Not sure about Dreadnought versus Wake thrasher, it helps against our worst matchups well on the and Wake thrasher is worse against our worst matchups, but you need stifle to go dreadnought and it isn't a merfolk or a blue spell
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Xenoninja, when I began working on this deck, there was a decided lack of card draw. For a time (before Mutavault) I was using Tidal Courier for major card draw ala Goblins. It was not too bad, but Standstill/Mutavault has proven wayyyy better for a variety of reasons.
Gargoyle Tower? I mean it's a nice flyer, but it costs 5cc to put it into play. Would you guys play it if you had no Mutavaults/Mishra's Factory? I'm thinking of placing 2 in my deck to test it out, I'll let you guys know how it does casually
and would be cool to use Sword of Light/Dark instead of Jutte? it's cheaper, and it gives protection against Moats/Doom Blades for your Wake Thrashers or LoA's
Another thing to consider is that you don't necessarily need Stifle to cast Dreadnought in Merfolk. Play a dreadnought and then in response to the CITP trigger activate Aether Vial putting a second Dreadnought into play and using first Dreadnought to pay for the trigger on the second Dreadnought.
Another thing to consider is that you don't necessarily need Stifle to cast Dreadnought in Merfolk. Play a dreadnought and then in response to the CITP trigger activate Aether Vial putting a second Dreadnought into play and using first Dreadnought to pay for the trigger on the second Dreadnought.
Requires extra cards to use.
Still use Stifle though, which is what I'm assuming what you meant.
Wait, wouldn't the Naughts need to sac each other in that scenario?
I haven't posted something in a while and after testing things and pondering others, I have some thoughts (hopefully) worth sharing.
Although there is no definitive list, at this pre-ZEN time (assuming there may be a solid card coming down the pipe), I have to praise Finn for his list.
Post #350, Page 24
Imo, I agree with the number/slot/decisions made by Finn. With this new talk of Wake Thrasher or Sovereign still in debates, Finn's list can easily swap out either choice in that 3x hole. There are pro's and con's to either choice but in the end the overall balance of whatever card chosen works in conjunction to the rest of the deck.
Then comes the utility. More and more I've come to love and hate stifle. The card can either act as a time walk or dead space (top-decked). Nevertheless, even in decently developed metagames, the strengths of stifle outweigh its weaknesses. Having it in a 3x just seems to work. And last would be the random 2x something (often jitte or bounce). Again, atm I have to agree with Finn that it should be bounce. Too many times can you EOT wipe away akeycritter, if not taking them by surprise before combat.
Developing concerns + questions Elves: This has probably given me the most headaches out of all the new testing. Elvish Archdruid is that proverbial "bomb elf" elves have always needed and never had. It lets them explode with mana waaaay too soon + he pumps the field. In testing against my friend with a variety of decks (not just merfolk), he can consistently have several lords as early as T3. Bottomline -- I am having serious issues with them simply outpacing my board + my size critters.
SB doesn't bring in too much either. Even with testing Wash Out, on many occasions it doesn't come out fast enough or buy enough time. Anyone have advice? Zoo: B2B kills them post-SB but I am not winning my G1's as much as I should. The Pridemage + Nacatl situation puts me in a big hole fast. Any tips on establishing yourself / a proper order against Zoo-ish decks?
About Dreadnought in the deck: He's a tank + can do a lot of damage if you can "combo" early but I am not sold on him atm. I think his inclusion takes away from the rest of the deck. I'm not talking about needed a 4th or 5th stifle, I mean that he's not a merfolk or blue -- which detriments more than you'd think. And having him in a small dosage at 2x in a decklist seems counter-productive to him being there in the first place. My thoughts on Wake vs Sovereign: Overall it comes down to the kind of player you are and the style in which you want to play. Sorry if that sounds lackluster but in testing both choices, the real difference is how you establish yourself.
