Ok so I haven't posted in a long while or even played standard in a while (my schedule doesnt give me much time for anything other then limited right now), but I tested this a bit on MtGO beta server and it was very powerful and fun. Basically a counter burn deck with creatures that benefit from all the instants. I am trying to see if I can make it competitive and see what thoughts you may have. Here is the current list:
Sideboard right now is mostly color hosing and more counterspells, but I could see it being some kind of transformative board.
Basically the deck revolves around the 'spells matter' guys and if you can untap after casting one you are in good shape. Otherwise things that protect them (counters), things that let them hit players (unblockable and cant block effects) and anything with rebound is great. Thoughts and ideas?
Ok so I haven't posted in a long while or even played standard in a while (my schedule doesnt give me much time for anything other then limited right now), but I tested this a bit on MtGO beta server and it was very powerful and fun. Basically a counter burn deck with creatures that benefit from all the instants. I am trying to see if I can make it competitive and see what thoughts you may have. Here is the current list:
Sideboard right now is mostly color hosing and more counterspells, but I could see it being some kind of transformative board.
Basically the deck revolves around the 'spells matter' guys and if you can untap after casting one you are in good shape. Otherwise things that protect them (counters), thinks that let them hit players (unblockable and cant block effects) and anything with rebound is great. Thoughts and ideas?
Originally I thought Dragon Fodder to be a cool card and perfect for this deck. In my testing it has been unimpressive to say the least.
I dropped the 4 I was playing for a third Sarhkan Vol a 4th thoughtsieze and 2 Vexing Shusher!
the shusher is a great 2 drop that works for torrenting back a creature of an early profane command target (x=2). I run 2 of each. Best of all the get him in early against fairies/bant/or anything running cryptics (that mill deck?) and its good times. Anyone else thinking or using this guy? in minimal testing he's been great.
So, is the persist version considered better than the more hardcore tokens version? My deck runs Dragon FodderGilt Leif Ambush and Marsh Flitter with Torrent of Souls but still has the feel of this deck because alot of the cards are similar.
So are they different decks completely, or just different builds? Which is better?
To me it seems that the other cards in the deck work nicely without the Kelpie. Though, obviously it ties the deck together. Honestly, decks run those cards aren't really a concern for me (aside from Kithkin running unmake). The deck I am most concerned about beating is Mono Red Demigod. The quick agro and late game burn/demigod recursion is tough. I think in a long game against something like QnT, the card advantage of the Kelpie could shine through. At the very least, it would give me the opportunity to out play the opponent.
I know a while back there was a LRW/SHM block constructed deck based around this guy and Raven's Crime. If I recall correctly it was U/B. Is this viable now? Here's a makeshift (;)) list:
This (I think) will make the core of the deck. A problem is early agro, as the curve is pretty high. I was thinking of Mind Stone for accel. Also, a two-drop removal spell is good to have alongside shriekmaw, either nameless inversion or terror. other counters and card draw might be possible, like: negate or ponder.
To go more discard, thoughtsieze and mind shatter or both viable options, but it remains to be seen if the two early damage will matter. Bitterblossom fits under the same argument. Is the lifeloss worth the early defense. A great card, but doesn't really fit the theme of abusing the Kelpie.
Another idea is to splash white. Esper charm seems good. It takes out BB and other nasty enchantments while reinforcing the discard theme. It gives the option to play the BW 2/2 that RFG's a card, and possibly kitchin finks if the white became more prevelant.
Your thoughts?? I really like the idea and the interaction River Kelpie has with persist, reanimation, and unearth (if there were and really good unearth cards). well maybe, Corpse Connesiour. What's your take?
I like this deck because the main Tier 1 decks right now are creature based, and the fogs take care of them fairly handely. The tutors give you option of a toolbox sideboard (I'll get to that ) and the lifegain keeps you alive against all the Burn decks running around and makes sure your Spiteful Visions doesn't kill you. I wanted to try and fit Syphon Life in the deck to use all the excess land you end up drawing, but Profane Command just seems so much better as a finisher, removal and a way to get back your lifegaining creatures. Yay versatility!
I can't wait to play this deck so I can back up my thoughts, but I think this is close to the optimal list. Here are my initial ideas for SB stuff:
I'm sure there's more that I'm forgetting at the moment, but It's getting late. Also, I like the Sleeper Agent idea, but like the Syphon Life just couldn't find room. Thoughts?
