though you didnt answer my question,i would suggest running a set of Demonlord of Ashmouth, Abyssal Persecutor, and Desecration Demon(or atleast 8 of these).
2 rune-scarred demon.
and then 3-4 copies of one big demon.like demon of death's gate or lord of the void.up to you.
a few dark rituals and Culling the weak would help.
though i have a question, are you willing to buy other cards on building this deck or do you simply wish to work with what you have?
you just want to reduce the number?
my addition is 3 Primeval Titans.(with his ability we can thin out the deck increasing our chances of grabbing a creature).
I think 12 mana dorks is to much and since it looks like we are but splashing red i say -2 Tinder wall.
4 costing cost for a 4/2 that wen hits the board deals 4 damage is good, but i have a feeling that by turn four we can drop something bigger better.so i say -1 Flametongue Kavu.
and lasty.
there are tons of better cards to choose from rather then this guy, heck a Llanowar Elves would have done the trick.that 1 damage to each opponent is not as helpfull as the other 2 drops in this deck so far.so i say -4 Zhur-Taa. Druid
i really don't know many blue drawing cards, for it's my least favor color.
But from the few I know i would say Blue Sun's Zenith, you can re-use it again and again since it re-shuffles into your deck.though i know it can be a little expensive..
hm,my friend runs Concentrate and Timetwister in his EDH.I really like Timetwister.
Hi, back when I first got into Magic I set out on a Crusade of my own to build Tribal Decks.I went from Humans to Dragons to Angels and Demons.I build the decks for the fun and fun they were.
I've been wanting to share a few of my Tribal decks with the community, get some feedback and perhaps suggestions.
As I have stated before on my previous post, most of my decks are a bit outdated and need some upgrade.I would appreciate any and all comments.
Today the Tribe that I will introduce have only seen play within my playgroup once.This fella came in and I played him, now this was back when I first started playing MTG around 2011, he put down an island tapped and casted Aether Vial on his first turn.Little did you know what was to come on his second turn, for he played yet another island, tapped the Aether Vial to play a Tideshape Mystic and the two island to cast out Lord of Atlantis.This here was my introduction to the Merfolks.I was crushed with the Aggro he brought on me.
But since then I've been wanting to build a Merfolk deck of myself, and I set out to do so when I learned about the Millfolks.A total different ball game from that which was Introduce to me at first.And though I love the aggro that the Merfolks bring, I personaly don't see this tribe as the aggressive type, see them more like creatures of the mind, thus this was my reason why I set out to make it a mill deck instead of the typical Aggro.
So without further a due, let me introduce to you my
:symu:U/W:symw: Merfolk(Merrow) Tribal, "Deceitful Mind of the Merrows".
Now this deck doesn't need alot of fixing, I think.
I wanted it to have some control aspect and 5 control cards has done the job well.Though I look on taking some cards out and would like suggestions to which cards to add in their place.So far I have been looking at Opposition and Shared Discovery.
The Cards I'm thinking on removing are..
-1 Merrow Reejerey(I think 3 is enough).
-1 Intruder Alarm(I have found myself with 1 in play and one on hand at times).
-1 Merrow Commerce(same reason as Intruder Alarm).
-1 Judge of Currents(lifegain not That important)
-1 Distant Melody(think Shared Discovery Is Much better choice)
and perhaps even
-1 Sygg, River Guide!
That leaves out 6 open slots.2 which i'm thinking about using for Shared Discovery and the rest is where I need most help on.
Thanks for reading and I await for your feedback and/or suggestions!
Fixed count.We have 22 creatures and 23 lands, which puts us on the 59 count for the deck.
Add in another Forest(since our main focus early game is Green mana) and settle as is?
Or do you guys aim to drop one more Chromatic Lantern and/or Mulldrifter?
Mhm,i would say ramp up to them.Use cards like Birds of Paradise.
Make sure to give your Titans' Haste, card's like Anger can help.
