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  • posted a message on [MOR] Titan's Revenge
    this card makes me pine for the days of top
    Posted in: The Rumor Mill
  • posted a message on [MOR] Hydro's (Unofficial/Rumored) New Years Eve Preview: Mutavault
    i think this card is going to be worth alot, because even though it isn't as outright powerful as a card like goyf or thoughtseize, it goes in almost every deck, any deck that runs 2 colors can afford a card like this, and it works really well with the current t2 foramt
    Posted in: The Rumor Mill
  • posted a message on [MOR] Hydro's (Unofficial/Rumored) New Years Eve Preview: Mutavault
    something is missing, if this is the changling land, it should at least have it comes into play tapped unless you reveal a creature, or, cipt unless you reveal a creature or tribal card, like all of the other lands
    Posted in: The Rumor Mill
  • posted a message on [MOR] 4 New Cards from WOTC Website
    first of all, the elf is just sick, no question. the merfolk i really like because it starts to show what wizards will have, unlike the previous giant wizard we saw a few days ago. i dont know why people are hating the kithkin land so much, its a plains in a kithkin deck that is never a dead card. i think wizards wanted these lands to be bonuses in decks that ran the tribe, not color fixers that happened 2 come into play tapped. the elemental is meh, it looks to me like a card that originally allowed you to champion multiple elementals like a modern dracoplasm
    Posted in: The Rumor Mill
  • posted a message on [Official Thread] Sonic Boom (MUC)
    i like the idea of splashing black for damnation which is easy if you up the count of tolaria west, and run 2 urborgs, river of tears will rarely hurt either, as with at least one or 2 dreadship reefs.
    Posted in: Standard Archives
  • posted a message on Morningtide Wish List
    anything that makes the merfolk engine competitive in t2
    Posted in: Speculation
  • posted a message on [Official Thread] UW Merfolk
    the reason i run piracy charm, in the deck is not as a replacement for psiblasts, but in the sideboard, because against elves, the deciding point of the game tends to be whether my opponanat can stick a turn one llanowar elves, and piracy charm kills it
    Posted in: Standard Archives
  • posted a message on [MOR]Classes? YES!
    anyone else think that with the warrior tribe, lovisa coldeyes could become a constructed staple? depending what warriors we get of course.
    Posted in: Speculation
  • posted a message on [MOR] Stomping Slabs
    i would never run a one of rune snag, espescially not in a control deck, if anything, 4 snags and a one of leak, but this card is good in dstorm in that it lets you trigger the knoll on this alone, but i think without lilliana or some other manipulation it is too random for competitive play, even in draft because its an uncommon, you wont get 3-5, unless u get luck in a M M M draft and no one else tries for them, even so, the card just seems like another remake of erratic explosion, just not as good.
    Posted in: The Rumor Mill
  • posted a message on [Official Thread] UW Merfolk
    burrenton forge tender absolutely hosed storm in the side standard events for me
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    I run teferis moat sb, and find it to be a lifesaver alot of the time. it pretty much shuts down elves , the mirror, and rdw excluding goyf which you can counter. but run at least 3 sb. when you side it in it is pretty much a 5 mana card that says gg. plus, running between 8 cantrips with the adept, and will, the deck can usually hit 5 mana. granted my build runs 23 lands, to ensure i hit atleast 4 by turn 4 so i can hold a counter for a damnation and still cast a creature that turn.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    i personally think that red makes this deck much better, i run heat shimmer, which is usually at worst a warriors honor with a body and haste, from hitting one of 8 lords, and really hoses manacin by targeting epochrasite for a 4/4 haste, mulldrifter for a shock +2 cards, or a shriekmaw to kill an opposing mulldrifter, i run 4 since i played manacin and hit a manakined shriekmaw with it killing it, using my shriekmaw to take out a venser, and then hit for 3 damage so i could finish him off with incinerate next turn, the bottom line is red gives this deck the reach it needs post wrath, psionic blast just isnt enough to recover from a well played manacin deck, which is currently my worst matchup.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    anyone try spiketail drakeling or hatchling, because i know that the one thing that kills this deck is holding back because of the threat of a wrath of god, so dropping a 2/2 flier on turn 3 that says, "you cant wrath me for 2 more turns" seems pretty ideal.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    I like fairie trickery in this build because it is so much better than cancel or any other cancel in the manakin matchup and still stops wrath which is the biggest problem in control matchups. in agro, judge of currents, and teferi's moat are usually all you need to win
    Posted in: Standard Archives
  • posted a message on [Official Thread] U/G Faeries
    the spellstutter sprite is a house against the pickles matchup, because when a card is played morphed, it costs 3 but its cmc is still 0 so it can counter it without any other fae in play, not to mention what it can do with a white splash for momentary blink
    Posted in: Standard Archives
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