Momentous Fall? Are you fracking sh*tting me? First off, what's the point, and second off, how is it part of this deck's gameplan to reliably get to four mana, including two of its splash color?
Also, the white splash really addresses this deck's problems far better than the green. It's better to have spot removal than to have a big dumb beater like Goyf, because it's better just to kill problematic creatures outright than to try to swing into them blindly with Goyf. We already have beaters, the problem is making sure they get to swing through. And that's where StP and PtE shine.
Also, it's true that Krosan Grip is better than the artifact/ enchantment removal in white, but Seal of Cleansing is still good enough. Dealing with opposing creatures is this deck's greatest problem anyways, and the green splash does nothing to address that problem at all.
I get your point, though you can always cast him on the same turn the other dies and go off the ultimate as he goes into play. That is still an effective 20 damage from the five dragons the previous Sharkan left behind.
This card is terri-bad. So far almost everything in this entire set looks like it's designed for casual tables where you get up to like 14 lands in play over the course of a single game.
If that's how you like to play the game then go for it, but I'm not dropping any flo-jo on this set based on what I've seen so far.
Armageddon makes no sense. This deck uses light mana disruption on the opponent to slow them down, but we don't want to blow up our own lands, and four mana is very high on the curve for most Merfolk decks.
The white splash is primarily for removal, so I think the only maindeck white cards should be 4 Swords to Plowshares, backed up by 2-4 Path to Exile in the sideboard. There are plenty of other cards in white that might be worth using for the sideboard, depending on your meta, but I think it's important not to lean too heavily on the splash. So overall I probably wouldn't play more than 6-8 white spells in the sideboard.
This is like the billionth Merf thread so far this Extended season... All I'm sayin' is it might benefit the development of this strategy if we managed to merge the discussions. Instead of having like twelve different groups of small numbers of people talking about it amongst themselves. (There were more threads I could have linked, but frankly I was getting a little bored of copy-pasting...)
I mean, Jesus Effin' CHRIST, people. Reading and basic Internet skills (like forum searches) are freaking TECH.
I'm not running white because I don't think it gives us anything spectacular enough to warrant mucking up the manabase. This version makes Blood Moons and Ghost Quarters into relatively dead draws.
I tend to disagree, because Path to Exile is pretty spectacular, and Meddling Mage seems good in the meta right now, since there's sooo much combo floating around. Not to mention Kataki sounds like a good sideboard option, now that it's been brought up.
Anyhow... What's the bottom line on Cosi's Trickster? I play Legacy mostly, where he's pretty unplayable, but is he better in Extended? Or just not worthwhile? I have two in my list to help out with the one-drops, but I'm not sure if he should be in there (God I miss my Aether Vials :p)...
This is where I was at when I was messing with this idea. I didn't get around to playing it enough to draw many conclusions though. I play Merfolk in Legacy and was just trying to transfer the deck basically. How has testing been going for you, does it play pretty decently?
Just wondering if anyone's tried a version ofthis deck using red for Burning Inquiry and Goblin Bushwhacker. Both seem like they'd be incredible in the right list, and I could imagine that green might be able to be cut in favor of red.... Does this make sense to anyone?
honestly, I could see pact of negation hitting in to help out your combo turn, but with duress already maindeck, I don't see the need. honestly, I ended up taking out the null profusions because the deck was started for them, and was evolved over several months, but then again, I built it to prey on dragonstorm with ignite memories (never lost a game there:evillol:), but I also played rift bolt, which was a good storm enabler, and something I ended up completely loving, was a singleton damnation maindeck. of course, I also ran 4 wheel of fate, as the deck ended up being a t4 killer against dragonstorm, when they're average turn was something like 5 at the time. I imagine it's too slow here, but the basic idea of empty your hand with the tutor ends up being pretty darned solid. if I were to run blue, It'd be entirely for peer thru depths. it allows you to dig and fetch up some more storm. I really think you should give sins of the past a try....it really hurts decks a lot, and remand from blue could have some interesting interactions wiht grapeshot. I seriously wouldn't run grapeshot without the red enchantment from futuresight that adds 2 damage to individual spells.
I think you mean Pyromancer's Swath, and yeah, you're probably right, although obviously it can't go in the same deck with Null Profusion.
It seems to me that Grapeshot takes too much set-up to be a good kill switch, and we might just be better off going the Dragonstorm route.
Still though: the funniest Storm deck available would go Null Profusion -> Empty the Warrens -> Goblin Bushwhacker... Almost crazy enough to work, but the whole deck would die to one Volcanic Fallout, which is usually the sort of thing that bespeaks a bad idea.
Really the problem with braid of fire is that it's not disruptive, it isn't really mana acceleration, and it's not a huge undercosted beater.... Hence, it doesn't really have a use in this deck, people.