For example, Wake coming into play should immediately raise concerns for your opponent. I think if you prefer having a visible threat capable of winning the game single handedly, he's your man. If you prefer to boost the team + get the job done slightly faster, Sovereign is your pick. I would side with Sovereign at the moment because Sov is capable of enhancing a crowd....likewise, it needs a crowd to be effective. Wake can be topdecked on an empty board and basically win the next turn.
Personally, I shoot for having three merfolk and maybe a mutavault -- that makes me feel comfy. Maybe this is a stupid rationale but until I hit this amount of critters, I feel vulnerable -- regardless of the deck I am facing. After I get out that third guy, I start feeling like I'm in control and capable of unleashing. And because of this -- I think that's why I've been opting for Sovereign instead of Wake.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Unless you can laugh at them when they play all their spells, and you Force of Will their Tendrils and LAUGH
Does Storm have a second win condition beyond Tendrils? there's the Blue one that mills, but what are the chances of a BU Storm?
And I dont see it losing to Goblins, maybe the first match untill they sideboard xP
Care to explain?
Storm still triggers and they get all the copies of their spell if you wait till they play the tendrils. your best bet there is to counter the cards they need to fetch the combo or just outright stifle/ trickbind the storm ability.
Goblins pounds your face in before sb too because if you get more than one pile driver comin at you and you got only 1 or no man lands its game over.
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Storm still triggers and they get all the copies of their spell if you wait till they play the tendrils. your best bet there is to counter the cards they need to fetch the combo or just outright stifle/ trickbind the storm ability.
Goblins pounds your face in before sb too because if you get more than one pile driver comin at you and you got only 1 or no man lands its game over.
Not debating the storm situation -- it's like stifle or die G1; regular counters are only going to prolong you so far...
Goblins have changed %'s in my opinion. I really wanna say things are 50/50 even depending on builds of you and opponent and situations (who went first, decent hand/good hand, topdecks, etc).
This is where Finn's list, or any that has stifle and wipe away, really shine. The ability to stifle an aether vial or remove it outright is huge tempo swing in your favor in this MU. Even on the draw, Goblins need to drop ringleader or warchief to keep tempo (regarding critters). The minute this is disrupted (ie, vial is bounced early) -- you can pull ahead. Of course the MVP will be piledriver, who is unblockable the entire MU, but denying him friends + having several lords makes the situation a lot better. Mutavaults can also steal the game; if the opponent has Goblin King, you can sneak in several points of damage due to mountain walk against them.
Sovereign is also a key figure in this MU. Where Wake can be burned/removed/pinged away while he's small, Sovereign grants unblockability aka chip away at the opponent.
SB options are also 50/50. The [insert color] elemental blast strategy can keep both players at bay. The only real damage goblins can do would be to splash a color (ie black) and bring in extirpate or engineered plague. If you're willing to devote slots to it, Propaganda will win you games 2 and 3 hands down. Goblins cannot afford the mana investment; letting you establish board control and ultimately establish the win.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I play against a Buried Revenge deck (not top tier I realize, but my friend plays it :P) And I get in a good 60-70% win (every 5 games, I win 2-3), But I'm not using Stife (mainly because I dont own any) and I didnt use my proxy'd sideboard xP
Things would swing differently if I had my sideboard
Mainly, your gunna want a Tormod's or a Relic if they are playing Tombstalker, and counter what you know are their win cons. You should be set
I was interested in building Merfolk, and I saw something interesting from another player the other day. He ran some Patron Wizards in his build. While he's not a Merfolk, he has a lot of synergy with the fish and it seemed like a really interesting choice, turning almost everything into a repeatable Force Spike.
Also, how do you side against the mirror? Merfolk looks like the only tribal deck people play in my area (except one guy plays Faerie Stompy but it's basically just a Standard Faerie list with some stuff added in), which means I don't have to worry about Goblins and Elves, but Merfolk is really popular.