To make Use of Sun Titan throw in some 3 costing spells, ghostly prison and Oblivion Ring are great.Though I'm sure there are many others you can use.
and I would run 2 of each with some Totur, Green Sun can fecth all your green ramp creatures or have Primeval Titan your main focus in early game, to thin out your deck.
Hope this helps, it's the first thing i can think of at the moment.
Since I don't see it in the list you could look at Profane command
In response to the Beast Within suggestion, I do love the card, I even run it in my Garruk's Horde (beast Tribal) deck, but I want to avoid running it here.Also, I would rather go Exile something instead of Destroying it.
And Profane command isn't something I would play here, for one, I find the best use of it is it's Re-animation and the -X/-X, and maybe the Fear.But with Bathe In Light protecting my creatures from colors and Timber Protector making my guys indestructible, my guys are pretty much made.Bathe In Light also let's me swing for the kill, so fear isn't needed.Which that leaves the -X/-X part of the ability, but with Paths and Lignify I really don't need it.
But thank you for the suggestions!
lol, if you guys get together maybe we can finish this quick.
taking out both Prismatic omen, one Chromatic Lantern, and one Krosan tusket should finish this.Lands shouldn't take long.
you really don't have many high costing cards,maybe run 22-23 lands?
and fix it up a bit.I know you only splash black for the lingering souls, but those 2 swamps wouldn't cut it.
I would also suggest more token producers, Spectral Procession & Moorland Haunt.
Perhaps a Vault of the Archangel? this will make your spirits very frightening indeed.
are you working on a budget?
If not, get a play set of Path of Exile or Swords to Plowshares, instead of Condemn or do you have it to bounce your own creature from danger?(though i know you already have Brave the Elements)
Also, are you planning on having a sideboard?
I see you have an interesting Empty the Warrens thing going on, but my ideas for the deck would gut it of what makes that card good. These are the changes I would make without breaking the bank:
I would probably then cut the Goblin Grenades and Goblin Warstrikes for being bad in multiplayer magic, making them weak casual cards in general. Good in 1v1 though.
I'm not sure what I'd do about Coat of Arms. I wouldn't play it myself, but it can swing casual games with less fierce removal than tournament magic.
Interesting, though what you have just suggested is mainly something for multiplayer, isn't it? I focused my deck more one 1v1.I can deal Massive damage real fast.On turn two, with the right cards, I can deal 10 damage alone and even end it by turn 3 or 4.I really don't attack at all within the first few turns, I sac my Goblins for damage and/or use them as blockers if need be.Turn four up I should be doubling my numbers, thus dealing that much damage thanks to Goblin Warstrike.
Hm, and like I've Mentioned, Coat of Arms only has help me wen the game has lasted longer then expected, which it shouldn't really.Maybe I should change the 2 for 2 Skullclamp? I do need some drawing power..
So I gave in and gave Path to Exile a shot, since few friends of mine are okay with me playing it.Though I didn't have a whole set of it so at the moment i'm simply running 3.Also, I plan on adding Bathe In Light, though I don't have any copies whatsoever.Same with Dungrove Elder, I was thinking perhaps 3 would be good.
As i've mentioned before, the singletons will be removed.And I'm looking for a set of Vivid Grove or if Vivid Meadow appears first, I would accept that too.It's just that right now I don't have any spare Temple Gardens and they cost a pretty penny.
If I get my hands on some Humble, it will replace Lignify, but on the mean time I will keep them along Paths.
2 rune-scarred demon.
and then 3-4 copies of one big demon.like demon of death's gate or lord of the void.up to you.
though i have a question, are you willing to buy other cards on building this deck or do you simply wish to work with what you have?
you just want to reduce the number?
EDIT: do you have a budget?
I think 12 mana dorks is to much and since it looks like we are but splashing red i say -2 Tinder wall.
