My reasoning for Seahunter was that imo it would speed the deck up. Sure I would waste 1 turn by putting him in, but afterwards he
could start fethcing me a Lord of Atlantis every turn.
Seahunter is a vulnerable 2/2 with no protection. It takes up mana quite extensively and you have to leave mana open for countermagic, which you don't even have a lot of. Running 4 is redundant, and a Merfolk deck should never run 4 copies of a 4CMC card unless it provides immediate advantage. Fetching Lord of Atlantis sounds good when you're in a stalemate/winning position, but this deck looks like it will be stomped over by aggro. Against such a deck, you won't have time to run a 4CMC card that's only a 2/2, and you certainly cannot afford to tap out to fetch a weak Merfolk. Speed the deck up? Yeah, if you can manage to climb the steep hill you'll make it to the downhill slope, but I doubt this deck will be able to do that.
I'll keep this in mind. I am so used to playing Mono Blue Control, that I kinda
feel naked without counter-magic
What do you mean you'll keep it in mind?! Dispel is redundant, and you have very few ways of dealing with other permanents. Instants are the last thing you should be worrying about here with Kira and Sygg in already. You need better protection against other types of spells.
I don't know how you're doing your math here. In what unlikely scenario would your creatures quickly have 4+ power? The only way I see you "quickly" reaching 4+ power here is if you do something like Turn 2 Sygg, River Guide, Turn 3 Lord of Atlantis, Turn 4 Merfolk Sovereign, and that's only for 1 card. For all your other Merfolk, you need AT LEAST 3 Lords out to reach 4+ power since your lords don't pump themselves. And if you manage to get 3 lords out, you really shouldn't have to worry about removal at that point as you should have already won.
As far as I see it works on 3 levels:
1. Making my guys unblockable via Islandwalk.
2. ****ing with my opponent's lands.
3. In cases when needed, fixes mine.
You know that you can only use Tideshaper Mystic only on your own turns right? So your strategy of disrupting an opponent's manabase with solely Reef Shaman isn't going to do anything. Changing 1-land is hardly disruptive.
And for the argument of making your guys unblockable, exactly what guys are we talking about here? You need to tap at least one merfolk to change that land into an island, and you need Lord of Atlantis out with a couple other Merfolk to make this viable. The only scenario in which it works well is Double Lord of Atlantis. You're not going to be doing much damage for the effort you put in. On top of all that, your strategy revolves around a 0/2 or a 1/1 creature that's extremely easy to remove.
Another problem is the redundancy - Merfolk Sovereign grants unblockability, Sygg, River Guide can make creatures unblockable with protection, and 5 of your creatures don't gain any advantage from your lords. The Islandwalk strategy is a valid one, but it's weak without other support cards, and you don't have those support cards.
Great! And having 2 or more Merrow Reejerey in play, does it allow you to untap 2 or more permanents each time a Merfolk is summoned? Or does this count only for the first Merrow Reejerey?
Thanks!!!
It stacks, so you can use it to untap lands to cast more, or use them as combat tricks.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
glad to see this is still running smoothly! im currently brewing a UW merfolk control deck with opposition, summon the school and trix. I just sold my legacy folk deck to buy my second EDH deck and a tropical island, BUT i KEPT MY FOLKS.
I recently picked up 4x Aether Vial for a rather low price so I decided to try building a merfolk deck. I don't have access to muta vaults/force of will so this is the best I could come up with:
I noticed that you don't have a couple of things that I would like to suggest. I noticed you didn't have Waterfront Bouncer, Cosi's Trickster, and the Scrying Sheets/Snow-Covered Island option listed. I've found all of these cards extremely useful. Notice that the Bouncer does count as a Merfolk. I started using the Sheets engine to help keep me from topdecking lands so much, and it has little negative impact on my manabase (which consists of nothing but the snow-islands and sheets). Between that, Spreading Seas, Silvergill Adept, and Sygg, River Cutthroat, I find that I am able to constantly draw the disruption and threats that I need in most cases. It's also extremely budget friendly.