This conversation lately is the best we have ever had on Merfolk. I tested Sovereign pretty much across the field this weekend. Here are some findings:
1. He makes Mutavaults even better in this deck. At some level that seems obvious, as a 3/3 is better than a 2/2 and so on. But it is palpably better while playing the deck. In most games I felt confident that my Mutavaults were going to be my best attacker - which is amazing when you think about it. And so do my opponents. The extra lords just make it seem inevitable that the Vaults will be a major headache. So the deck certainly has more synergy. But I don't know precisely what that translates to in terms of game play. In the past, I would cheer when I ripped a Wake Thrasher late. Now I do so when I land a Mutavault early. It feels like a zero sum game.
2. Against both Goblins and Burn I really have not experienced the boon from bigger critters that I imagined I would be. I have found that the opponent is more than capable of keeping my guys below 4/4. In fact the games that I win are always on the back of mana denial and countering spells. Just like with most opponents when I get out in front, I win. It was the exact same with Wake Thrasher.
So in conclusion I feel rather inconclusive.
A note on the combo matchup and Wipe Away: I agree that the combo matchup is no walk in the park in some ways. Wipe Away is pretty good against Jitte and Counterbalance - two cards I see a lot of. But if you go Echoing Truth instead it helps enormously against both Empty the Warrens and zombie tokens in Ichorid. If you are comfortable with your CB game, go for Echoing Truth. Along those lines, the presence or absence of Stifle alters the combo game pretty significantly too. So I am saying that minor changes within the build can make you come away with a completely different slant on how combo goes. I think that the widely skewed combo observations of players comes largely from that.
I'm with you on this, but wipe away is just too strong against a lot of cards you'll encounter in every matchup, while truth can be bad sometimes (mirror, gobs for vials) and can easily be responded to. I'd stick with 2/3 wipe away MD, 3/4 truth in the side (wiping explosives, deed, tombstalker with no possibility of fow from its controller, a 2/4 counters jitte, a vial, a survival... well, it is marvellous it's like playing boomerang with a stifle and a force of will attached).
That's my logic on wipe away as well. The fact that it can be utilized at any time + it's uncounterable is amazing. It lacks the sweeping effect of E-truth but more than makes up for it with being a guaranteed spell. That goes a long way in terms of gameplay -- to know this spell will always resolve.
I have to rank Wipe Away a solid notch above Etruth for that reason...although if you have Ichorid/tokens rampant in your area, the meta-switch to E.truth is understandable
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
This conversation lately is the best we have ever had on Merfolk. I tested Sovereign pretty much across the field this weekend. Here are some findings:
1. He makes Mutavaults even better in this deck. At some level that seems obvious, as a 3/3 is better than a 2/2 and so on. But it is palpably better while playing the deck. In most games I felt confident that my Mutavaults were going to be my best attacker - which is amazing when you think about it. And so do my opponents. The extra lords just make it seem inevitable that the Vaults will be a major headache. So the deck certainly has more synergy. But I don't know precisely what that translates to in terms of game play. In the past, I would cheer when I ripped a Wake Thrasher late. Now I do so when I land a Mutavault early. It feels like a zero sum game.
2. Against both Goblins and Burn I really have not experienced the boon from bigger critters that I imagined I would be. I have found that the opponent is more than capable of keeping my guys below 4/4. In fact the games that I win are always on the back of mana denial and countering spells. Just like with most opponents when I get out in front, I win. It was the exact same with Wake Thrasher.
So in conclusion I feel rather inconclusive.
so whats the ideal number for Sovereign in the deck? 2/3 or 3/4?
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
this is what i'm using. i cnage the sideboard according to the event i go to. however, I'd like to up the creature count. 20 doesn't seem to cut it. any suggestions how to improve the deck?
this is what i'm using. i cnage the sideboard according to the event i go to. however, I'd like to up the creature count. 20 doesn't seem to cut it. any suggestions how to improve the deck?
I'm not a big fan of Umezawa's Jitte MD. It costs quite a bit of mana; it's only really good with Aether Vial, and it's not a great card in many matchups. Also, Cold Eye Selkie isn't that great either.
Personally, I would cut those for 2 Sovereigns, 1 Wake Thrasher, and 1 Stifle.
How would you side against counter-top-goyf-bant thing?
My decks is fairly standard with 2jitte main, and my sb looks something like;
4 Mind harness
3 Stifle
2 Back to basics
1 Jitte
3 BeB
2 x
Dont know if i should go for spellsnare instead of something?
No need to overboard for that matchup, it's pretty good for you. Back to Basics is good against any 4-color Counterbalance Deck. I am also a big fan of bounce spells for their Tarmogoyfs and Rhox War Monks. I use Echoing Truth but Wipe Away and Rushing River are fine.
I see you're not running Stifles MD, those are good against their Fetches. I won a game against this type of deck in the Legacy Champs solely with Stifles and Wastelands.
For your particular list:
- 2 Jitte, -3 Wake Thrasher/Sovereign
+ 2 Back to Basics, +3 Mind Harness
how do we deal with Llawan, Cephalid Empress besides countering it i haven't been able to find a solution because the sliver build side this and artifact removal in against merfolk so even when i have jitte it gets removed
how do we deal with Llawan, Cephalid Empress besides countering it i haven't been able to find a solution because the sliver build side this and artifact removal in against merfolk so even when i have jitte it gets removed
You can still Vial in creatures even with this in play. So if you weren't able to counter it, try to keep your Vial in play. Of course they side in artifact removal so that won't be as easy as it sounds. Mutavault seems like it would be pretty important in this situation, not to mention its also a Sliver!
how do we deal with Llawan, Cephalid Empress besides countering it i haven't been able to find a solution because the sliver build side this and artifact removal in against merfolk so even when i have jitte it gets removed
I've never even heard of this card being played in Legacy. Try to Counter it, I guess, or bounce it. Protect your Vial.
I also run 2 truth in Main deck. Was considering fitting 3 stifle in main some how, they are really good, and it often comes as a big surprise to opponents when they hit game 1 as they are rarely main decked. Atleast in my meta.
I have always run the 3 Stifles MD, and they usually are pretty good. They help with your mana denial plan, can counter random abilities, and if they aren't that good in a certain MU, you can pitch them to Force and then side them out. I would play them over Jittes and some other utility cards MD.
In the past, I would cheer when I ripped a Wake Thrasher late. Now I do so when I land a Mutavault early. It feels like a zero sum game.
2. Against both Goblins and Burn I really have not experienced the boon from bigger critters that I imagined I would be. I have found that the opponent is more than capable of keeping my guys below 4/4. In fact the games that I win are always on the back of mana denial and countering spells. Just like with most opponents when I get out in front, I win. It was the exact same with Wake Thrasher.
So in conclusion I feel rather inconclusive.
This.
I've been running 2 Thrasher, 2 Sovereigns for the past month in efforts to see which played better. I almost never wished one card was the other. They both have their role in the deck, but due to cost we cannot run playsets of each.
Perhaps a 3-2 split is correct. If your build has 4 mutavaults (instead of 3), Sovereign should probably be the 3x. If Fire/Ice sees a lot of play in your meta, again Sovereign should be the 3x. If your control/thresh decks don't run red, Thrasher starts to look better at the 3-slot.
Also, the recent Andrew Hansen article listed a fish list with 3 Sygg's, which really intrigued me. It lowers the curve of the deck, and provides unblockability/defense. A white splash list should definitely try 2/3 of those with 3+Thrashers and see how it goes.
If you are comfortable with your CB game, go for Echoing Truth. Along those lines, the presence or absence of Stifle alters the combo game pretty significantly too. So I am saying that minor changes within the build can make you come away with a completely different slant on how combo goes. I think that the widely skewed combo observations of players comes largely from that.
So if you're not running Stifles, E-Truth looks a lot more attractive, and if you are running Stifles, Wipe Away looks better. Interesting.
