just runs into the Angler and dies for free.
Thanks. Also, I didn;t notice the zoo player had a steam vents in play hence the islandwalk.
2-0 vs. W/G Hatebears. Very favorable matchup for us - not much to say.
1-2 vs. Affinity. First time I've seen Affinity in a while. I *have* to make room for Hurkyl's in SB. I was trying to avoid it... but needs to happen.
2-0 vs. Abzan Company - kept pressure up early both games and rolled pretty easily.
1-2 vs. Kikki-Chord - this is a matchup I usually do well with, but kept some iffy hands and G3 I got hit by Engineered Explosives 3 times. 1 too many to overcome. Ah well.
Mostly I'm happy with my deck list and will be heading down to Indy tomorrow. Just gotta figure out how to squeeze in Recall.
Obviously the 2x Steel Sabotage can come out. The other spots are a bit tougher. I could dump the Gut Shots, but the times when I bring them in they are always useful. Could conceivably drop 1x Harbinger and 1x Tidebinder and run a 2/2 or 2/1 split in main. I could push my 3rd Snag into main and cut one of my 3 Denials, but they have honestly been fantastic for me in this wonky build of mine and I like the consistency that 3 bring. Decisions, decisions...
Also thinking about dropping a Wanderwine or 2 and upping my Island count. Are people still running Choke? I'm not seeing it, but no telling what the GP meta will bring.
Edited out Grafdigger's Cage from Living End, that won't work at all
Edited Infect to side out 2 spreading seas.
Edited Scapeshift to include a +1 relic -1 Snag. They usually run a few Snapcasters and we could cantrip into useful counters.
Edited Elves to change to leave in Seas claim and side out all Spreading Seas
As usual, leave any comments on any huge mistakes.
Maindeck
14 Island
1 Oboro, Palace in the Clouds
1 Minamo, School at Water’s Edge
4 Mutavault
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
2 Merrow Reejerey
2 Kira, Great Glass Spinner
4 Master of Waves
Is 8 seas really the way to go from now on? I admit I have been having trouble at my local shop with the old stock list, even after swapping to vapor snag, but we have tried it before to mediocre (but fun) results.
I notice that you included 2x Cage's and 1x Relic and I'd kind of like to hear your thoughts on this. I've been running 2x Relics and keep trying to find a spot for 1x Cage but haven't done it yet. I've had pretty good success against the likes of Nahiri-Chord and Abzan Company without it. I feel like Relic does a pretty solid job against Snapcaster but I honestly haven't faced a lot of the Dredge and gy based decks running around. Last time I saw Grishoalbrand was GP Detroit and Living End is once in a blue moon.
I've been kinda concerned that Cage will just get blown up by boarded in artifact hate, where Relic is at least a reasonable cantrip.
There is one question i have about your sideboard guide:
Why do you board out Seas claim over Spreading seas against fast decks?
You board out Seas Claim over Spreading Seas against racy matchups. I rarely get to my last card against them making the added redraw from seas less of a problem.
Affinity: for example i rarely have the time to spend 2 mana for seas, but one mana for claim is easier to make free. Sure, seas could draw you into recall, but you might not have the mana and /or life left to cast it.
Merfolk: i NEVER get out of cards. Its pretty much just racing to 20 damage. Claim is a lot easier on mana. That being said i would board out 6seaseffects and leave in 2. Rest could be remands.
Infect: I hate casting seas for cmc2 in that matchup. I'm supposed to play a threat while keeping disruption in hand post turn 2. Using 2 of my lands for that makes me cringe everytime.
It has been a long time since i played 8 seas, so this is purely theoretical but reducing the manacosts of a seas effect in those matchups sounds right over being aware of cardadvantage.
This is a completely legit question regarding keeping claim boarding out spreading seas. I didnt test it enough, but I'm going to keep seas vs affinity because we are playing with Hurkyl's Recall and I want to dig to it. I don't have any excuse for the other match ups, so you are welcome to shave Spreading seas there instead.