I noticed that you don't have a couple of things that I would like to suggest. I noticed you didn't have Waterfront Bouncer, Cosi's Trickster, and the Scrying Sheets/Snow-Covered Island option listed. I've found all of these cards extremely useful. Notice that the Bouncer does count as a Merfolk. I started using the Sheets engine to help keep me from topdecking lands so much, and it has little negative impact on my manabase (which consists of nothing but the snow-islands and sheets). Between that, Spreading Seas, Silvergill Adept, and Sygg, River Cutthroat, I find that I am able to constantly draw the disruption and threats that I need in most cases. It's also extremely budget friendly.
Niceee
Although, the reason why I didn't put these in there is because they're extremely, extremely tech-y...
I guess Waterfront Bouncer was important to early fish, but it was outclassed later...
The snow-island + Scrying sheets is tech that's applicable to most decks using snowlands so I didn't think it's as pertinent to mention it...
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
I recently picked up 4x Aether Vial for a rather low price so I decided to try building a merfolk deck. I don't have access to muta vaults/force of will so this is the best I could come up with:
I'd like to fit in 4x Aquitect's Will but I'm not sure what I can/should cut from the deck. Thoughts?
You should try and get some lands that you can use when you have AEther Vial online. Normally, Mutavault takes care of this
See, what Vial decks is smooth curve to level up on, card advantage to fuel the Vial, and something to do with the mana you are saving. Usually Mutavault and Wasteland does this in Merfolk. You can instead run Mishra's Factory, Faerie Conclave, or even Stalking Stones.
I know I could probably use better lands, but this deck works and works really well. I've used it in casual play and it I can mill like a mad man! Tell me what you think? The deck is on the fatter side of decks but it works well!
Edit: This didn't import well. Here is new version:
"My mission is to proactively develop globally applicable expertise in order to build a sustainable results-oriented evil enterprise" -CixrTyx, Leader of Very Fun Games Inc.
Als ich chan
Cogito Ergo Sum
Sapere Aude
Budget Millfolk deck I came up with. Kinda wish I had a lil' bit more draw to make use of the Jace's Erasures in the deck... Could easily replace it for Memory Erosion though.
Private Mod Note
():
Rollback Post to RevisionRollBack
the sound of the universe is always playing
always playing for those who will stop
and listen
s.m.v.
The deck includes a combo with puresight merrow, paradise mantle (infinite top deck filter with those two) and judge of currents for infinite lifegain.
Cards i'm considering to cut are summon the school and vodalian illusionist. Maybe cheaper merfolks would be better? Also i'm thinking of adding more patron wizards as they are just awesome, maybe instead of counterspells.
I'm trying to keep this deck composed of wizards and merfolks (or merfolk wizards).
Hey everyone,
It's been a while since I posted here... probably cuz it's been a while since I played any Magic? =P Anyway, I've really enjoyed my Merfolk Deck, but I feel it could use a bit of tweaking to be more focused - as it stands, I think it may be trying to do too many things at once. I just purchased a bunch of different cards to modify my deck, and I figured I would be able make three distinctly different (or, at least somewhat different =P) decks. I would appreciate some input. It would be nice if I could stick with the cards I've got, since I just spent a bunch of money on new ones, but if there are more that I'm missing, I'm open to suggestions.
Anyway, here are the three decks:
Looking at it now, I realize that this just leaves space for 20 lands ...is that okay considering how low the casting cost of the creatures is (further aided by the inclusion of Banneret/Reejerey), or would I be better off running 22 or 24, for more consistent land drawing? Also, I know Aether Vial is ace, but I didn't have the budget for it at the moment.
The Leviathan and Levitation don't REALLY need to be in there, but I thought they could be fun... the Leviathan is pretty expensive and isn't a Merfolk, but if the game DOES drag on that long, he would make a great beatstick (and does have good synergy with an Islandwalk Aggro deck). Thoughts?
This is a bit of a departure from what I've done before, in that it's much more Control-focused. I have a few questions about this one too...