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4 Cursecatcher
4 Silvergill adept
4 Lord of atlantis
4 Merrow Reejerey
2 Phyrexian Dreadnought
4 Force of will
4 Daze
4 Stifle
4 Standstill
4 Æther Vial
2 Umezawa's Jitte
4 Mutavault
4 Wasteland
12 Island
Not sure about Dreadnought versus Wake thrasher, it helps against our worst matchups well on the and Wake thrasher is worse against our worst matchups, but you need stifle to go dreadnought and it isn't a merfolk or a blue spell
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Only have 1 Standstill, but none of the good counters or lands because my deck is for extended currently.
and would be cool to use Sword of Light/Dark instead of Jutte? it's cheaper, and it gives protection against Moats/Doom Blades for your Wake Thrashers or LoA's
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Requires extra cards to use.
Still use Stifle though, which is what I'm assuming what you meant.
Wait, wouldn't the Naughts need to sac each other in that scenario?
no the first would sac the second and then once the second is gone you choose to sacrifice itself instead of paying its cost Phyrexian Dreadnought
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Although there is no definitive list, at this pre-ZEN time (assuming there may be a solid card coming down the pipe), I have to praise Finn for his list.
Post #350, Page 24
Imo, I agree with the number/slot/decisions made by Finn. With this new talk of Wake Thrasher or Sovereign still in debates, Finn's list can easily swap out either choice in that 3x hole. There are pro's and con's to either choice but in the end the overall balance of whatever card chosen works in conjunction to the rest of the deck.
Then comes the utility. More and more I've come to love and hate stifle. The card can either act as a time walk or dead space (top-decked). Nevertheless, even in decently developed metagames, the strengths of stifle outweigh its weaknesses. Having it in a 3x just seems to work. And last would be the random 2x something (often jitte or bounce). Again, atm I have to agree with Finn that it should be bounce. Too many times can you EOT wipe away a key critter, if not taking them by surprise before combat.
Developing concerns + questions
Elves: This has probably given me the most headaches out of all the new testing. Elvish Archdruid is that proverbial "bomb elf" elves have always needed and never had. It lets them explode with mana waaaay too soon + he pumps the field. In testing against my friend with a variety of decks (not just merfolk), he can consistently have several lords as early as T3. Bottomline -- I am having serious issues with them simply outpacing my board + my size critters.
SB doesn't bring in too much either. Even with testing Wash Out, on many occasions it doesn't come out fast enough or buy enough time. Anyone have advice?
Zoo: B2B kills them post-SB but I am not winning my G1's as much as I should. The Pridemage + Nacatl situation puts me in a big hole fast. Any tips on establishing yourself / a proper order against Zoo-ish decks?
About Dreadnought in the deck: He's a tank + can do a lot of damage if you can "combo" early but I am not sold on him atm. I think his inclusion takes away from the rest of the deck. I'm not talking about needed a 4th or 5th stifle, I mean that he's not a merfolk or blue -- which detriments more than you'd think. And having him in a small dosage at 2x in a decklist seems counter-productive to him being there in the first place.
My thoughts on Wake vs Sovereign: Overall it comes down to the kind of player you are and the style in which you want to play. Sorry if that sounds lackluster but in testing both choices, the real difference is how you establish yourself.
For example, Wake coming into play should immediately raise concerns for your opponent. I think if you prefer having a visible threat capable of winning the game single handedly, he's your man. If you prefer to boost the team + get the job done slightly faster, Sovereign is your pick. I would side with Sovereign at the moment because Sov is capable of enhancing a crowd....likewise, it needs a crowd to be effective. Wake can be topdecked on an empty board and basically win the next turn.
Personally, I shoot for having three merfolk and maybe a mutavault -- that makes me feel comfy. Maybe this is a stupid rationale but until I hit this amount of critters, I feel vulnerable -- regardless of the deck I am facing. After I get out that third guy, I start feeling like I'm in control and capable of unleashing. And because of this -- I think that's why I've been opting for Sovereign instead of Wake.
