I like tribal cards that do something cool if you have a bunch of the same creature type on the table. This card bores me though, because I feel like all blue ever does in situations like this is draw cards or counter spells. :/ Still, the generating merfolk ability is fun.
It looks like Ally cards can get stupid in limited, in a hurry. Drafting them as an archetype would probably be a decent way to go.
The quest cards are interesting, but seem super slow and vulnerable. I'd definitely like to see more cards in a similar vein.
That ally looks like he could be a crazy finisher. From what we've seen, if hes in play and another ally comes in, ALL your guys could get +2/+2. Yikes!
I don't understand you guys. That Merfolk sucks. Flat out sucks. If you have seven merfolk in play, just rawr for the win. And the token ability is irrelevant.
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Proud supporter of playing to win. Weekly Words of Wisdom 6 A card is bad in constructed when its not GOOD.
A card is bad in casual when its not FUN.
The tokens are for chumping or attacking. The second ability is just fluff.
Mino is too slow with Day of Judgment being printed. What annoys me is that they print Day of Judgement, and don't show any promise at to good regenerating creatures. Ill check the orb for hits.
EDIT:
There's TWO hits. that's means two creatures, or less. Great, huh?
It's understandable blue control players would be shocked and in denial at the notion of this card, since their decks have been dominating multiple formats for an eternity yet they've curiously never once had to deal with any counter-hosers that weren't ineffectual, narrow CRAP.
Lol at a free token generation ability being worthless. As long as you get more then two tokens off him he more then makes up for his cost. He also shines in a late game situation where you might have 7 merfolk out but can't win at the time.
He's not bitterblossom but better thank god he isn't or else he would be really dumb.
(on the first)
the merfolk is crazzyness no matter how many times i look at it
(on the second)
Yay its minotaurs again welcome back old friends
(on the third card)
um does any one else like free spells?
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
It's not a "free" token generator. Having to use a counter just to make a token is bad.
Let me try and put it terms you can understand. When you hold back counters until you play this guy, or throw counters out just to make tokens, you're essentially wasting the counter spell or else letting the opponent get away with stuff. Not to mention all counter spells that won't rotate suck (reserving judgement for Zendikar).
And if you have seven, seven merfolk out and can't win the game, then there is something quite wrong with the way you play.
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Proud supporter of playing to win. Weekly Words of Wisdom 6 A card is bad in constructed when its not GOOD.
A card is bad in casual when its not FUN.
Hmm that merfolk is pretty bad. The Minotaur is at least a Fomori Nomad and will certainly be better in any deck he's in. The Expediton is very cool and probably not constructed playable.
It's not a "free" token generator. Having to use a counter just to make a token is bad.
Let me try and put it terms you can understand. When you hold back counters until you play this guy, or throw counters out just to make tokens, you're essentially wasting the counter spell or else letting the opponent get away with stuff. Not to mention all counter spells that won't rotate suck (reserving judgement for Zendikar).
And if you have seven, seven merfolk out and can't win the game, then there is something quite wrong with the way you play.
Yeah, turning every counter spell in your deck into a 2 for 1 is really overrated.
I mean, how do you not see how this guy is how you get the 7 Merfolk to play in the first place?
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Currently playing
Standard: UBR Grixis Control WUB Time Sieve WUBEsper Artifacts
Sorry to pop your bubble guys but... if you have 7 merfolk... why aren't you just turning them sideway to deal damage to the opponnent and eventualy win the game?
About everyone talking about Cancel getting reprinted, that makes no sense. How do we know there isn't a counter spell being printed that simply has "Cancel" in the title? Besides, it's in Shards and M10. We don't need it in Zendikar. Please don't let it be in Zendikar.
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Phylactery Lich will forever be known, to me at least, as Pimpin' Lich. Get up on it, suckas.
He didn't require to keep them back in order to counter a spell.
Seriously.
That card screams bad design as loud as possible. If I have seven tokens around, I'm not really keeping them from attacking. That's a three turn clock. Unless another merfolk comes around granting vigilance or a "untap all merfolk creatures whenever a spell is played", that is.