4 costing cost for a 4/2 that wen hits the board deals 4 damage is good, but i have a feeling that by turn four we can drop something bigger better.so i say -1 Flametongue Kavu.
and lasty.
there are tons of better cards to choose from rather then this guy, heck a Llanowar Elves would have done the trick.that 1 damage to each opponent is not as helpfull as the other 2 drops in this deck so far.so i say -4 Zhur-Taa. Druid
3 Heartwood Storyteller
2 pyrewild shaman
3 Ruric Thar, the Unbowed
3 Myr Superion
4 Ulvenwald Tracker
4 Overgrown Battlement
3 Wolfir Silverheart
3 Flametongue Kavu (1 @ -1)
4 Tinder Wall (1 @ -2)
4 Zhur-Taa Druid (1 @ -4)
4 Wall of Blossoms
3 Primeval Titan
24 Adventurers' Guildhouse
But from the few I know i would say Blue Sun's Zenith, you can re-use it again and again since it re-shuffles into your deck.though i know it can be a little expensive..
hm,my friend runs Concentrate and Timetwister in his EDH.I really like Timetwister.
I've been wanting to share a few of my Tribal decks with the community, get some feedback and perhaps suggestions.
As I have stated before on my previous post, most of my decks are a bit outdated and need some upgrade.I would appreciate any and all comments.
Today the Tribe that I will introduce have only seen play within my playgroup once.This fella came in and I played him, now this was back when I first started playing MTG around 2011, he put down an island tapped and casted Aether Vial on his first turn.Little did you know what was to come on his second turn, for he played yet another island, tapped the Aether Vial to play a Tideshape Mystic and the two island to cast out Lord of Atlantis.This here was my introduction to the Merfolks.I was crushed with the Aggro he brought on me.
But since then I've been wanting to build a Merfolk deck of myself, and I set out to do so when I learned about the Millfolks.A total different ball game from that which was Introduce to me at first.And though I love the aggro that the Merfolks bring, I personaly don't see this tribe as the aggressive type, see them more like creatures of the mind, thus this was my reason why I set out to make it a mill deck instead of the typical Aggro.
So without further a due, let me introduce to you my
:symu:U/W:symw: Merfolk(Merrow) Tribal, "Deceitful Mind of the Merrows".
8 Plains
8 Island
4 Halimar Depths
Creatures:
1 Sygg, River Guide
4 Drowner of Secrets
4 Merrow Reejerey
4 Stonybrook Banneret
3 Grimoire Thief
3 Ink Dissolver
3 Stonybrook Schoolmaster
3 Judge of Currents
4 Merrow Commerce
3 Mana Leak
2 Counterspell
2 Summon the School
1 Distant Melody
3 Intruder Alarm
Wanted to focus mainly on the milling of my opponents thoughts(library).
Drowner of Secrets is the leading cause, followed by Grimoire Theif and Ink Dissolver.Merrow Commerce goes great with the strategy and Intruder Alarm
just makes things even nastier, giving me more tokens with Stonybrook Schoolmaster and this trigger goes great with Grimoire Thief(milling my opponent near dry) or perhaps Judge of Currents(boosting my lifepoints greatly).Stonybrook Banneret to speed up the process and Merrow Reejerey
to help my little guys from burn spells(aswell as to make use of it's untapping ability).Sygg, River Guide and a few counter cards to protect my creatures, specially Drowner of Secrets.Summon the School gives me more Merfolks and i'm able to bring it back to my hand with a simple tap of 4 Merfolks.And lastly, one Distant Melody for draw power.
Now this deck doesn't need alot of fixing, I think.
I wanted it to have some control aspect and 5 control cards has done the job well.Though I look on taking some cards out and would like suggestions to which cards to add in their place.So far I have been looking at Opposition and Shared Discovery.
The Cards I'm thinking on removing are..
-1 Merrow Reejerey(I think 3 is enough).
-1 Intruder Alarm(I have found myself with 1 in play and one on hand at times).