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Does Storm have a second win condition beyond Tendrils? there's the Blue one that mills, but what are the chances of a BU Storm?
And I dont see it losing to Goblins, maybe the first match untill they sideboard xP
Care to explain?
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Storm still triggers and they get all the copies of their spell if you wait till they play the tendrils. your best bet there is to counter the cards they need to fetch the combo or just outright stifle/ trickbind the storm ability.
Goblins pounds your face in before sb too because if you get more than one pile driver comin at you and you got only 1 or no man lands its game over.
"Insanity is knowing that what you're doing is completely idiotic, but still, somehow, you just can't stop it."
Not debating the storm situation -- it's like stifle or die G1; regular counters are only going to prolong you so far...
Goblins have changed %'s in my opinion. I really wanna say things are 50/50 even depending on builds of you and opponent and situations (who went first, decent hand/good hand, topdecks, etc).
This is where Finn's list, or any that has stifle and wipe away, really shine. The ability to stifle an aether vial or remove it outright is huge tempo swing in your favor in this MU. Even on the draw, Goblins need to drop ringleader or warchief to keep tempo (regarding critters). The minute this is disrupted (ie, vial is bounced early) -- you can pull ahead. Of course the MVP will be piledriver, who is unblockable the entire MU, but denying him friends + having several lords makes the situation a lot better. Mutavaults can also steal the game; if the opponent has Goblin King, you can sneak in several points of damage due to mountain walk against them.
Sovereign is also a key figure in this MU. Where Wake can be burned/removed/pinged away while he's small, Sovereign grants unblockability aka chip away at the opponent.
SB options are also 50/50. The [insert color] elemental blast strategy can keep both players at bay. The only real damage goblins can do would be to splash a color (ie black) and bring in extirpate or engineered plague. If you're willing to devote slots to it, Propaganda will win you games 2 and 3 hands down. Goblins cannot afford the mana investment; letting you establish board control and ultimately establish the win.
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Things would swing differently if I had my sideboard
Mainly, your gunna want a Tormod's or a Relic if they are playing Tombstalker, and counter what you know are their win cons. You should be set
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Also, how do you side against the mirror? Merfolk looks like the only tribal deck people play in my area (except one guy plays Faerie Stompy but it's basically just a Standard Faerie list with some stuff added in), which means I don't have to worry about Goblins and Elves, but Merfolk is really popular.
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1. He makes Mutavaults even better in this deck. At some level that seems obvious, as a 3/3 is better than a 2/2 and so on. But it is palpably better while playing the deck. In most games I felt confident that my Mutavaults were going to be my best attacker - which is amazing when you think about it. And so do my opponents. The extra lords just make it seem inevitable that the Vaults will be a major headache. So the deck certainly has more synergy. But I don't know precisely what that translates to in terms of game play. In the past, I would cheer when I ripped a Wake Thrasher late. Now I do so when I land a Mutavault early. It feels like a zero sum game.
2. Against both Goblins and Burn I really have not experienced the boon from bigger critters that I imagined I would be. I have found that the opponent is more than capable of keeping my guys below 4/4. In fact the games that I win are always on the back of mana denial and countering spells. Just like with most opponents when I get out in front, I win. It was the exact same with Wake Thrasher.
So in conclusion I feel rather inconclusive.
A note on the combo matchup and Wipe Away: I agree that the combo matchup is no walk in the park in some ways. Wipe Away is pretty good against Jitte and Counterbalance - two cards I see a lot of. But if you go Echoing Truth instead it helps enormously against both Empty the Warrens and zombie tokens in Ichorid. If you are comfortable with your CB game, go for Echoing Truth. Along those lines, the presence or absence of Stifle alters the combo game pretty significantly too. So I am saying that minor changes within the build can make you come away with a completely different slant on how combo goes. I think that the widely skewed combo observations of players comes largely from that.