I have some problems with the list. Cage is excellent versus Coco, but that's a deck on decline. It's the worst piece of sideboard interaction versus Dredge. It doesn't actually manipulate their graveyard which is what you want to do. You want to exile stuff permanently. They will bring in sb hate to kill the Cage.
The other part is the 8 seas. Yes it screws the opponent but it's awful in the mirror, and no removal versus the likes of Infect and Bant Eldrazi preboard? Yikes!
It is an interesting list but I don't think it's worth it. There's so many fast deck out there that cutting all the removal seems really bad. Add to this the amount of times you seem to board out the Sea's Claim and I am of the opinion the card is not worth it.
Unfortunately I played vs dredge only once out of the 100 games I playtested. Dredge has innovated a lot and got a lot fast and more efficient and I was unsure if Relic would cut it. All the recent fish results had 2 grafdigger's cage in the sideboard so I'm just trusting results.
I'm not worried about the fast decks, that's what Sea's Claim is for! They won't play spell's at all
I have some problems with the list. Cage is excellent versus Coco, but that's a deck on decline. It's the worst piece of sideboard interaction versus Dredge. It doesn't actually manipulate their graveyard which is what you want to do. You want to exile stuff permanently. They will bring in sb hate to kill the Cage.
The other part is the 8 seas. Yes it screws the opponent but it's awful in the mirror, and no removal versus the likes of Infect and Bant Eldrazi preboard? Yikes!
It is an interesting list but I don't think it's worth it. There's so many fast deck out there that cutting all the removal seems really bad. Add to this the amount of times you seem to board out the Sea's Claim and I am of the opinion the card is not worth it.
Cage is much better against Dredge than Relic imo. With either we want to drop it early (or risk them going off when we don't have it on board) but Relic then needs us to hold up mana to crack it at the right time each turn (the first ability generally being irrelevant unless they are doing something wrong, tapping out makes the thing completely useless whether they have removal for it or not). We generall would want to crack it the first time it looks like they'll get a decent amount of power in play (t2 or t3 if we're lucky), but we're also delaying ourselves a ton in the process (by setting outsleves back a turn on mana). In a worst case scenario for Cage where they have turn two removal for it, we've still delayed anything from happening until their third turn and have gotten to play a two drop on our second turn. In that situation, Relic will have drawn us a card and eliminated their graveyard, but at best we have a vial with no counters or a cursecatcher in play. Relic takes an advantage there, but I really wouldn't call it a huge one (their graveyard will still be pretty miniscule. In the scenario where they don't have hate removal in their opening hand (in addition to everything else they need to make an opening hand work), on the other hand, they need to not dredgs and naturally draw into an answer for the cage which is very often a free win (even if they find frmoval for it we've delayed then more than enough). Cage I can just drop and ignore while I begin my own gameplan, which just fits so much better with what we need to be doing in the matchup. I still run a Relic (on one of each atm) because of how generally useful it is (especially aginst grindy matchups), but Cage is far and away the card I'd rather see against dredge.
As for 8 seas, I compeltely agree. Can't say that it seems even close to worth it.
As usual, leave any comments on any huge mistakes.
Maindeck
14 Island
1 Oboro, Palace in the Clouds
1 Minamo, School at Water’s Edge
4 Mutavault
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
2 Merrow Reejerey
2 Kira, Great Glass Spinner
4 Master of Waves
If you are trying to stop Living End with Grafdigger's Cage, that would be a mistake to bring in. Living end brings in the creatures from exile which Grafdigger's doesnt affect.
If you are trying to stop Living End with Grafdigger's Cage, that would be a mistake to bring in. Living end brings in the creatures from exile which Grafdigger's doesnt affect.
You're right! It's late and I just wasn't thinking.
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There were three of us and that was 2 too many.
I like swimming under the radar and not bother with mirror matches.
Low Merfolk number equals lesser focus on Merfolk hate equals more wins for me
But I think moving forward, Snag is gonna be my only mainboard instant. Gonna go a counterless main to push through my old habits. Which leaves me with 1 slot left to commit to a 2nd Phantasmal Image, a 4th Master of Waves, or a 4th Merrow Reejerey. Possibly 2 of those if I decide I'd prefer one of those over a 4th Harbinger.
4 Cursecatcher
4 Harbinger of the Tides
1 Kira, Great Glass-Spinner
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Master of Waves
4 Merrow Reejerey
4 Silvergill Adept
Spells / Other (11)
2 Dismember
4 Spreading Seas
1 Echoing Truth
4 Æther Vial
7 Island
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds
4 Wanderwine Hub
3 Cavern of Souls
3 Dispel
4 Hurkyl's Recall
3 Negate
2 Relic of Progenitus
3 Tidebinder Mage
I won against RG Tron and UW control/blink, tied with 4c gifts (looked more like Abzan to me, didn't see gifts in 2 games) and lost to WR soul sisters / lifelink brew. I also saw a couple more people on Tron (mostly U), a bunch of Eldrazi & Taxes and Grixis Delvers / Control.
First thing I noticed is that I don't have enough ways to deal with creatures. The 2 Dismembers are fine and Echoing Truth is a nice catch all (although not so great against Siege Rhino) but in games I couldn't find a Spreading Seas and was facing a couple of creatures I just couldn't get through. This was especially true against the RW brew that played Archangel of Thune + Lone Rider, but I'm not too worried about my sideboard not being too relevant for brews I won't see much.
I think Vapor Snag needs to come in. I also think a second Kira, Great Glass-Spinner in the sideboard would help as there are a lot of grixis / jeskai decks running around at that store. Vapor Snag also helps there to save my creatures.
I've also never played vs. affinity at that store in the 4 months or so I've been playing there (I know there's 1 guy playing it but I don't know if he's there every week) so maybe the recalls aren't needed. I could probably replace them by Sea's Claim for more mana disruption with all the tron / 3 colour decks running around. Spreading Seas was amazing yesterday, winning me 2 games on its own.
Modern
RGB Grishoalbrand
U Merfolks
Legacy
U Merfolks
Beat GR land destruction and RUG Traverse pretty handily though
Modern UMerfolkU
Legacy UMerfolkU
Standard XWhatever's GoodX
Fish newbie here and I've got a few questions on the match against suicide zoo. At 34:18, why didn't the zoo player use his gurmag angler to block Nikachu's mutavault ?
Also, why did Nikachu held back and didn't attack with his master of the pearl trident?
Mutavault was unblockable due to Islandwalk. As for why he didn't attack with the master, it doesn't make a difference as the opponent is dead anyway (slaughter pact would be one card the opponent could cast here maybe? It'd be incredibly strange in death's shadow, and even then would not due anything because of Kira). Assuming there was some possible combination of cards for the opponent to find a way out, attacking with the master doesn't change that - if they can somehow kill something they can either kill the master and then they can block something else with Angler now that Islandwalk is gone or simply kill something else and block the master to kill it. If they somehow had a way to gain life to survive the attack he went with (also not sure what the hell that'd be), attacking with master doesn't change that as it just runs into the Angler and dies for free.
https://youtu.be/Jm8JaHDW1KA
Best of luck to all fish pilots this weekend!
4 Cursecatcher
2 Harbinger of the Tides
2 Kira, Great Glass-Spinner
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Master of Waves
4 Merrow Reejerey
4 Silvergill Adept
1 Phantasmal Image
Spells / Other (12)
2 Vapor Snag
4 Spreading Seas
1 Dismember
4 Æther Vial
1 Remand
12 Island
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds
1 Cavern of Souls
1 Ghost Quarter
2 Spell Pierce
4 Hurkyl's Recall
1 Negate
1 Relic of Progenitus
2 Sea's Claim
2 Grafdigger's Cage
1 Pithing Needle
1 Vendillion Clique
1 Unified Will
Legacy - Merfolk
Thanks. Also, I didn;t notice the zoo player had a steam vents in play hence the islandwalk.
2-0 vs. W/G Hatebears. Very favorable matchup for us - not much to say.
1-2 vs. Affinity. First time I've seen Affinity in a while. I *have* to make room for Hurkyl's in SB. I was trying to avoid it... but needs to happen.
