- KennethWong
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Member for 14 years, 6 months, and 25 days
Last active Fri, Oct, 30 2015 11:46:16
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Aug 18, 2010KennethWong posted a message on W.I.P. Mono Blue Control PrimerPassive control: Propaganda.Posted in: Xanth Blog
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May 23, 2010KennethWong posted a message on MerfolkThanks man.Posted in: captainahard Blog
You might have too much island effects, you might wanna drop your tidal warriors for a silvergill adept. -
Feb 2, 2010KennethWong posted a message on From the Briefcase: Metro TransitIs it called metro transit because its awesome.Posted in: Blees Blog
answer me.
Anyway, cool deck. however, no llanowar elves in a mono-green ramp? - To post a comment, please login or register a new account.
For reference, I play MBC, Merfolk, Zoo and Slivers, if that helps.
(Not sure where to ask, thought Casual would be the place to be)
Okay doing some quick math here; adding an extra island would give you a 75% chance of drawing more than two islands in the first draw, while keeping it at 19 islands would keep it at 72%. Keep this in mind this is in the first draw. Personally you don't need more than two islands in your first draw (because of aether vial and your good amount of other free goodies). You will have a 94+% chance of drawing an island no matter what though, so that is okay.
However, I don't feel that it would be comfortable playing on two lands with this deck, in case you need to daze or cast things like propaganda. By the third turn, there's a good 5% chance that you won't draw three islands. What this means is that propaganda would become a pretty late draw. Also, using the same math, aether vial is at 39% in the first drop, which is pretty important since you need it to cast things without mana.
All in all, 20-22 lands should be more worth, since being able to cast things is always nice. They give you a nice back-up, and raise the probability of drawing islands by a good 10-15%, meaning you won't get mana screwed.
(This is all done with hypergeometric distribution, assuming a deck size of 60 and draws of 7, 8, 9, testing both 19, 20 and 22 lands.)
Devout Invocation puts out an army of 4/4 flyers. Running Lord of Atlantis will give you as big of an army with fish. While they don't have evasion, if you have enough fish to tap out for DI, you should have enough fish to kill the other guy with really, really big fish.
White gives you tokens, convoke, other things like that.
Black gives you sac outlets and possibly graveyard shenanigans through Thelon and others.
Blue gives you tempo, Paradox haze and draw.
Black is probably the strongest splash if you opt to run attrition
To be honest, the blue splash requires a bit more than paradox haze to justify. Go four of them so you can put in some tempo to get you to late game. It's going to take a hella long time for you to consistently chuck out tokens, so you're going to want to put in something like Into the Roil, Temporal spring or Remand.
Scatter the seeds is alright, but sprout swarm is just better and recurrable. Just get rid of it, you need the spaces for more things.
Utopia mycon is strictly better than thallid.
Tribal forcemage is kinda meh/overkill. If you wanted to win fast you wouldn't be playing thallids in the first place.
Black for Thelon is okay... but you could just run Thelonite hermit and not splash black at all.
White really helps you in terms of consistency in removal and token generation late game, and that really helps you win match-ups where you can't win straight out.
I've ran merfolk with an average cmc of 2 and you still need two or three lands at least to run; with 18 lands it's a lot less consistent and i still get mana screwed with around 24 lands.
I'll edit this post later after reading the thread a bit more because I forgot what I posted, but that's basically the reason why Uw/Ux merfolk is better than mono-blue millfolk
EDIT:
I think I wasn't clear about what I was saying; I've found merfolk with a splash of mill to not be as good or win as consistently as either straight millfolk or straight aggrofolk. The reason is that Drowner of Secrets is a three-drop with 1 power that forces you to tap all your merfolk down; it won't win as fast and you won't be able to snowball like you would with aggrofolk. However, if you do go millfolk, Judge of Currents will mitigate a lot of damage over time; if you do some math and calculate how much you would gain a turn, you might gain over 20 life in one game.
However, silvergill adept is always the best card, so i would advise you replace reef shaman or aquitect's with it. 3-4 Islandwalk enablers are good enough.
EDIT:
I just looked at your list a bit more; it seems like you need to either focus on milling or damage. Also, just 18 islands isn't good enough. If you're going to do millfolk, i think it would be a good idea to splash white for judge of currents, summon the school and oblivion ring.
Wake thrasher doesn't go very well with merrow commerce as well, btw.
Basically, hymn is better than distress.
Yeah, it definitely works but is more of a tempo card and more for running in a wizard-ish merfolk deck, probably somewhat like millfolk and such. Aggro merfolk won't really have a place for it.
In other news
3 Drowner of secrets
4 Silvergill Adept
4 Judge of Currents
2 Merrow Harbinger
3 Merrow Reejerey
4 Lord of Atlantis
4 Stonybrook Banneret
2 Merrow Commerce
4 Summon the school
12 Islands
12 Plains
This is what I'm running currently. It's meant for mostly multiplayer but probably functions around the same in 1v1. I'm having trouble with consistancy here but I don't really see the problem (I lost my fourth reejerey :/), mainly $$. Any comments?
ALSO: I updated the opening post to include master of the pearl trident and some little grammatical things
I have a feeling that Synod Sanctum isn't that great at the moment; it can only exile stuff you control, and by the time you board wipe, there's not a lot you can save. I think you can definitely cut it for something that would let you control the board better, such as another counter or an oblivion stone, which could allow you to save some permanents and blow everything else up.
I also think that you don't have quite enough 2cmc cards to imprint on Isochron.
A good idea would be to add muddle the mixture- a good counter and it could search up an isochron scepter.
I'm debating between Sorin's Vengeance and something like consume spirit. Consume spirit isn't as cost effective as any of them, but it's really really satisfying to get Liliana off and just consume for a very large amount of life.
I took the last mutilate in my LGS... so I doubt that I'm going to get it anytime soon. I'm still doing fairly well against creature based decks since my deck is packed with removal. Speaking of which, I need a way to deal with enchantment/artifacts, as that will probably help me in the control match-up.
4 Corrupt
2 Exsanguinate
1 Liliana of the Dark Realm
Draw/CA: 6
4 Sign in Blood
2 Promise of Power
4 Tendrils of Corruption
4 Geth's Verdict
3 Mutilate
3 Innocent Blood
4 Duress
4 Hymn to Tourach
Lands: 25
2 Cabal Coffers
23 Swamps
How does this look?
Took out the artifact shenanigans, gonna make another deck with them.
-4 Ichor
-3 Mycosynth
-3 Core
+3 Swamps
7 extra slots
I'm looking for things that I can find in the dollar jank box for tomorrow, since i'm going away for a bit after that.
After that I'll probably go for
-1 Swamp
+1 Cabal Coffers
+3 Pain's Reward
+4 Hymn to tourach