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B Ob Nixilis, The Fallen - EDH R Red Deck Wins - Standard R Burn- Legacy RG Spiders! - Multiplayer GW Enchantress -Casual U/G Treshold - Casual RGU Snake-Tongue Aggro-Control - Retired W Old School Rebels! -Retired
Lullmage Mentor: B. Why no tail? Why? As for the abilities, it's OK, but 7 merfolk should win the game, not... counter a spell. The first ability is rather nice, but still not quite good enough.
Kazuul Warlord: A. A 4/4 for 5 mana that makes your creatures grow in a tribal deck. Even with DoJ, very potent.
Soul Stair Expedition: A+. Two creatures back... and it never was a good idea to play Raise Dead T1 anyway.
Sorry to pop your bubble guys but... if you have 7 merfolk... why aren't you just turning them sideway to deal damage to the opponnent and eventualy win the game?
Maybe because your opponent's creatures are OMG HUEG, while your dudes are just 1/1 Merfolk tokens.
but 7 creatures...you ought to swarm your opponent by then. not attacking is just giving your opponent another chance at drawing fallout.
Fallout is definitely going to cause collateral damage while it's in Standard because of the Faerie menace. Merfolk may be good in the standard after Alara-Zendikar. On the other hand, I'd never play a U/W Merfolk deck without Ajani Goldmane, so the attacking and not tapping can both happen.
Also, the second ability is really irrelevant. If you have a bunch of Merfolk, of course you'll be attacking with them. This guy is golden because he creates 2-for-1s with your counterspells. That's what makes Merfolk win, an endless stream of incremental card advantage and a swarm of evasive beats. See Silvergill Adept and Sage's Dousing and you'll see how this guy fits perfectly in with the theme.
I'm definitely going to build a casual Merfolk deck after Zen comes out because the LOR merfolk and Wanderwine Hub will be easy to get.
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
First off, it seems like in a mono-blue control merfolk, getting a free guy every time you counter something is pretty good, especially with cascade and that new trap. Also, according to the orb, there are twelve total merfolk coming out. Should be decent. Also, there are 41!!! ally cards in the orb. That's a lot. Should be an interesting ability, especially after the stuff we've seen so far...
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Currently playing Standard: BloodQuake Grixis Zombies Esper Mill Blue Green Gro Valakut Control
Eh, 7 Merfolk is a lot to tap to counter a spell, so I don't think that one will see much play. The Minotaur is awesome in draft and the quest is alright.
Heard about merfolk tokens?
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Progenitus doesn't have protection from Lighters
Thank you for Kennethwong, for inspiring me to do this sig pic when I was bored.
GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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Quotes in blog.
It looks like Ally cards can get stupid in limited, in a hurry. Drafting them as an archetype would probably be a decent way to go.
The quest cards are interesting, but seem super slow and vulnerable. I'd definitely like to see more cards in a similar vein.
like ok, they dont look like merfolk but they look like greek gods. that merfolk reminds me of poseidon.
seems to hint that merfolk will be a very controlish tribe in zendikar
POD :symu::symg::symr:
::EDH::
Jhoira of the Ghitu:symu::symr:
::Modern::
VORE :symu::symr::symw:
::Legacy::
NO R/U/G :symr::symu::symg:
CEPHALID BREAKFAST :symb::symg::symu:
STONESTILL :symw::symr::symu:
DREDGE
DRAGON STOMPY
MERFOLK
power nine,reserved list,snow lands,rules changes,planeswalkers,auras,legends,mythics,rares,
counterspell,tarmogoyf,cascade,affinity,equipment,
noobs,powergamers, mods,
net-deckers,fnm,the dci,wotc,negate,psychatog,dredge,bloodbraid elf,people flicking their cards,fairies,cryptic command,dark ritual,eldrazi,path to exile,new formats,new products,yu-gi-oh,baneslayer angel,lotus cobra,core sets,and Mark Rosewater,especially Mark Rosewater.
Proud supporter of playing to win.
Weekly Words of Wisdom 6
A card is bad in constructed when its not GOOD.
A card is bad in casual when its not FUN.
