To be fair, LSV more or less admitted here that he was messing with us after being prodded by one of our champions (Corbin Hosler). He even regaled us with a Fish-related pun.
just started the video, the first thing i'm wondering is... why would you run more than 1 steam vents?
it could def be a design flaw. The deck I copied only played 1 steam vents. It could be randomly Spreading seased, fulminator maged, or blown up somehow. But it might not be as big of an issue as I feared.
just started the video, the first thing i'm wondering is... why would you run more than 1 steam vents?
it could def be a design flaw. The deck I copied only played 1 steam vents. It could be randomly Spreading seased, fulminator maged, or blown up somehow. But it might not be as big of an issue as I feared.
you probably just want to try to keep the vents in the deck until you're ready to deploy your blood moon.
if you already have a blood moon in play then it doesn't matter if your steam vents is destroyed.
Private Mod Note
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Rollback Post to RevisionRollBack
Modern U Merfolk U WUBRGPeopleGRBUW U Turbo Turns U UB Fae BU WBG Aristocrats GBW
just started the video, the first thing i'm wondering is... why would you run more than 1 steam vents?
it could def be a design flaw. The deck I copied only played 1 steam vents. It could be randomly Spreading seased, fulminator maged, or blown up somehow. But it might not be as big of an issue as I feared.
you probably just want to try to keep the vents in the deck until you're ready to deploy your blood moon.
if you already have a blood moon in play then it doesn't matter if your steam vents is destroyed.
In practice it will be hard to play like this. Let's say I have a fetch and island in hand with no turn 1 play. Ideally I should play the fetch and grab the steam vents tapped at end of turn. From here on out my steam vents is vulnerable. If I dont get it now it will either cost me more life later or I don't get a vents at all and my topdecked blood moon will be stranded in hand. There are risks either way. I hate splashes
Amen to that. This is an interesting experiment, but so far I haven't been impressed with what the splash has brought to the table. We'll see how it goes in the future, though.
On a somewhat-related topic... Affinity's metagame shares have taken a plunge in the last couple of days (thanks largely to a big uptick in Dredge, which crushes them). If this is a trend and not just a blip on the radar, our metagame positioning might have just gotten even better.
just started the video, the first thing i'm wondering is... why would you run more than 1 steam vents?
it could def be a design flaw. The deck I copied only played 1 steam vents. It could be randomly Spreading seased, fulminator maged, or blown up somehow. But it might not be as big of an issue as I feared.
you probably just want to try to keep the vents in the deck until you're ready to deploy your blood moon.
if you already have a blood moon in play then it doesn't matter if your steam vents is destroyed.
In practice it will be hard to play like this. Let's say I have a fetch and island in hand with no turn 1 play. Ideally I should play the fetch and grab the steam vents tapped at end of turn. From here on out my steam vents is vulnerable. If I dont get it now it will either cost me more life later or I don't get a vents at all and my topdecked blood moon will be stranded in hand. There are risks either way. I hate splashes
yeah it hurts more, but you only play it like that if you're actually worried about it getting blown up, most of the time that is not going to be your opponents plan and it will be safe to run it out on turn 1. if you're expecting an immediate fulminator or ghost quarter then play around it.
Private Mod Note
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Rollback Post to RevisionRollBack
Modern U Merfolk U WUBRGPeopleGRBUW U Turbo Turns U UB Fae BU WBG Aristocrats GBW
Insult//Injury is probably not for us since it demands several merfolk already in play, which is not a given, or we are already winning.
As Foretold is also not playable in our deck, but it will make few decks on its own, since you can cast Ancestral Vision, Restore Balance, Wheel of Fate and other fun stuff the same turn.
I would also lump this Throne to unplayables in our deck, since any other two drop that could be a candidate does more and isn't so dependable on others.
As a Legendary card it can't be played in multiples, as a 1 or 2-of it has low impact.
I don't see what it can replace in our deck.
Yeah, none of the spoilers have impacted us so far, but some of them will probably make the cut in other decks. So far, I'm looking at the new Gideon in decks like Taxes and RW Prison, As Foretold in Turns and perhaps WU Control, and Throne in Affinity.
IF we're splashing then Failure/Comply looks interesting. At face value Id still favor Unsubstantiate since it can bounce a threat, but this could delay Verdict/Abrupt Decay 2 turns or could proactively delay something like Ad Nausium or Scapeshift a turn.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
https://www.youtube.com/watch?v=lPzcXT2lOK8
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
U Merfolk U
WUBRGPeopleGRBUW
U Turbo Turns U
UB Fae BU
WBG Aristocrats GBW
https://www.youtube.com/watch?v=lPzcXT2lOK8
you probably just want to try to keep the vents in the deck until you're ready to deploy your blood moon.
if you already have a blood moon in play then it doesn't matter if your steam vents is destroyed.
U Merfolk U
WUBRGPeopleGRBUW
U Turbo Turns U
UB Fae BU
WBG Aristocrats GBW
On a somewhat-related topic... Affinity's metagame shares have taken a plunge in the last couple of days (thanks largely to a big uptick in Dredge, which crushes them). If this is a trend and not just a blip on the radar, our metagame positioning might have just gotten even better.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
yeah it hurts more, but you only play it like that if you're actually worried about it getting blown up, most of the time that is not going to be your opponents plan and it will be safe to run it out on turn 1. if you're expecting an immediate fulminator or ghost quarter then play around it.
U Merfolk U
WUBRGPeopleGRBUW
U Turbo Turns U
UB Fae BU
WBG Aristocrats GBW
As Foretold is also not playable in our deck, but it will make few decks on its own, since you can cast Ancestral Vision, Restore Balance, Wheel of Fate and other fun stuff the same turn.
There will be changes in Modern after Amonkhet.
I would also lump this Throne to unplayables in our deck, since any other two drop that could be a candidate does more and isn't so dependable on others.
As a Legendary card it can't be played in multiples, as a 1 or 2-of it has low impact.
I don't see what it can replace in our deck.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Not exactly loving it... but its interesting.
https://www.youtube.com/watch?v=lPzcXT2lOK8
https://www.mtggoldfish.com/articles/instant-deck-tech-merfolk-modern
—Radha, Keldon warlord
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers: