My opponent played an intrepid hero while he had akroma's memorial giving it haste. He passes turn to my next opponent. The memorial gets destroyed on his turn. Later that turn, after the memorial is gone, my first opponent attempts to activate his intrepid hero. Can he do that because he previously had haste? How does this work?
Obviously it's not anywhere close to perfect. Not sure what my sideboard should be yet. Some choices in the deck are budget but I'll take any suggestions you have to offer. Thanks in advance.
Except the actual template on an Aura is 'You control enchanted Planeswalker.' 4 words.
If its an instant or sorcery it could go as "Gain control of target planeswalker" I know it doesnt fit with the enchantment theme but it would be a nice card for esper control that struggles with walkers. It'd have to be at least 5cmc tho
I am finding it extremely difficult to post my trade list, it will only recognize my haves and wants if I search for each single card and click on it. This is extremely tedious. I preferred just being able to type up all my cards, highlight them all, and then click on the card tag button.
First thing I noticed was a lack of Mutavault. The card, for obvious reasons is very good in any tribal based deck. A 4 of for sure. I also think that your counterspell suite is rather situational. While I like Essence Scatter, I feel that Syncopate and/or Dissipate are strictly better right now.
I also feel that Trait Doctoring is really that great. While I can see what you are trying to accomplish with it, I just feel it's too weak and conditional to run, more fish is better, like Coral Merfolk.
Thanks! Wow I cant believe I forgot to put Mutavault on that list! I do like the idea of having the coral merfolk so I might just cut down on a few counters. I think I'll try +4 Mutavault +1 Syncopate +2 Dissipate +4 Coral Merfolk -1 Trait doctoring -4 Essence Scatter -2 Negate -4 Island. I'll run it through some play tests on Cocktrice like that and see how it goes! Thanks
I think you're playing way too many counters. Swap out the counters for more removal, I actually think maybe -1 syncopate, -1 rewind, -1 far//away, +2doomblade, +1 warped physique. I think that should help. Also, in my esper control... I have started to get annoyed with think twice. I almost think I should run some more removal instead of that but its your call. Goodluck!
You may think I'm, however through my playtesting on Cockatrice, this Merfolk deck has proven to be quite formidable.
I have tested against Naya Slivers, Naya Blitz, and Bant Control and have been quite successful. That is without a sideboard put together. 2-0 v Slivers, 2-1 v Blitz, 2-1 v Bant.
I plan to take it to the next IQ near me. This is the decklist.
Please let me know any feedback about the sideboard possibilities or my main deck choices. It plays like a defensive aggro deck. The first turns are used to test the water and then tap down something via HoB or TM. Augur blocks most things well and Master comes down and boosts the team. Unsummon lets you usually gain some life and buy some turns or bounce a blocker and trigger cipher. You'd also be surprised how often Trait Doctoring is a blowout with Islandwalk on the board.
Thanks ahead of time!
There's no way that you'll be able to hang around if youre only playing guildgates and 1 swamp with playsets of drownyard and ghostquarter. I would probably just ditch maybe 2 guildgates and the 4 drownyards and get in 2 swamp 2 plains 2 island. I'd also just drop Elbrus, its just too much mana and too slow. Rakdos Keyrune is awesome so I would up that to 4. Youre right about Phylactory Lich being awesome with an indestructible artifact. Due to that I'd up the Liches to 4 and the Dsteel ingots to 4. Move the 2 Vessel of Endless Rest to the SB for Reanimator. Stuffy Doll is just too slow so I would either drop them all or definitely play blasphemos act in there somewhere. Being in esper colors, I would drop the contaminated ground and play some combination of devour flesh, warped physique, etc. Theres a bunch of great removal there. Unsummon is an easy way to just stay alive sometimes. Far//Away combines unsummon with edict so its nice removal in your colors. Those are just my suggestions. Also you could attempt to do an all in keyrune sort of deck that wants to supreme verdict and then bash face with keyrunes. Good luck!
I haven't taken the time to read through all the posts but I noticed a lot of posts on the first page that talked about force of will.... I'm really hoping they weren't saying that the previewed art was for Force of Will.. That art is way too bland for such an iconic badass card in magic's history.
Scenario 1
Keep the opener and pray for blue mana. If not, slap ethereal armor on pilgrim and go to town.
Scenario 2
Gain control of duskmatle seer using Olivia, swing for lethal.
That's about what I was doing. I just wasn't sure if a plains t1 would be better than a sunpetal tapped but still at least the sunpetal can lead to burning tree. Without that its basically done.
Due to the fact that Cavern of Souls is running $30. In Naya blitz do you think it is reasonable to run 4 Plains in place of them? Plains because hitting that T1 Champion of the Parish is really important. However this screws the chance of T1 Champion, T2 BtE into Lightning Mauler swing for 7. Any solution?
4x Invisible Stalker
2x Snapcaster Mage
4x Mana Leak
4x Gitaxian Probe
4x Sleight of Hand
4x Thoughtseize
4x Assorted Swords of * and *
3x Disfigure
1x Cryptic Command
2x Doom Blade
2x Vapor Snag
4x Drowned Catacomb
4x Creeping Tar Pit
2x Mutavault
6x Island
2x Swamp
Obviously it's not anywhere close to perfect. Not sure what my sideboard should be yet. Some choices in the deck are budget but I'll take any suggestions you have to offer. Thanks in advance.
If its an instant or sorcery it could go as "Gain control of target planeswalker" I know it doesnt fit with the enchantment theme but it would be a nice card for esper control that struggles with walkers. It'd have to be at least 5cmc tho
Thanks! Wow I cant believe I forgot to put Mutavault on that list! I do like the idea of having the coral merfolk so I might just cut down on a few counters. I think I'll try +4 Mutavault +1 Syncopate +2 Dissipate +4 Coral Merfolk -1 Trait doctoring -4 Essence Scatter -2 Negate -4 Island. I'll run it through some play tests on Cocktrice like that and see how it goes! Thanks
I think you're playing way too many counters. Swap out the counters for more removal, I actually think maybe -1 syncopate, -1 rewind, -1 far//away, +2doomblade, +1 warped physique. I think that should help. Also, in my esper control... I have started to get annoyed with think twice. I almost think I should run some more removal instead of that but its your call. Goodluck!
I have tested against Naya Slivers, Naya Blitz, and Bant Control and have been quite successful. That is without a sideboard put together. 2-0 v Slivers, 2-1 v Blitz, 2-1 v Bant.
I plan to take it to the next IQ near me. This is the decklist.
4x Merfolk Spy
4x Master of the Pearl Trident
4x Tidebinder Mage
4x Augur of Bolas
4x Trait Doctoring
4x Hands of Binding
4x Unsummon
4x Essence Scatter
2x Negate
22x Island
Please let me know any feedback about the sideboard possibilities or my main deck choices. It plays like a defensive aggro deck. The first turns are used to test the water and then tap down something via HoB or TM. Augur blocks most things well and Master comes down and boosts the team. Unsummon lets you usually gain some life and buy some turns or bounce a blocker and trigger cipher. You'd also be surprised how often Trait Doctoring is a blowout with Islandwalk on the board.
Thanks ahead of time!
Keep the opener and pray for blue mana. If not, slap ethereal armor on pilgrim and go to town.
Scenario 2
Gain control of duskmatle seer using Olivia, swing for lethal.