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  • posted a message on [Primer] UW Control (1/2012 - 7/2013)
    Hi, I own an Aggro (Robots) and Aggro-Tempo Deck (Merfolk) and now I want a Control Deck. I've looked around and UW seems to meet that intent best, but what types of UW Control decks are there?

    I used to pilot a Mono U Mill Draw Go Deck. I really enjoyed that deck. But, I know mill is the least competitive type of control deck due to its win condition.

    I looked into Fae, but found out it was a more long ranged tempo deck. I do not wish to repeat an aggro tempo deck since I have one.

    Waaay back in the day I played a World Championship Decree Deck based. It sort of operated like a Control + Big Splashy Deck.

    Any artifact control decks?

    I really enjoy artifacts (next deck after this one will be Eggs)
    Posted in: Modern Archives - Established
  • posted a message on [Primer] UB(x) Faeries
    Darn. Fae looks very fun, but I already play a aggro tempo control. Its not as long ranged as Fae, but range is not what I'm after. I want more of a draw go type of control. I guess I best hit up the UW Control Primer.
    Posted in: Modern Archives
  • posted a message on [Primer] UB(x) Faeries
    Hi, I play Robots (Aggro) & Merfolk (Aggro-Control).

    I want a Control deck...can Faeries do that?

    I created this list, what do you think about it?

    CREATURE: 20
    4x4 Mistbind Clique
    4x3 Scion of Oona
    4x2 Snapcaster Mage
    4x2 Spellstutter Sprite
    4x1 Faerie Imposter

    INSTANT: 16
    4x2 Mana Leak
    4x2 Rune Snag
    4x1 Mana Tithe
    4x1 Silence

    MANA: 24
    4x Mutavault
    4x Faerie Conclave
    4x Flooded Strand (my friends don't mind I use this card)
    4x Plains
    8x Island

    CONSIDERING
    4x2 Voidmage Protigy
    4x2 Phantasmal Image
    Posted in: Modern Archives
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    @Johnald

    Good points, just ease up on the abrasiveness/ backhanded help. Your posts are the only one that makes want to go on defensive and rebuttal vs listen and adjust my deck accordingly.

    @Lordrewind

    I have no idea where you got that snippet of someone else addressing me about being irrational. But, thanks for the reply. My issue with Muta was that I was unable to make use of it; thus, chuck it. I will give it a few more goes say 25-50 matches with a set of 4. If it performs well it can keep the slots.

    @Cody

    Anti-Burn is a personal thing with me, but a lot of aggro decks (not just red deck wins) and even some control decks make use of red. Plus, black and white attempt to control the field via offensive support spells. Outside of that, blue and white love to counter which my sideboard can assist in. But yes, some anti-grave would be great so I might chuck 2 spellskites for g-cage. I get most of my meta pulse via MTG Top8.com. Outside of that I have little modern competitive competition. My meta is EXTREMELY competitive, but they only play standard. :/
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    A little rambly, but it covers the thinning concept in depth.

    In a duel mana build land you only should use one set of land thinners, but in a tempo control or better yet mono control the thinning gain vs life cost is extremely counter productive. Thus, one should use 0.

    But, that conclusion tapers off the more draw power the deck has as the article suggested. So, my question is how much taper is needed? In other words, how much draw power is needed per turn to actually make land thinners vs life cost stabilize if not come out ahead???
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    How can I argue with such solid reasoning?

    Thanks, but I'll do my own testing.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    I do not know what your list has, but this is mine. I has 16 draw cards and 8 thinning cards and their are ways to increase that within the deck, but this is my version. My whole point was that I saw it hard to maximize Muta, that's all. Even my Robot Deck opts out of using its land creatures to drop more pump creatures. I'm not against Muta, just that I would only ever find room for 2 in a deck unless the meta really punished land searchers, which are extremely pervailant as seen in any deck on MTG Top8.com. As for the sideboard, I hate burn; thus, it's all anti-burn hate but doubles vs mirror matches, control, and combo. I lack artifact and grave hate. But, I rather build against most vs the least. Wink

    Merfolk:
    4x Merrow Reejerey
    4x Master of the Pearl Trident
    4x Lord of Atlantis
    4x Phantasmal Image
    4x Silvergill Adept
    4x Cursecatcher

    4x Aether Vial
    4x Remand
    4x Repeal
    4x Spreading Seas

    4x Cavern of Souls
    4x Scalding Tarn
    4x Misty Rainforest
    8x Island

    Sideboard:
    1x5 Jace, Memory Adept
    2x3 Kira, The Great Glass Spinner
    4x2 Spellskite
    4x1 Spell Pierce
    4x1 Dispel

    Like I said earlier in another post, the mana pool is the most difficult part to build. Below are a few mana pool designs that I have yet to decide which is optimal. My personal top picks are italicized.