-1 Merrow Commerce(same reason as Intruder Alarm).
-1 Judge of Currents(lifegain not That important)
-1 Distant Melody(think Shared Discovery Is Much better choice)
and perhaps even
-1 Sygg, River Guide!
That leaves out 6 open slots.2 which i'm thinking about using for Shared Discovery and the rest is where I need most help on.
Thanks for reading and I await for your feedback and/or suggestions!
Add in another Forest(since our main focus early game is Green mana) and settle as is?
Or do you guys aim to drop one more Chromatic Lantern and/or Mulldrifter?
4 Maelstrom Archangel
2 Bogardan Hellkite
3 Mulldrifter (2 @ -1)
2 Angel of Serenity
2 Krosan Tusker
2 Angel of Despair
4 Birds of Paradise
3 Wall of Blossoms
2 Eladamri's Call
3 Putrefy
2 Through the Breach
Enchanmtents (2)
2 Animate Dead
Sorcery (2)
2 Divine Reckoning
Artifacts (3)
3 Chromatic Lantern (1 @ -1) (1 @ -3)
Lands (24)
4 Reflecting Pool
1 crystal quarry
2 City of Brass
4 vivid grove
9 Forest
1 Mountain
1 Plains
1 Island
1 Swamp
Make sure to give your Titans' Haste, card's like Anger can help.
To make Use of Sun Titan throw in some 3 costing spells, ghostly prison and Oblivion Ring are great.Though I'm sure there are many others you can use.
and I would run 2 of each with some Totur, Green Sun can fecth all your green ramp creatures or have Primeval Titan your main focus in early game, to thin out your deck.
Hope this helps, it's the first thing i can think of at the moment.
EDIT: use the prmo versions, they are bad ahh!
In response to the Beast Within suggestion, I do love the card, I even run it in my Garruk's Horde (beast Tribal) deck, but I want to avoid running it here.Also, I would rather go Exile something instead of Destroying it.
And Profane command isn't something I would play here, for one, I find the best use of it is it's Re-animation and the -X/-X, and maybe the Fear.But with Bathe In Light protecting my creatures from colors and Timber Protector making my guys indestructible, my guys are pretty much made.Bathe In Light also let's me swing for the kill, so fear isn't needed.Which that leaves the -X/-X part of the ability, but with Paths and Lignify I really don't need it.
But thank you for the suggestions!
taking out both Prismatic omen, one Chromatic Lantern, and one Krosan tusket should finish this.Lands shouldn't take long.
and fix it up a bit.I know you only splash black for the lingering souls, but those 2 swamps wouldn't cut it.
I would also suggest more token producers, Spectral Procession & Moorland Haunt.
Perhaps a Vault of the Archangel? this will make your spirits very frightening indeed.
If not, get a play set of Path of Exile or Swords to Plowshares, instead of Condemn or do you have it to bounce your own creature from danger?(though i know you already have Brave the Elements)
Also, are you planning on having a sideboard?
Interesting, though what you have just suggested is mainly something for multiplayer, isn't it? I focused my deck more one 1v1.I can deal Massive damage real fast.On turn two, with the right cards, I can deal 10 damage alone and even end it by turn 3 or 4.I really don't attack at all within the first few turns, I sac my Goblins for damage and/or use them as blockers if need be.Turn four up I should be doubling my numbers, thus dealing that much damage thanks to Goblin Warstrike.
Hm, and like I've Mentioned, Coat of Arms only has help me wen the game has lasted longer then expected, which it shouldn't really.Maybe I should change the 2 for 2 Skullclamp? I do need some drawing power..
As i've mentioned before, the singletons will be removed.And I'm looking for a set of Vivid Grove or if Vivid Meadow appears first, I would accept that too.It's just that right now I don't have any spare Temple Gardens and they cost a pretty penny.
If I get my hands on some Humble, it will replace Lignify, but on the mean time I will keep them along Paths.