I proxied out Standstill in my deck to test it out, and it helped me 1/2 the time. I know it sounds stupid, but I feel like I can only play it when I have a Vial out (which having 4 in the deck you'd THINK I'd draw at least one every game lol). Then again, I've been playing this game for about a year now, so maybe I'm just too scrub to use the card.
Actually, I'd like to ask for situations (other than when you have TOTAL FIELD CONTROL) to use the card, so I can learn the ropes behind some of these legacy cards.
If you dont want to, call me scrub, flame etc. etc. I dont care, but the more you help the better the competition gets
if your opponent has like a 1/1 or no creatures and you have a Mutavault, you play standstill. of course there may be other factors, but usually that's a pretty good situation to play the card.
and I understand why you feel the way you do about Standstill. Standstill hardly locks people out of the game, if you know what you're doing (as the opponent), and know you have nothing to get around it, you drop your spell asap unless you know waiting it out will benefit you more than the standstill owner. so to me, it actually is just card draw. of course it does depend what deck you're facing, but still, it's 2 mana for 3 cards.
that being said, I've used Ancestral Vision in place of Standstills before, and I liked them.
Turn one vial and then a mutavolt to standstill is pretty hard to beat. I understand what you are saying but standstill is a great card.
Even a turn one cursecatcher then mutavolt and standstill on turn 2 is really good. You are still hitting for 3. I think even 2 creatures in play then a standstill is great on turn 3.
Why I think standstill is no good is because it is pretty much a dead card vs decks that have creature advantage such as turn 1 kird ape. When you are behind drawing standstill doesn't help. You pretty much only wanna draw it within your first 3 draws or when you have board advantage which you are pretty much winning anyways.
I don't see how ancestral vision is all that good, by the 4th or 5th turn you should have the game almost in hand or Merfolk will run out of steam.
Turn one vial and then a mutavolt to standstill is pretty hard to beat. I understand what you are saying but standstill is a great card.
Even a turn one cursecatcher then mutavolt and standstill on turn 2 is really good. You are still hitting for 3. I think even 2 creatures in play then a standstill is great on turn 3.
Why I think standstill is no good is because it is pretty much a dead card vs decks that have creature advantage such as turn 1 kird ape. When you are behind drawing standstill doesn't help. You pretty much only wanna draw it within your first 3 draws or when you have board advantage which you are pretty much winning anyways.
I don't see how ancestral vision is all that good, by the 4th or 5th turn you should have the game almost in hand or Merfolk will run out of steam.
4th/5th turn? i think you're exaggerating a bit =)
thats like saying how is standstill good if you can't have the game by 4th/5th turn. because if you're supposed to win by then, standstill is useless.
4th/5th turn? i think you're exaggerating a bit =)
thats like saying how is standstill good if you can't have the game by 4th/5th turn. because if you're supposed to win by then, standstill is useless.
Are you playing Merfolk right now???
I read Ancestral Vision and it comes with 4 counters on it. So if you play it on turn one which no one ever should what turn do you get to draw cards??? You play standstill on turn 2 with a vial in play. Standstill isn't good to draw past your 3 or 4th turn UNLESS YOUR ALREADY WINNING, I explained why pretty well in my last post.
lets go through the turns....
1 island, vial
2 mutavault, standstill. or play adept (draw a card) EOT bring in cursecatcher
3 island, swing for 5 vial in LOA Or swing for 8
4 attack for at least 5, EOT vial in thrasher or Lord
5 ...... same thing swing. what else needs to be explained?
I didn't say win by turn 5 I said game in hand by turn 5. Now maybe I can draw some cards with the ancestral vision which is really cool. Standstill is way better.
well yes it's better. I'm just saying thats probably the closest replacement in terms of drawing cards for little mana. obviously it cant actually replace Standstill.
and btw, your scenario is based completely on the fact that you draw vial opening hand. which doesn't happen very often let's be honest
I happens enough and really that is the point of the deck. Without the vial Merfolk isn't as near as powerful. And of course that is a great draw, but that is the point. Your best hand...
Standstill and vial are what make the deck. Even without the vial you could swing for 10+ damage by the 4-5th turn, which still means you have the game pretty much in hand. Drawing standstill then still wouldn't be that great.
The original reason for me posting is because XenoNinja was asking why standstill is good and I was trying to provide examples of when it is awesome and when it pretty much sucks.
IMO playing this deck without standstill is just as bad as no LOA. Both are core cards.
I'm wondering if that's a joke post. We have Propaganda to slow them down. It's a one-time cost, and how can we keep that much mana available for Flood when we're trying to keep it available for bouncing, countering, and Mutavault-blocking (not to mention Daze is always messing around with how many Islands we have out)? How did you see it being a good trade-off? I think I like War Tax more for that general idea anyway.