Should Fallowsage be a 4-of? I know it's a bit on the Heavy-Casting-Cost side for a Merfolk, but again, with the Banneret and Reejerey I don't think that will be too bad? ...plus, with Opposition and Merrow Commerce on the field, I could gain some major card advantage from him - more, I think, than from Silvergill Adept? ...or is that a better choice due to its cheaper casting cost?
Also, does this deck cover its bases well enough? It has several ways to deal with whatever the opponent does, whether it's countering cards or locking down stuff that's already on the field. It seems to me that this deck would rely on lots of token-generation to overwhelm the opponent (as well as creating tap-fest fodder for Opposition). Would this work? Does it need more of anything (removal?)?
Again, this is quite different from anything I've played before. I think that with Drowner, Thief, Schoolmaster, Fallowsage, and Judge on the field, I could be in a pretty nice position - heavy milling, card advantage, life gain, and token production (which results in more of all of the above), all of which is increased by 100% for each copy of Merrow Commerce I have out. What I'm wondering is...
Which would be more beneficial in this deck - Counterspell or Sage's Dousing? I'd like to run one of them. I guess SD would be a bit more situational - its cost is reduced by the Bannerets and it cantrips, but it's not quite as fool-proof as Counterspell.
As far as the other undecided spells go, I'm mostly wondering about quantities, and which would be best to include. 3-4 Counters? 3-4 Merrow Commerce? 2-4 Silvergill Adept? 2-3 Oblivion Ring?
Sorry for all the text ...thanks for reading all of it though =D ...unless of course you didn't, in which case you probably... aren't... reading... this . . . ha.
I appreciate your input guys =) Cheers!
Yes, I'd say that a budget Merfolk Aggro deck is very possible =P the least budget-friendly Merfolk Aggro card that I know of is Aether Vial, which is about $11-$15 each, but you could build a deck without them.
Yes; if you want to play without the vial and still be able to play out your cards quickly, you'll want to include Stonybrook Banneret and Merrow Reejerey.
So it's mostly a deck of four-of's except Umezawa's Jitte, and my sideboard is incomplete. My meta is the Just for Fun room in Magic Online, and I face a very wide variety of decks that it's hard to build a sideboard. Tribal decks seem to be the most popular. Reanimator is rare but quite potent, thus the graveyard hate. I don't own any planeswalkers, but they are very common in the Just for Fun room.
Any suggestions on where to tweak this deck?
Private Mod Note
():
Rollback Post to RevisionRollBack
The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
So it's mostly a deck of four-of's except Umezawa's Jitte, and my sideboard is incomplete. My meta is the Just for Fun room in Magic Online, and I face a very wide variety of decks that it's hard to build a sideboard. Tribal decks seem to be the most popular. Reanimator is rare but quite potent, thus the graveyard hate. I don't own any planeswalkers, but they are very common in the Just for Fun room.
Any suggestions on where to tweak this deck?
Did you tried spreading seas? Not only can distrupt a little your opponent also, you can explore Lord of Atlantis islandwalk bonus. By the way, you draw a card.
I decided to dredge up good ol' Millfolk for old times sake, but it feels so lacking. I started with my original Lorwyn block version, changed it up a bit and ended up with this.
My concern is I can't figure out where the focus is. It wants to be aggro but at the same time mill. I'm just looking for some options to convert towards one or the other, and I'm leaning more towards the mill/control aspects.
Please comment on it, and tell me any obvious card choices I'm missing. Thanks.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently running:
Standard GWUBant EnchantmentsUWG BR Dos Rakis RB UW Mill WU
Seahunter is a vulnerable 2/2 with no protection. It takes up mana quite extensively and you have to leave mana open for countermagic, which you don't even have a lot of. Running 4 is redundant, and a Merfolk deck should never run 4 copies of a 4CMC card unless it provides immediate advantage. Fetching Lord of Atlantis sounds good when you're in a stalemate/winning position, but this deck looks like it will be stomped over by aggro. Against such a deck, you won't have time to run a 4CMC card that's only a 2/2, and you certainly cannot afford to tap out to fetch a weak Merfolk. Speed the deck up? Yeah, if you can manage to climb the steep hill you'll make it to the downhill slope, but I doubt this deck will be able to do that.