This deck is clearly not budget if you look at some of the cards in the main deck. Vendilion Clique isn't bad, I just would'nt know what to take out- maybe the solo Wydwen for one clique. I just don't like how it gets chumped by BB tokens.
I'm thinking I might drop some cards/ tool with the build to fit in atleast 3 AEthermages. Start it towards more of a toolbox, adding Oona, Sower, Teferi and maybe one of the equipment. I also really like the AEthermage because it can bounce changlings (mutavaults) at instant speed as well as the wizard cycling at end of opponents turn if you didnt need to counter anything.
I just noticed this thread and the one that had the top 8 in it. How do you guys play against each other and such? How does this all work? A PM would be fine if that works too. Thanks
I think there is just so many cool wizards in standard right now, that they deserve a deck to call their own (they already have a piece of equipment and a counterspell). I'm still getting the cards together and will start testing it as soon as I can, but initial thoughts and comments are welcome.
SB Options: Vedalken AEthermage (bounces CC, tutors for Venser, etc) Terror (for nameless against big guys) Yixlid Jailer (a wizard that says no to graveyard shinanigans) Willbender (for heavy spot removal) Teferi (good against Faeries and much more) Magus of the Abyss (seems like a cool way to take out difficult dudes)
So far it seems like it should be quite resilient. Early disruption, counters and efficient guys is usually a good combination. the shadow guildmage can start pinging with red mana online or saves my guys or lets me reuse venser/ pit keeper. Mostly everything plays duel roles: attacking, countering, recurring, drawing me cards, bouncing. The SB could use some tooling still but I like it so far. Thoughts/comments??
I played Merfolk (mono blue version) at Chicago regionals, finishing 6-3. I lost out on packs because my OMW was lousy, landing me 50th out of 300 exactly. I ran a standard mono blue list, missing 2 cryptics so I ran 2 remove soul which was actually really good for me, and 2 psionic blast (an all star all day for me).
Rd 1: 2-0 W Faeries. Both games I attack him to 5, psi blast him and let his bitterblossom finish him off.
Rd 2: 2-0 W Lark/Gargadon. He turn one suspends gargadon both games, but thats about all I see him do before fish overwhelm him.
Rd 3: 1-2 L Mirror. I had a pretty bad SB because I didn't have much time to get the cards. I lose game 3 to Merfolk Assassin
Rd 4: 2-1 W Mirror. This time I expect his assassin out of the board and played around it and mutavaulted my way to a W.
Rd 5: 0-2 L B/G Elves. A good played and a hard matchup. It wasn't a blowout, but each turn it seemed like I was falling behind more and more. His guys were bigger.
Rd 6: 0-2 L Burn. I played Adrian Sullivan here, obviously a great player and the worst matchup for me. He burned all my guys and beat down with man lands. Also, he used Orcish Librarian nicely, so props for that.
Rd 7: 2-0 W Faeries. The guy wasn't an experienced Faerie player, giving me all I needed to win with ease.
Rd 8: 2-1 W Mirror. This went a lot like round 4 did for me. I seemed steadily in control after losing the damage race in game 1.
Rd 9: 2-1 W R/G beats. This deck won game 1 with 2 well timed firespouts. games 2 and 3 I had good agro draws, psi blasts for his chameleon collossuses and counters for everything else.
6-3 finish. Overall I was happy with my decks performance. At 18 points, I had a chance for packs but missed out. There were some with 18 who got packs though. Merfolk is a good deck, with a better board I could have beat the burn deck and elf deck. I'm just not sure what I needed to use. See you in August for grinders Chicago.
@Jeebus
How is prickly boggart working as a 1-drop prowl enabler? It seems solid, but the evasion seems less applicable in standard than in limited. Do you think the benefit of Knucklebone witch would outweight the lack of fear? I think at the very least it deserves consideration.
Also, I'm thinking Oona's Blackguard deserves a 4-of and Aunties Snitch could cut down to 3 (maybe). Stinkdrinker Bandit seems either great or lowsy, so maybe 4 isn't right...maybe 4 Blackguard and 2 Bandit.
Thanks Miscalcul8edRisk! that was helpful and interesting. My list is a lot like yours, sans counterspells. I've been thinking of adding remands and one pact (can be tutored on combo turn). I'll continue to tweak it and post my decklist. I think it can have game against some real good decks in the format, also the element of suprise in game 1 should not be underestimated.