Don't see this ever seeing play, especially with Merfolk running 12 islands. All you will do is put your merfolk on the bottom which would suck.
And a 1/2 for 3 mana isn't good enough considering the other 3 drops we have..
does anyone run tidal warrior anymore? How about 3 standstill instead of 4. I know I said earlier it makes the deck but I hate drawing more then one. It also seems like a dead draw unless you are winning or even. turn 1 vial then standstill turn 2 is awesome but after that I just don't know.
New merfolk from Zen, pretty good for this format:D
God I hope this is confirmed. This would be a 3/3 easy with all the fetchlands that see play. What would we drop for it, though? The only other 1 drop everybody (well, almost everybody), is Cursecatcher, which I still feel is too good to get the axe.
is cursecatcher really that good? Seems this new fish would help vs zoo, cursecatcher doesn't really do much. turn 1 ape etc vs cursecatcher sucks, but this guy might help a little.
Cursecatcher is good esp vs decks that play blue, but don't merfolk already have a pretty good advantage vs them?
OMGOMGOMGOMGOMGOMG!!!! New Merfolk 1cc that for 2 gives them all FLYING?! I Like where that is going. Now we just need something for drawing with Merfolks, and we'll be set
OMGOMGOMGOMGOMGOMG!!!! New Merfolk 1cc that for 2 gives them all FLYING?! I Like where that is going. Now we just need something for drawing with Merfolks, and we'll be set
Errr the deck runs 4 standstill and 4 silvergill adept. It seems as though it draws enough off of those cards.
And standstill a dead draw? Only if you're losing but even then if the card is dead you can pitch it to FoW something.
And the new Cosi's Trickster or whatever: It depends on what you want to replace with it. Some people don't like cursecatcher so he would probably go if cursecatcher was underwhelming in their meta i.e. lots of zoo or creature based aggro.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Looks pretty good, power seems pretty good. Hopefully we will see some real power with the remaining 3 but as I read in another thread blue isn't know for their powerful creatures.
currently playing T2
:symw::symb::symg::symr::symu:domain zoo (yes it exists in standard):symw::symb::symg::symr::symu:
:symr::symbr::symb: Blightning :symb::symrb::symr:
Fetches alone can justify the trickster when you think about how integral they are to so many decks. Though I would agree that it can't simply take precedent over cursecatcher for the small benefits it can see via enemy shuffling.
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Piloting:
BW(G) Junkblade - Legacy
BW Vial Deadguy - Legacy
UWR Geist - Modern
UR(B) Delver - Modern
W(G) Death & Taxes - Modern
Oona, Queen of the Fae - EDH
In other news, crazy nitwits playing dress-up have also convicted the Hamburglar, the Cookie Crisp Crook, and the Frito Bandito of sundry snack-related thefts.
Seriously, what about this strikes you as remotely worthy of discussion?
if your opponent has like a 1/1 or no creatures and you have a Mutavault, you play standstill. of course there may be other factors, but usually that's a pretty good situation to play the card.
and I understand why you feel the way you do about Standstill. Standstill hardly locks people out of the game, if you know what you're doing (as the opponent), and know you have nothing to get around it, you drop your spell asap unless you know waiting it out will benefit you more than the standstill owner. so to me, it actually is just card draw. of course it does depend what deck you're facing, but still, it's 2 mana for 3 cards.
that being said, I've used Ancestral Vision in place of Standstills before, and I liked them.
Standstills are better in FaerieNinja.
Even a turn one cursecatcher then mutavolt and standstill on turn 2 is really good. You are still hitting for 3. I think even 2 creatures in play then a standstill is great on turn 3.
Why I think standstill is no good is because it is pretty much a dead card vs decks that have creature advantage such as turn 1 kird ape. When you are behind drawing standstill doesn't help. You pretty much only wanna draw it within your first 3 draws or when you have board advantage which you are pretty much winning anyways.
I don't see how ancestral vision is all that good, by the 4th or 5th turn you should have the game almost in hand or Merfolk will run out of steam.
4th/5th turn? i think you're exaggerating a bit =)
thats like saying how is standstill good if you can't have the game by 4th/5th turn. because if you're supposed to win by then, standstill is useless.
Are you playing Merfolk right now???
I read Ancestral Vision and it comes with 4 counters on it. So if you play it on turn one which no one ever should what turn do you get to draw cards??? You play standstill on turn 2 with a vial in play. Standstill isn't good to draw past your 3 or 4th turn UNLESS YOUR ALREADY WINNING, I explained why pretty well in my last post.
lets go through the turns....