What do you mean you'll keep it in mind?! Dispel is redundant, and you have very few ways of dealing with other permanents. Instants are the last thing you should be worrying about here with Kira and Sygg in already. You need better protection against other types of spells.
I don't know how you're doing your math here. In what unlikely scenario would your creatures quickly have 4+ power? The only way I see you "quickly" reaching 4+ power here is if you do something like Turn 2 Sygg, River Guide, Turn 3 Lord of Atlantis, Turn 4 Merfolk Sovereign, and that's only for 1 card. For all your other Merfolk, you need AT LEAST 3 Lords out to reach 4+ power since your lords don't pump themselves. And if you manage to get 3 lords out, you really shouldn't have to worry about removal at that point as you should have already won.
You know that you can only use Tideshaper Mystic only on your own turns right? So your strategy of disrupting an opponent's manabase with solely Reef Shaman isn't going to do anything. Changing 1-land is hardly disruptive.
And for the argument of making your guys unblockable, exactly what guys are we talking about here? You need to tap at least one merfolk to change that land into an island, and you need Lord of Atlantis out with a couple other Merfolk to make this viable. The only scenario in which it works well is Double Lord of Atlantis. You're not going to be doing much damage for the effort you put in. On top of all that, your strategy revolves around a 0/2 or a 1/1 creature that's extremely easy to remove.
Another problem is the redundancy - Merfolk Sovereign grants unblockability, Sygg, River Guide can make creatures unblockable with protection, and 5 of your creatures don't gain any advantage from your lords. The Islandwalk strategy is a valid one, but it's weak without other support cards, and you don't have those support cards.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
It stacks, so you can use it to untap lands to cast more, or use them as combat tricks.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
20x Island
Creatures - 24
4x Lord of Atlantis
4x Merrow Rejeery
4x Coralhelm Commander
4x Merfolk Soverign
4x Silvergill Adept
4x Curse Catcher
4x Aether Vial
Other Spells - 12
4x Counterspell
4x Daze
4x Standstill
I'd like to fit in 4x Aquitect's Will but I'm not sure what I can/should cut from the deck. Thoughts?
Modern: - W Martyr Proc - R// Favorite Creatures.dec - R/ Landfall Boros
Legacy: B Mono B Jank- R Burn - U/ Tezz Affinity - U Merfolk - R// Delver
I noticed that you don't have a couple of things that I would like to suggest. I noticed you didn't have Waterfront Bouncer, Cosi's Trickster, and the Scrying Sheets/Snow-Covered Island option listed. I've found all of these cards extremely useful. Notice that the Bouncer does count as a Merfolk. I started using the Sheets engine to help keep me from topdecking lands so much, and it has little negative impact on my manabase (which consists of nothing but the snow-islands and sheets). Between that, Spreading Seas, Silvergill Adept, and Sygg, River Cutthroat, I find that I am able to constantly draw the disruption and threats that I need in most cases. It's also extremely budget friendly.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Niceee
Although, the reason why I didn't put these in there is because they're extremely, extremely tech-y...
I guess Waterfront Bouncer was important to early fish, but it was outclassed later...
The snow-island + Scrying sheets is tech that's applicable to most decks using snowlands so I didn't think it's as pertinent to mention it...
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
You should try and get some lands that you can use when you have AEther Vial online. Normally, Mutavault takes care of this
See, what Vial decks is smooth curve to level up on, card advantage to fuel the Vial, and something to do with the mana you are saving. Usually Mutavault and Wasteland does this in Merfolk. You can instead run Mishra's Factory, Faerie Conclave, or even Stalking Stones.
Also, maybe some Mental Misstep or Gush.
