Found a synergy that seems pretty silly. Horde of Notions+Paradox Engine
It requires a sac outlet and another elemental such as Magmaw or Blazing Hellhound and enough mana dorks and/or mana artifacts. It's infinite mana, damage, etb, etg.
I keep reading about what people's idea of fun are in reference to edh and it occurred to me that what a person deems fun isn't what people(playgroup) deem fun. That the fun becomes a social contract of sorts. One of circles that I visit have a more competitive and cutthroat definition, to screw someone out of the game is fine and Land destruction is fine,though annoying if there's no follow up; but they aren't fond of sax and tax. Another group I play with likes battlecruiser edh and splashy plays.
So what is your group's idea of fun and is the group ok with you superimposing your idea of fun?
I'll agree that Merfolks are viable, but they aren't really as strong as they are in 1v1. In mono-blue they lack a true merfolk-matters general but thematically Thassa, God of the Sea works (And smoothens out your deck), Empress Galina is a lot of fun too. In Azorius and Dimir you have the two Syggs.
I was looking at him and I immediately thought Master of waves, who could be a good finisher and Guile who works well if you go heavier with the counter magic.
Stronger in what context? multiplayer or 1v1?
1v1 I believe is elves
multiplayer? I personally think elementals but I'm biased. Wizards would be strong in multiplayer, Elves lose to wrath if they can't win in the first few turns.
It boils down to a shifting scale of synergy/resilience/speed
So i'm going to try giving it a shot, I'm running a Marath enchantress deck where I'm trying to deny lands. This might be an interesting inclusion, ill have to report back on how it goes.
Horde of Notions+Paradox Engine
It requires a sac outlet and another elemental such as Magmaw or Blazing Hellhound and enough mana dorks and/or mana artifacts. It's infinite mana, damage, etb, etg.
So what is your group's idea of fun and is the group ok with you superimposing your idea of fun?
I have a Thada Adel, Acquisitor merfolk/artifact deck that works really well. Once you have a lot of mana rocks you can do a lot with Wanderwine Prophets and Lullmage mentor
There's a lot of support for zombies, and so many good generals in different colors. B/G, B/U, B/R, B/U/R pick one and run.
Dragons
There are a few dragons that works but in terms of feeling like a tribal deck Karrthus, Tyrant of Jund wins.
Merfolk
another strong tribe, U, U/B or U/W its just a color preference at this point
Angels
Im preferable to Aurelia, The Warleader
Elementals
You forgot Marath, Will of the Wild
1v1 I believe is elves
multiplayer? I personally think elementals but I'm biased. Wizards would be strong in multiplayer, Elves lose to wrath if they can't win in the first few turns.
It boils down to a shifting scale of synergy/resilience/speed
- Qasali Pridemage unsure if I should but needed a slot
- Courser of Kruphix was low impact
- Mesa Enchantress needed a slot and ww was awkward to hit
- Thaumatog bad in starting hand
- Karmic Guide not enough creatures
- Mana Reflection was win more
- Song of the Dryad I love the card but using early game them more lands which felt weird
- Rule of Law 2 of the effects was enough
- Impact Tremors to low impact
- Greater Auramancy is good but there isn't that much spot removal
+ Keldon Firebombers more land destruction
+ Monastery Mentor token production
+ Karmic Justice hits lands
+ Shivan Harvest more land D
+ Restore gets back any land
+ Crucible of Worlds land recursion
+ Armageddon land D
+ Life from the Loam land recursion
+ Replenish all the ***** comes back
+ Swords to Plowshares Spot removal