2-0 vs. Abzan Company - kept pressure up early both games and rolled pretty easily.
1-2 vs. Kikki-Chord - this is a matchup I usually do well with, but kept some iffy hands and G3 I got hit by Engineered Explosives 3 times. 1 too many to overcome. Ah well.
Mostly I'm happy with my deck list and will be heading down to Indy tomorrow. Just gotta figure out how to squeeze in Recall.
4x Cursecatcher
4x Silvergil Adept
3x Harbinger of the Tide
4x Lord of Atlantis
4x Master of the Pearl Trident
4x Phantasmal Image
3x Merrow Reejery
2x Master of Waves
Spells
4x Aether Vial
4x Spreading Seas
3x Stubborn Denial
2x Vapor Snag
4x Mutavault
1x Cavern of Souls
1x Oboro, Palace in the Clouds
1x Minamo, School at Water's Edge
2x Wanderwine Hub
10x Island
3x Tectonic Edge
3x Tidebinder Mage
2x Relic of Progenitus
2x Steel Sabotage
2x Dispel
2x Gutshot
1x Vapor Snag
Obviously the 2x Steel Sabotage can come out. The other spots are a bit tougher. I could dump the Gut Shots, but the times when I bring them in they are always useful. Could conceivably drop 1x Harbinger and 1x Tidebinder and run a 2/2 or 2/1 split in main. I could push my 3rd Snag into main and cut one of my 3 Denials, but they have honestly been fantastic for me in this wonky build of mine and I like the consistency that 3 bring. Decisions, decisions...
Also thinking about dropping a Wanderwine or 2 and upping my Island count. Are people still running Choke? I'm not seeing it, but no telling what the GP meta will bring.
Edited out Grafdigger's Cage from Living End, that won't work at all
Edited Infect to side out 2 spreading seas.
Edited Scapeshift to include a +1 relic -1 Snag. They usually run a few Snapcasters and we could cantrip into useful counters.
Edited Elves to change to leave in Seas claim and side out all Spreading Seas
As usual, leave any comments on any huge mistakes.
Maindeck
14 Island
1 Oboro, Palace in the Clouds
1 Minamo, School at Water’s Edge
4 Mutavault
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
2 Merrow Reejerey
2 Kira, Great Glass Spinner
4 Master of Waves
4 Aether Vial
4 Spreading Seas
4 Sea’s Claim
Sideboard
4 Hurkyl’s Recall
4 Remand/Unified Will/Negate
1 Dispel
3 Vapor Snag
2 Grafdigger’s Cage
1 Relic of Progenitus
Jund/Abzan
+3 Vapor Snag
+1 Relic of Progenitus
-4 Aether Vial
Death’s Shadow Zoo (Suicide Zoo)
+3 Vapor Snag
+1 Dispel
-4 Master of Waves
Affinity
+4 Hurkyl’s Recall
+3 Vapor Snag
-4 Master of Waves
-3 Seas Claim
Bant Eldrazi
+3 Vapor Snag
-3 Seas Claim
Death and Taxes Eldrazi
+2 Vapor Snag
-2 Cursecatcher
Merfolk
+3 Vapor Snag
+1 Dispel
-4 Sea’s Claim
Burn
+1 Dispel
+1 Remand
-2 Merrow Reejerey
GW Hatebears
+3 Vapor Snag
-3 Sea’s Claim
Soul Sisters
+3 Vapor Snag
-3 Sea’s Claim
Bogels
+1 Dispel
+2 Vapor Snag
-3 Harbinger of the Tides
Tron
+4 Remand
-2 Master of Waves
-2 Kira, Great Glass Spinner
Nahiri Control
+4 Remand
+1 Dispel
+3 Vapor Snag
+1 Relic of Progenitus
-4 Harbinger of the Tides
-1 Island
-4 Sea’s Claim
GR Valakut
+4 Remand
+1 Dispel
-1 Harbinger of the Tides
-4 Sea’s Claim
Grixis Control
+4 Remand
+1 Dispel
+1 Relic of Progenitus
+3 Vapor Snag
-4 Sea’s Claim
-4 Harbinger of the Tides
-1 Merrow Reejerey
Dredge
+2 Grafdigger’s Cage
+1 Relic of Progenitus
+3 Remand
-4 Sea’s Claim
-2 Master of Waves
Infect
+3 Vapor Snag
+1 Dispel
-2 Master of Waves
-2 Spreading Seas
Abzan Company
+2 Grafdigger’s Cage
+1 Relic of Progenitus
+1 Dispel
+3 Vapor Snag
+1 Remand
-4 Master of Waves
-4 Sea’s Claim
Scapeshift
+4 Remand
+1 Dispel
+2 Vapor Snag
+1 Relic of Progenitus
-4 Sea’s Claim
-4 Spreading Seas
Ad Nauseam
+4 Remand
+1 Dispel
+3 Hurkyl’s Recall
-4 Sea’s Claim
-4 Spreading Seas
Living End
+4 Remand
+1 Dispel
+1 Relic of Progenitus
-4 Sea’s Claim
-2 Spreading Seas
Elves
+3 Vapor Snag
+2 Grafdigger’s Cage
+1 Dispel
-2 Sea’s Claim
-4 Spreading Seas
UMerfolkU
Legacy
UMerfolkU
Commander
RWBAlesha, Who Smiles At DeathRWB
I notice that you included 2x Cage's and 1x Relic and I'd kind of like to hear your thoughts on this. I've been running 2x Relics and keep trying to find a spot for 1x Cage but haven't done it yet. I've had pretty good success against the likes of Nahiri-Chord and Abzan Company without it. I feel like Relic does a pretty solid job against Snapcaster but I honestly haven't faced a lot of the Dredge and gy based decks running around. Last time I saw Grishoalbrand was GP Detroit and Living End is once in a blue moon.
I've been kinda concerned that Cage will just get blown up by boarded in artifact hate, where Relic is at least a reasonable cantrip.
https://www.youtube.com/watch?v=lPzcXT2lOK8
This is a completely legit question regarding keeping claim boarding out spreading seas. I didnt test it enough, but I'm going to keep seas vs affinity because we are playing with Hurkyl's Recall and I want to dig to it. I don't have any excuse for the other match ups, so you are welcome to shave Spreading seas there instead.
I'm not worried about the fast decks, that's what Sea's Claim is for! They won't play spell's at all
Cage is much better against Dredge than Relic imo. With either we want to drop it early (or risk them going off when we don't have it on board) but Relic then needs us to hold up mana to crack it at the right time each turn (the first ability generally being irrelevant unless they are doing something wrong, tapping out makes the thing completely useless whether they have removal for it or not). We generall would want to crack it the first time it looks like they'll get a decent amount of power in play (t2 or t3 if we're lucky), but we're also delaying ourselves a ton in the process (by setting outsleves back a turn on mana). In a worst case scenario for Cage where they have turn two removal for it, we've still delayed anything from happening until their third turn and have gotten to play a two drop on our second turn. In that situation, Relic will have drawn us a card and eliminated their graveyard, but at best we have a vial with no counters or a cursecatcher in play. Relic takes an advantage there, but I really wouldn't call it a huge one (their graveyard will still be pretty miniscule. In the scenario where they don't have hate removal in their opening hand (in addition to everything else they need to make an opening hand work), on the other hand, they need to not dredgs and naturally draw into an answer for the cage which is very often a free win (even if they find frmoval for it we've delayed then more than enough). Cage I can just drop and ignore while I begin my own gameplan, which just fits so much better with what we need to be doing in the matchup. I still run a Relic (on one of each atm) because of how generally useful it is (especially aginst grindy matchups), but Cage is far and away the card I'd rather see against dredge.
As for 8 seas, I compeltely agree. Can't say that it seems even close to worth it.
If you are trying to stop Living End with Grafdigger's Cage, that would be a mistake to bring in. Living end brings in the creatures from exile which Grafdigger's doesnt affect.