1 island, vial
2 mutavault, standstill. or play adept (draw a card) EOT bring in cursecatcher
3 island, swing for 5 vial in LOA Or swing for 8
4 attack for at least 5, EOT vial in thrasher or Lord
5 ...... same thing swing. what else needs to be explained?
I didn't say win by turn 5 I said game in hand by turn 5. Now maybe I can draw some cards with the ancestral vision which is really cool. Standstill is way better.
That was my point
and btw, your scenario is based completely on the fact that you draw vial opening hand. which doesn't happen very often let's be honest
Standstill and vial are what make the deck. Even without the vial you could swing for 10+ damage by the 4-5th turn, which still means you have the game pretty much in hand. Drawing standstill then still wouldn't be that great.
The original reason for me posting is because XenoNinja was asking why standstill is good and I was trying to provide examples of when it is awesome and when it pretty much sucks.
IMO playing this deck without standstill is just as bad as no LOA. Both are core cards.
vs. other aggro/tempo decks.
Corrupt Control B | Burn R | UG Turbofog UG | White Weenie W | GW Tethmos WG | BG Cycling Combo BG
Enchantress GBW | Colorless Tron C | Red Deck Wins R | UG Madness UG | Mono-G Tron G | UR Puzzlehorns UR
Rhystic Tron WU| WU Prowess WU | BR Reanimator BR | Mono-R Control R | Stompy G | Temur Tron URG
Mardu Infinite Priest WBR | 85-Card Dredge BRG | Elves GU | Boros Bully RW | Jeskai Familiars RWU
I'm wondering if that's a joke post. We have Propaganda to slow them down. It's a one-time cost, and how can we keep that much mana available for Flood when we're trying to keep it available for bouncing, countering, and Mutavault-blocking (not to mention Daze is always messing around with how many Islands we have out)? How did you see it being a good trade-off? I think I like War Tax more for that general idea anyway.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Merfolk Wayfinder
I still wouldn't include it in this deck. Then again, who called flying fish?
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
And a 1/2 for 3 mana isn't good enough considering the other 3 drops we have..
Merfolk are not suppose to fly either lol
Thoughts??
New merfolk from Zen, pretty good for this format:D
God I hope this is confirmed. This would be a 3/3 easy with all the fetchlands that see play. What would we drop for it, though? The only other 1 drop everybody (well, almost everybody), is Cursecatcher, which I still feel is too good to get the axe.
Cursecatcher is good esp vs decks that play blue, but don't merfolk already have a pretty good advantage vs them?
4 Cosi's Trickster
4 Lord of Atlantis
4 Silvergill Adept
4 Merrow Reejeery
3 Wake Thrasher
3 Merfolk Sovereign
4 Daze
4 Standstill
4 Aether Vial
4 Wasteland
4 Mutavault
"Insanity is knowing that what you're doing is completely idiotic, but still, somehow, you just can't stop it."
Heroes of the Plane
The Price of Legacy
The Price of Legacy 2.0!
Decks:
EDH
Malestrom Wanderer Group Chaotic Hugs
Tasigur, The Golden Fang Valu-Town
Modern
Too many to List...
Legacy
GWBNic-Fit PodGWB
G12-Post (Building)G
What?????
And standstill a dead draw? Only if you're losing but even then if the card is dead you can pitch it to FoW something.
And the new Cosi's Trickster or whatever: It depends on what you want to replace with it. Some people don't like cursecatcher so he would probably go if cursecatcher was underwhelming in their meta i.e. lots of zoo or creature based aggro.
Currently Playing:
Retired
There's a new guy--check him out.
That leaves three remaining instances of "Merfolk," right? The one-drops aren't bad, which means the remaining guys might be crap.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
We need something the goblins have....
Look at the Zendikar Spoiler.
I was thinking...is the Trickster that good in Legacy? Besides Fetches and Matron, what are some other big-name cards that promote enemy shuffling?
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
trinket mage, infernal tutor, entomb, survival of the fittest
and less commonly ponder and land grant
:symw::symb::symg::symr::symu:domain zoo (yes it exists in standard):symw::symb::symg::symr::symu:
:symr::symbr::symb: Blightning :symb::symrb::symr:
BW(G) Junkblade - Legacy
BW Vial Deadguy - Legacy
UWR Geist - Modern
UR(B) Delver - Modern
W(G) Death & Taxes - Modern
Oona, Queen of the Fae - EDH
Caller of Gales
Creature Type: Merfolk Wizard
Mana Cost: U
P/T: 1/1
1U, Tap: Creatures you control gain flying until end of turn.