11 Guys:
4 Kiln Fiend
4 Surrakar Spellblade
3 Goblin Shortcutter
26 Spells:
4 Lightning Bolt
4 Staggershock
3 Burst Lightning
2 Surreal Memoir
4 Negate
3 Deprive
4 Ponder
2 Distortion Strike
23 Land:
4 Halimar Depths
4 Smoldering Spires
4 Scalding Tarn
5 Mountain
6 Island
Sideboard right now is mostly color hosing and more counterspells, but I could see it being some kind of transformative board.
Basically the deck revolves around the 'spells matter' guys and if you can untap after casting one you are in good shape. Otherwise things that protect them (counters), things that let them hit players (unblockable and cant block effects) and anything with rebound is great. Thoughts and ideas?
11 Guys:
4 Kiln Fiend
4 Surrakar Spellblade
3 Goblin Shortcutter
26 Spells:
4 Lightning Bolt
4 Staggershock
3 Burst Lightning
2 Surreal Memoir
4 Negate
3 Deprivce
4 Ponder
2 Distortion Strike
23 Land:
4 Halimar Depths
4 Smoldering Spires
4 Scalding Tarn
5 Mountain
6 Island
Sideboard right now is mostly color hosing and more counterspells, but I could see it being some kind of transformative board.
Basically the deck revolves around the 'spells matter' guys and if you can untap after casting one you are in good shape. Otherwise things that protect them (counters), thinks that let them hit players (unblockable and cant block effects) and anything with rebound is great. Thoughts and ideas?
Not the right forum for this.
I dropped the 4 I was playing for a third Sarhkan Vol a 4th thoughtsieze and 2 Vexing Shusher!
the shusher is a great 2 drop that works for torrenting back a creature of an early profane command target (x=2). I run 2 of each. Best of all the get him in early against fairies/bant/or anything running cryptics (that mill deck?) and its good times. Anyone else thinking or using this guy? in minimal testing he's been great.
So are they different decks completely, or just different builds? Which is better?
I know a while back there was a LRW/SHM block constructed deck based around this guy and Raven's Crime. If I recall correctly it was U/B. Is this viable now? Here's a makeshift (;)) list:
Creatures:
3 River Kelpie
4 Mulldrifter
2 Shriekmaw (could be more, depends on amount of black/art crits)
3 Sower of Temptation
2 Oona, Queen of the Fae
1 Puppateer Clique
Spells:
2/3 Raven's Crime (not sure the right number to combo w/kelpie but not get a flood)
4 Cryptic Command
3 Makeshift Mannequin
2 Profane Command
3 Broken Ambitions
This (I think) will make the core of the deck. A problem is early agro, as the curve is pretty high. I was thinking of Mind Stone for accel. Also, a two-drop removal spell is good to have alongside shriekmaw, either nameless inversion or terror. other counters and card draw might be possible, like: negate or ponder.
To go more discard, thoughtsieze and mind shatter or both viable options, but it remains to be seen if the two early damage will matter. Bitterblossom fits under the same argument. Is the lifeloss worth the early defense. A great card, but doesn't really fit the theme of abusing the Kelpie.
Another idea is to splash white. Esper charm seems good. It takes out BB and other nasty enchantments while reinforcing the discard theme. It gives the option to play the BW 2/2 that RFG's a card, and possibly kitchin finks if the white became more prevelant.
Your thoughts?? I really like the idea and the interaction River Kelpie has with persist, reanimation, and unearth (if there were and really good unearth cards). well maybe, Corpse Connesiour. What's your take?
FoGs (11)
4 Batwing Brume
4 Dawn Charm
3 Holy Day
The Turbo (7)
4 Howling Mine
3 Spiteful Visions
Creatures (7)
4 Martyr of Sands
3 Kitchen Finks
Board Sweepers (3)
3 Wrath of God
Tutors (3)
3 Idyllic Tutor
Toolbox (5)
1 Story Circle
1 Runed Halo
1 Oblivion Ring
2 Profane Command
Land (24)
4 Fetid Heath
4 Caves of Koilos
1 Urborg, Tomb of Yawgmoth
9 Plains
6 Swamp
I like this deck because the main Tier 1 decks right now are creature based, and the fogs take care of them fairly handely. The tutors give you option of a toolbox sideboard (I'll get to that ) and the lifegain keeps you alive against all the Burn decks running around and makes sure your Spiteful Visions doesn't kill you. I wanted to try and fit Syphon Life in the deck to use all the excess land you end up drawing, but Profane Command just seems so much better as a finisher, removal and a way to get back your lifegaining creatures. Yay versatility!