That's my logic on wipe away as well. The fact that it can be utilized at any time + it's uncounterable is amazing. It lacks the sweeping effect of E-truth but more than makes up for it with being a guaranteed spell. That goes a long way in terms of gameplay -- to know this spell will always resolve.
I have to rank Wipe Away a solid notch above Etruth for that reason...although if you have Ichorid/tokens rampant in your area, the meta-switch to E.truth is understandable
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
so whats the ideal number for Sovereign in the deck? 2/3 or 3/4?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
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Malestrom Wanderer Group Chaotic Hugs
Tasigur, The Golden Fang Valu-Town
Modern
Too many to List...
Legacy
GWBNic-Fit PodGWB
G12-Post (Building)G
4 Lord of Atlantis
4 Merrow Rejeery
2 Wake Thrasher
4 Cursecathcher
4 Silvergill Adept
2 cold-eyed selkie
4 Force of Will
4 Daze
4 Aether Vial
2 Umezawa's Jitte
4 Standstill
2 stifle
4 wasteland
3 mutavault
13 Island
this is what i'm using. i cnage the sideboard according to the event i go to. however, I'd like to up the creature count. 20 doesn't seem to cut it. any suggestions how to improve the deck?
I'm not a big fan of Umezawa's Jitte MD. It costs quite a bit of mana; it's only really good with Aether Vial, and it's not a great card in many matchups. Also, Cold Eye Selkie isn't that great either.
Personally, I would cut those for 2 Sovereigns, 1 Wake Thrasher, and 1 Stifle.
Mad props to Spiderboy at HighLight for the sig!
Check out my drafting vids at MTGOvideos!
No need to overboard for that matchup, it's pretty good for you. Back to Basics is good against any 4-color Counterbalance Deck. I am also a big fan of bounce spells for their Tarmogoyfs and Rhox War Monks. I use Echoing Truth but Wipe Away and Rushing River are fine.
I see you're not running Stifles MD, those are good against their Fetches. I won a game against this type of deck in the Legacy Champs solely with Stifles and Wastelands.
For your particular list:
- 2 Jitte, -3 Wake Thrasher/Sovereign
+ 2 Back to Basics, +3 Mind Harness
Mad props to Spiderboy at HighLight for the sig!
Check out my drafting vids at MTGOvideos!
You can still Vial in creatures even with this in play. So if you weren't able to counter it, try to keep your Vial in play. Of course they side in artifact removal so that won't be as easy as it sounds. Mutavault seems like it would be pretty important in this situation, not to mention its also a Sliver!
I've never even heard of this card being played in Legacy. Try to Counter it, I guess, or bounce it. Protect your Vial.
I have always run the 3 Stifles MD, and they usually are pretty good. They help with your mana denial plan, can counter random abilities, and if they aren't that good in a certain MU, you can pitch them to Force and then side them out. I would play them over Jittes and some other utility cards MD.
Mad props to Spiderboy at HighLight for the sig!
Check out my drafting vids at MTGOvideos!
This.
I've been running 2 Thrasher, 2 Sovereigns for the past month in efforts to see which played better. I almost never wished one card was the other. They both have their role in the deck, but due to cost we cannot run playsets of each.
Perhaps a 3-2 split is correct. If your build has 4 mutavaults (instead of 3), Sovereign should probably be the 3x. If Fire/Ice sees a lot of play in your meta, again Sovereign should be the 3x. If your control/thresh decks don't run red, Thrasher starts to look better at the 3-slot.
Also, the recent Andrew Hansen article listed a fish list with 3 Sygg's, which really intrigued me. It lowers the curve of the deck, and provides unblockability/defense. A white splash list should definitely try 2/3 of those with 3+Thrashers and see how it goes.
So if you're not running Stifles, E-Truth looks a lot more attractive, and if you are running Stifles, Wipe Away looks better. Interesting.