    4x Scalding Tarn
    4x Misty Rainforest
    12x Island


    4x Mutavault
    4x Scalding Tarn
    4x Misty Rainforest
    8x Island

    4x Cavern of Souls
    4x Scalding Tarn
    4x Misty Rainforest
    8x Island


    2x Mutavault
    2x Cavern of Souls
    4x Scalding Tarn
    4x Misty Rainforest
    8x Island


    4x Mutavault
    4x Cavern of Souls
    12x Island
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Why is adding or subtracting lands for Muta a point of continent?

    It wasn't even my point in both posts.

    Now, I am lost, but if you need a mana composition then here is one for example.

    20 basic lands.

    0 Muta out of 20 basic lands.

    I am not adding or taking out any basic lands for Muta.

    Dose that answer the question?
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    No, I'm not.

    I will try to explain.

    To maximize Muta you must use it as a creature otherwise why wouldn't someone take an Island instead? To maximize Muta you must pay 1 mana for it to become a creature. Thus, you pay 1 mana. Muta is a creature; however, it really cost you two mana. Muta is adding zero to your mana pool when in use as a creature. So, it cost you 2 mana per 1 Muta creature per time.

    Muta is only useful on the win turn, when you might need that "one" extra creature to kill your opponent. Outside of this turn I find Muta counter productive because I want to maximize its use, but even when I have spare mana I rather tempo control + draw on my opponents turn.

    I prefer more tempo control w/ draw power such as Remand for example. It cost two mana, but I disrupt their spell for that turn and draw a card. 1 Muta creature cost 2 mana per use (that's how I am drawing the comparison for competing mana pool). Plus, I'm putting a land in harms way and leave myself open next turn since I tapped out all mana in a blue deck splashed with tempo control...

    If I never find mana to spare then why add Muta?

    Its a great card, but field test after field test I am unable to maximize it. Heck, I sometimes lack mana in my hyper aggressive Affinity deck for its land creatures.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Mutavault = Awesome, BUT...

    Ask yourself, would you rather play a creature over a mutavault?

    And

    Ask yourself, would you rather play a mutavault over a counter + draw (Remand)?

    Mutavualt = Awesome, BUT...I have found it counter productive

    I never mana to tap a Mutavault into play unless its for the win on turn 4 or 5. And, in most cases the free mana Reejerey gives me on the winning turn I rather tap my opponents mana as I empty my hand onto the filed.

    I prefer Cavern of Souls to protect against the current 37% of control decks running around and some Aggo Faeries and Delver. But, even then it sometimes slows the deck down vs pure islands and mana searching lands.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Reejerey = Free Mana

    Free Mana = All Creatures In Hand Are Cast Into Play

    All Creatures In Hand Are Cast Into Play = GG

    Reejerey allows Merfolk to win on turn 4 and most times on turn 5.

    And yes, no one should be tapping blockers if you are running Spreading Seas + Reejerey.

    But, this is my experience.

    The most difficult thing about building a Merfolk deck is not the creature base or support but the mana composition imo.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Merfolk wins mid game.

    Why?

    Reejerey.

    Why?

    "Whenever you cast a Merfolk spell, you may tap or untap target permanent."

    If a Merfolk deck is built right, you should be slowing the opponents tempo while increasing resources (cards) to flood the filed mid game for the win.

    Reejerey = Merfolk Deck

    No Reejerey = No Merfolk Deck
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Hi, I am new to the forums and this is my first post. I am very familiar with the game, but I am not a rules lawyer. I play Merfolk at tournaments and it does well. I redesigned my current Merfolk deck into two different decks and wanted some constructive criticism.

    Merfolk: Draw Tempo
    4x Merrow Reejerey
    4x Master of the Pearl Trident
    4x Lord of Atlantis
    4x Phantasmal Image
    4x Silvergill Adept
    4x Cursecatcher

    4x Aether Vial
    4x Remand
    4x Repeal
    4x Shifting Seas

    4x Scorched Tarn
    4x Misty Rainforest
    12x Island

    The idea is to disrupt my opp just long enough till I have enough resources to explode onto the field while drawing/ thinning my deck to increase speed and consistency.

    Merfolk: Defensive Slow Grow
    4x Merrow Reejerey
    4x Master of the Pearl Trident
    4x Lord of Atlantis
    4x Phantasmal Image
    4x Silvergill Adept
    4x Cursecatcher

    4x Aether Vial
    4x Spell Pierce
    4x Dispel
    4x Shifting Seas

    4x Mutavault
    4x Cavern of Souls
    12x Island

    This one is more typical of a Merfolk. The main difference is the anti-spell slant due to the prevalence of offensive/ counter instants in most decks. I am hopping I can better establish a field presence.

    Thoughts
    Posted in: Modern Archives - Proven
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