Edit: This didn't import well. Here is new version:
24x Island
Creatures:
3x Drowner Initiate
4x Drowner of Secrets
3x Fallowsage
4x Grimoire Thief
4x Ink Dissolver
2x Lullmage Mentor
4x Merrow Harbinger
4x Stonybrook Banneret
3x Surgespanner
2x Ambassador Laquatus
4x Memory Sluice
Enchantments:
4x Merrow Commerce
Als ich chan
Cogito Ergo Sum
Sapere Aude
4 Drowner Initiate
4 Ponder
4 Tome Scour
4 Ink Dissolver
2 Jace's Erasure
4 Merrow Commerce
2 Silvergill Adept
4 Stonybrook Banneret
4 Curse of the Bloody Tome
4 Drowner of Secrets
4 Tidal Courier
Total deck value: $14.66
Budget Millfolk deck I came up with. Kinda wish I had a lil' bit more draw to make use of the Jace's Erasures in the deck... Could easily replace it for Memory Erosion though.
always playing for those who will stop
and listen
s.m.v.
4 cursecatcher
4 puresight merrow
4 judge of currents
4 stonybrook schoolmaster
4 surgespanner
3 patron wizard
4 paradise mantle
enchantments: 3
3 opposition
instants: 4
4 counterspell
sorceries: 2
2 summon the school
lands: 24
3 hallowed fountain
4 flood plain
4 glacial fortress
4 wanderwine hub
9 island
Edit: cursecathers added, illusionists removed, bow removed, 4th counterspell and 3rd patron wizard added.
The deck includes a combo with puresight merrow, paradise mantle (infinite top deck filter with those two) and judge of currents for infinite lifegain.
Cards i'm considering to cut are summon the school and vodalian illusionist. Maybe cheaper merfolks would be better? Also i'm thinking of adding more patron wizards as they are just awesome, maybe instead of counterspells.
I'm trying to keep this deck composed of wizards and merfolks (or merfolk wizards).
Suggestions/comments welcome!
It's been a while since I posted here... probably cuz it's been a while since I played any Magic? =P Anyway, I've really enjoyed my Merfolk Deck, but I feel it could use a bit of tweaking to be more focused - as it stands, I think it may be trying to do too many things at once. I just purchased a bunch of different cards to modify my deck, and I figured I would be able make three distinctly different (or, at least somewhat different =P) decks. I would appreciate some input. It would be nice if I could stick with the cards I've got, since I just spent a bunch of money on new ones, but if there are more that I'm missing, I'm open to suggestions.
Anyway, here are the three decks:
4 Lord of Atlantis
4 Merrow Reejerey
4 Coralhelm Commander
4 Wake Thrasher
4 Stonybrook Banneret
4 Silvergill Adept
4 Harpoon Sniper
2 Stormtide Leviathan (?)
4 Aquitect's Will
4 Oblivion Ring
2 Levitation (?)
Looking at it now, I realize that this just leaves space for 20 lands ...is that okay considering how low the casting cost of the creatures is (further aided by the inclusion of Banneret/Reejerey), or would I be better off running 22 or 24, for more consistent land drawing? Also, I know Aether Vial is ace, but I didn't have the budget for it at the moment.
The Leviathan and Levitation don't REALLY need to be in there, but I thought they could be fun... the Leviathan is pretty expensive and isn't a Merfolk, but if the game DOES drag on that long, he would make a great beatstick (and does have good synergy with an Islandwalk Aggro deck). Thoughts?
4 Merrow Reejerey
4 Cursecatcher
4 Stonybrook Schoolmaster
4 Fallowsage (?)
4 Stonybrook Banneret
4 Judge of Currents
3 Merrow Commerce
3 Opposition
2 Summon the School
4 Counterspell
4 Sage's Dousing
This is a bit of a departure from what I've done before, in that it's much more Control-focused. I have a few questions about this one too...
Should Fallowsage be a 4-of? I know it's a bit on the Heavy-Casting-Cost side for a Merfolk, but again, with the Banneret and Reejerey I don't think that will be too bad? ...plus, with Opposition and Merrow Commerce on the field, I could gain some major card advantage from him - more, I think, than from Silvergill Adept? ...or is that a better choice due to its cheaper casting cost?