I can't wait to play this deck so I can back up my thoughts, but I think this is close to the optimal list. Here are my initial ideas for SB stuff:
Wheel of Sun and Moon: tutorable, against merfolk mill or combo mill
CoP Red/Black: Tutorable, Obvious
Extripate/ Faerie Macabre Graveyard/combo hate is good
Wispmare/ Disenchant artifact/enchantmet removal, what sideboards are for
I'm sure there's more that I'm forgetting at the moment, but It's getting late. Also, I like the Sleeper Agent idea, but like the Syphon Life just couldn't find room. Thoughts?
I'm thinking I might drop some cards/ tool with the build to fit in atleast 3 AEthermages. Start it towards more of a toolbox, adding Oona, Sower, Teferi and maybe one of the equipment. I also really like the AEthermage because it can bounce changlings (mutavaults) at instant speed as well as the wizard cycling at end of opponents turn if you didnt need to counter anything.
Creatures (24):
4 Cursecather
3 Shadow Guildmage
4 Voidmage Prodigy
3 Stonybrook Bannerett
2 Pit Keeper
4 Shadowmage Infiltrator
3 Venser, Shaper Savant
1 Wydwen, the Biting Gale
Spells (13):
3 Thoughtsieze
4 Rune Snag
3 Nameless Inversion
3 Sage's Dousing
Land (23):
4 Sunken Ruins
4 Underground River
4 Shivan Reef
5 Island
6 Swamp
SB Options:
Vedalken AEthermage (bounces CC, tutors for Venser, etc)
Terror (for nameless against big guys)
Yixlid Jailer (a wizard that says no to graveyard shinanigans)
Willbender (for heavy spot removal)
Teferi (good against Faeries and much more)
Magus of the Abyss (seems like a cool way to take out difficult dudes)
So far it seems like it should be quite resilient. Early disruption, counters and efficient guys is usually a good combination. the shadow guildmage can start pinging with red mana online or saves my guys or lets me reuse venser/ pit keeper. Mostly everything plays duel roles: attacking, countering, recurring, drawing me cards, bouncing. The SB could use some tooling still but I like it so far. Thoughts/comments??
Rd 1: 2-0 W Faeries. Both games I attack him to 5, psi blast him and let his bitterblossom finish him off.
Rd 2: 2-0 W Lark/Gargadon. He turn one suspends gargadon both games, but thats about all I see him do before fish overwhelm him.
Rd 3: 1-2 L Mirror. I had a pretty bad SB because I didn't have much time to get the cards. I lose game 3 to Merfolk Assassin
Rd 4: 2-1 W Mirror. This time I expect his assassin out of the board and played around it and mutavaulted my way to a W.
Rd 5: 0-2 L B/G Elves. A good played and a hard matchup. It wasn't a blowout, but each turn it seemed like I was falling behind more and more. His guys were bigger.
Rd 6: 0-2 L Burn. I played Adrian Sullivan here, obviously a great player and the worst matchup for me. He burned all my guys and beat down with man lands. Also, he used Orcish Librarian nicely, so props for that.
Rd 7: 2-0 W Faeries. The guy wasn't an experienced Faerie player, giving me all I needed to win with ease.
Rd 8: 2-1 W Mirror. This went a lot like round 4 did for me. I seemed steadily in control after losing the damage race in game 1.
Rd 9: 2-1 W R/G beats. This deck won game 1 with 2 well timed firespouts. games 2 and 3 I had good agro draws, psi blasts for his chameleon collossuses and counters for everything else.
6-3 finish. Overall I was happy with my decks performance. At 18 points, I had a chance for packs but missed out. There were some with 18 who got packs though. Merfolk is a good deck, with a better board I could have beat the burn deck and elf deck. I'm just not sure what I needed to use. See you in August for grinders Chicago.
How is prickly boggart working as a 1-drop prowl enabler? It seems solid, but the evasion seems less applicable in standard than in limited. Do you think the benefit of Knucklebone witch would outweight the lack of fear? I think at the very least it deserves consideration.
Also, I'm thinking Oona's Blackguard deserves a 4-of and Aunties Snitch could cut down to 3 (maybe). Stinkdrinker Bandit seems either great or lowsy, so maybe 4 isn't right...maybe 4 Blackguard and 2 Bandit.