Mino is too slow with Day of Judgment being printed. What annoys me is that they print Day of Judgement, and don't show any promise at to good regenerating creatures. Ill check the orb for hits.
EDIT:
There's TWO hits. that's means two creatures, or less. Great, huh?
He's not bitterblossom but better thank god he isn't or else he would be really dumb.
Feel free to bid on my cards here!
the merfolk is crazzyness no matter how many times i look at it
(on the second)
Yay its minotaurs again welcome back old friends
(on the third card)
um does any one else like free spells?
Let me try and put it terms you can understand. When you hold back counters until you play this guy, or throw counters out just to make tokens, you're essentially wasting the counter spell or else letting the opponent get away with stuff. Not to mention all counter spells that won't rotate suck (reserving judgement for Zendikar).
And if you have seven, seven merfolk out and can't win the game, then there is something quite wrong with the way you play.
Proud supporter of playing to win.
Weekly Words of Wisdom 6
A card is bad in constructed when its not GOOD.
A card is bad in casual when its not FUN.
And to whoever it was that mentioned juniper order ranger, you're awesome for liking him.
Yeah, turning every counter spell in your deck into a 2 for 1 is really overrated.
I mean, how do you not see how this guy is how you get the 7 Merfolk to play in the first place?
Standard:
UBR Grixis Control
WUB Time Sieve
WUB Esper Artifacts
Minotaurs are awesome, I hope they print more.
Remember the last blue guy that made tokens?
...................__
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
.........\.................'...../
..........''...\.......... _.·´
............\..............(
BRO FIST - if you don't sig this you are not a bro.
Seriously. As long as VF's are getting main deck'd. Who would seriously run this?
He didn't require to keep them back in order to counter a spell.
Seriously.
That card screams bad design as loud as possible. If I have seven tokens around, I'm not really keeping them from attacking. That's a three turn clock. Unless another merfolk comes around granting vigilance or a "untap all merfolk creatures whenever a spell is played", that is.
B Ob Nixilis, The Fallen - EDH
R Red Deck Wins - Standard
R Burn- Legacy
RG Spiders! - Multiplayer
GW Enchantress -Casual
U/G Treshold - Casual
RGU Snake-Tongue Aggro-Control - Retired
W Old School Rebels! -Retired
Kazuul Warlord: A. A 4/4 for 5 mana that makes your creatures grow in a tribal deck. Even with DoJ, very potent.
Soul Stair Expedition: A+. Two creatures back... and it never was a good idea to play Raise Dead T1 anyway.
1. Baneslayer Angel 2. Birds of Paradise 3. Lightning Bolt 4. Honor of the Pure 5. Goblin Chieftain
My top 5 Zendikar cards:
1. Eternity Vessel 2. Chandra Ablaze 3. Beastmaster Ascension 4. Ob Nixilis, the Fallen 5. Rampaging Baloths
Maybe because your opponent's creatures are OMG HUEG, while your dudes are just 1/1 Merfolk tokens.
but 7 creatures...you ought to swarm your opponent by then. not attacking is just giving your opponent another chance at drawing fallout.
Fallout is definitely going to cause collateral damage while it's in Standard because of the Faerie menace. Merfolk may be good in the standard after Alara-Zendikar. On the other hand, I'd never play a U/W Merfolk deck without Ajani Goldmane, so the attacking and not tapping can both happen.
Also, the second ability is really irrelevant. If you have a bunch of Merfolk, of course you'll be attacking with them. This guy is golden because he creates 2-for-1s with your counterspells. That's what makes Merfolk win, an endless stream of incremental card advantage and a swarm of evasive beats. See Silvergill Adept and Sage's Dousing and you'll see how this guy fits perfectly in with the theme.
I'm definitely going to build a casual Merfolk deck after Zen comes out because the LOR merfolk and Wanderwine Hub will be easy to get.
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
BloodQuake
Grixis Zombies
Esper Mill
Blue Green Gro
Valakut Control
EDH:
Oros the Avenger
Heard about merfolk tokens?
Thank you for Kennethwong, for inspiring me to do this sig pic when I was bored.
GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.