Would making a three-color, red/black/blue deck make any sense? (The idea would basically be to use red for the kill spells and the mana acceleration, blue for card draw and some amount of counterspells, and black for Infernal Tutor and discard spells... Or perhaps Ad Nauseam...)
Here, I'll take a quick stab at it. This list won't be super pretty, because I'm a little new to Storm.
Quick question, just since this thread has some folks thinking about red based combo decks: would a deck based on Goblin Charbelcher just not work in Extended? I.e. would it be inherently not as good as a Storm deck?
Getting Haakon into your graveyard just to have the chance of being able to recur Nameless Inversion seems weak and overly complicated. I think what a red/black Extended deck probably inherently wants to do is just beat face quickly.
Momentous Fall? Are you fracking sh*tting me? First off, what's the point, and second off, how is it part of this deck's gameplan to reliably get to four mana, including two of its splash color?
Also, the white splash really addresses this deck's problems far better than the green. It's better to have spot removal than to have a big dumb beater like Goyf, because it's better just to kill problematic creatures outright than to try to swing into them blindly with Goyf. We already have beaters, the problem is making sure they get to swing through. And that's where StP and PtE shine.
Also, it's true that Krosan Grip is better than the artifact/ enchantment removal in white, but Seal of Cleansing is still good enough. Dealing with opposing creatures is this deck's greatest problem anyways, and the green splash does nothing to address that problem at all.
Um... Good luck with that?
If that's how you like to play the game then go for it, but I'm not dropping any flo-jo on this set based on what I've seen so far.
The white splash is primarily for removal, so I think the only maindeck white cards should be 4 Swords to Plowshares, backed up by 2-4 Path to Exile in the sideboard. There are plenty of other cards in white that might be worth using for the sideboard, depending on your meta, but I think it's important not to lean too heavily on the splash. So overall I probably wouldn't play more than 6-8 white spells in the sideboard.
http://forums.mtgsalvation.com/showthread.php?t=163986&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=164924&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=169913&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=179936&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=180457&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=183225&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=193548&highlight=merfolk
http://forums.mtgsalvation.com/showthread.php?t=202722
This is like the billionth Merf thread so far this Extended season... All I'm sayin' is it might benefit the development of this strategy if we managed to merge the discussions. Instead of having like twelve different groups of small numbers of people talking about it amongst themselves. (There were more threads I could have linked, but frankly I was getting a little bored of copy-pasting...)
I mean, Jesus Effin' CHRIST, people. Reading and basic Internet skills (like forum searches) are freaking TECH.
I tend to disagree, because Path to Exile is pretty spectacular, and Meddling Mage seems good in the meta right now, since there's sooo much combo floating around. Not to mention Kataki sounds like a good sideboard option, now that it's been brought up.
Anyhow... What's the bottom line on Cosi's Trickster? I play Legacy mostly, where he's pretty unplayable, but is he better in Extended? Or just not worthwhile? I have two in my list to help out with the one-drops, but I'm not sure if he should be in there (God I miss my Aether Vials :p)...
2 Cosi's Trickster
4 Silvergill Adept
4 Lord of Atlantis
4 Merrow Reejerey
4 Merfolk Sovereign
2 Wake Thrasher
4 Path to Exile
3 Spell Snare
3 Spell Pierce
2 Echoing Truth
4 Mutavault
1 Minamo, School at Water's Edge
4 Scalding Tarn
1 Marsh Flats
3 Hallowed Fountain
2 Wanderwine Hub
1 Plains
6 Island
4 Meddling Mage
1 Echoing Truth
1 Relic of Progenitus
2 Tormod's Crypt
2 Journey to Nowhere
2 Kira, Great Glass-Spinner
3 Flashfreeze
This is where I was at when I was messing with this idea. I didn't get around to playing it enough to draw many conclusions though. I play Merfolk in Legacy and was just trying to transfer the deck basically. How has testing been going for you, does it play pretty decently?
Go eat some salted nuts. Seriously, they're delicious. I recommend cashews.
Anyways, thanks for the answer. Just asking.
I think you mean Pyromancer's Swath, and yeah, you're probably right, although obviously it can't go in the same deck with Null Profusion.
It seems to me that Grapeshot takes too much set-up to be a good kill switch, and we might just be better off going the Dragonstorm route.
Still though: the funniest Storm deck available would go Null Profusion -> Empty the Warrens -> Goblin Bushwhacker... Almost crazy enough to work, but the whole deck would die to one Volcanic Fallout, which is usually the sort of thing that bespeaks a bad idea.
Here, I'll take a quick stab at it. This list won't be super pretty, because I'm a little new to Storm.
4 desperate ritual
4 seething song
4 manamorphose
4 ponder
4 slight of hand
4 serum visions
4 infernal tutor
2 null profusion
4 grapeshot
4 chrome mox
4 gemstone mines
4 scalding tarn
1 steam vents
1 blood crypt
1 watery grave
1 swamp
1 island
1 mountain
Ok, that mana base probably looks like ass, but still: viable?