Also, does this deck cover its bases well enough? It has several ways to deal with whatever the opponent does, whether it's countering cards or locking down stuff that's already on the field. It seems to me that this deck would rely on lots of token-generation to overwhelm the opponent (as well as creating tap-fest fodder for Opposition). Would this work? Does it need more of anything (removal?)?
4 Merrow Reejerey
4 Drowner of Secrets
4 Grimoire Thief
4 Stonybrook Schoolmaster
4 Fallowsage (?)
4 Stonybrook Banneret
4 Judge of Currents
Again, this is quite different from anything I've played before. I think that with Drowner, Thief, Schoolmaster, Fallowsage, and Judge on the field, I could be in a pretty nice position - heavy milling, card advantage, life gain, and token production (which results in more of all of the above), all of which is increased by 100% for each copy of Merrow Commerce I have out. What I'm wondering is...
Which would be more beneficial in this deck - Counterspell or Sage's Dousing? I'd like to run one of them. I guess SD would be a bit more situational - its cost is reduced by the Bannerets and it cantrips, but it's not quite as fool-proof as Counterspell.
As far as the other undecided spells go, I'm mostly wondering about quantities, and which would be best to include. 3-4 Counters? 3-4 Merrow Commerce? 2-4 Silvergill Adept? 2-3 Oblivion Ring?
Sorry for all the text ...thanks for reading all of it though =D ...unless of course you didn't, in which case you probably... aren't... reading... this . . . ha.
I appreciate your input guys =) Cheers!
4 Cursecatcher
4 Silvergill Adept
4 Grimoire Thief
4 Lord of Atlantis
4 Merrow Reejerey
4 Merfolk Sovereign
4 Aether Vial
4 Ponder
4 Counterspell
4 Boomerang
Equipment
2 Umezawa's Jitte
Lands
18 Island
3 Relic of Progenitus
3 Pithing Needle
9 ???
So it's mostly a deck of four-of's except Umezawa's Jitte, and my sideboard is incomplete. My meta is the Just for Fun room in Magic Online, and I face a very wide variety of decks that it's hard to build a sideboard. Tribal decks seem to be the most popular. Reanimator is rare but quite potent, thus the graveyard hate. I don't own any planeswalkers, but they are very common in the Just for Fun room.
Any suggestions on where to tweak this deck?
Avatar and Signature made by me.
Regular Decks:
Green Pauper - BlackDemons - White Soldiers - RU Spells - BU Mill
My Commanders:
Tibor, and Lumia - Savra, Queen of the Golgari
Off Topic:
My Music Gallery
You didn't read my original post, did you?
Ambassador Laquatus- a milling merfolk...
Coralhelm Commander- a secondary Lord of Atlantis.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
you have the lord of atlantis but not the other
Avatar and Signature made by me.
Regular Decks:
Green Pauper - BlackDemons - White Soldiers - RU Spells - BU Mill
My Commanders:
Tibor, and Lumia - Savra, Queen of the Golgari
Off Topic:
My Music Gallery
Did you tried spreading seas? Not only can distrupt a little your opponent also, you can explore Lord of Atlantis islandwalk bonus. By the way, you draw a card.
also, what are some good retrieval cards for mill
B: The Walking Dead
BU: Myr Swarm
UW:Merfolk Madness
4 Merrow Reejerey
4 Grimoire Thief
4 Cursecatcher
4 Tidal Courier
3 Arcane Denial
3 Faces of the Past
3 Sleep
3 Propaganda
2 Altar of Dementia
2 Increasing Confusion
My concern is I can't figure out where the focus is. It wants to be aggro but at the same time mill. I'm just looking for some options to convert towards one or the other, and I'm leaning more towards the mill/control aspects.
Please comment on it, and tell me any obvious card choices I'm missing. Thanks.
Standard
GWUBant EnchantmentsUWG
BR Dos Rakis RB
UW Mill WU
Legacy
RGoblinsR
Edit: Murkfiend Liege is also a possibility!