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  • posted a message on Merfolk

    Went 0-2 tonight at lgs. Round 1 was mirror match but he got nut draws while i got land screwed. Round 2 was Abzan where game 1 was mana screw and g2, the Grim Flayer got big and i couldnt deal with it because my blockers kept getting removed.

    I know its not an in-depth recap but there really was not much to explain. When i last played two weeks ago I got mana flooded in the majority of my games. When i checked my deck there were 20 lands in there. I thought it was too much, considered 18 but decided 19 was a safe bet. I will admit it was probably a mistake to keep a one lander (mutavault) g2 vs merfolk, despite having a vial and a Speaker, as he did the same t1 play but drew into his lands.

    When I spoke to the merfolk player afterwards, I asked him about his build and he said he wasnt running the new lord because he always felt 12 was enough. I saw him use Branchwalker and it did a good silvergil impression by picking up a land. He did have Kumena but he was winning anyway so i cant say how good it was.

    Even though i wanted to experiment with the numbers of some of the stuff in the deck, i did not have much of an opportunity to do so tonight and im still not sure if it's a good idea going forward. I may reconsider branchwalker at 2 the most.
    Posted in: Aggro & Tempo
  • posted a message on Need help with an Alesha deck
    I would like to give any advice I have for Alesha as ive been playing with her for a little over a year but im still trying to figure out what it wants to do myself.

    My first build was a cut and paste of the budget deck from MTG goldfish because i wanted to something new to play and i couldnt think of what i wanted to brew.. Then i wanted to change stuff up a bit and i made it a stax tax theme and I played stuff like Aven Mindcensor and Eidolon of Rhetoric just to mess with people. Now i made it into some weird combination of tokens and the tax theme. I use the cards that makes everyone's stuff get tapped down loxodon gatekeeper and Kinjalli's Sunwing and a bunch of the 2 power token makers. In each iteration of the deck I kept an unlimited combo way to win. Sun Titan/Fiend Hunter plus sac outlet plus blood artist or purphoros or have the outlet be goblin bombardment or alter of dementia

    My main issue with Alesha are the numbers. I can never figure out how many of a particular thing is correct. Should I run 4 sac outlets or 6? How many of the creatures should make tokens? What is the correct number of cards that mess with the board should i use?

    My other issue with Alesha is the commander itself. In all my other decks (Gahiji, Mimeoplasm, Kess, and Mogis) I dont mind if they die cuz i can play them again and the commander tax is usually no big deal. With Alesha if im paying 5 for it, it just feels terrible.

    If any of my experience could somehow be of help to you then that would be awesome. I'm gonna stick around to see if you find out anything cool that can help me as well.
    Posted in: Commander (EDH)
  • posted a message on Merfolk
    Quote from tbone2177 »
    Great are you feeling without 4x mutavault?
    I'm also curious about this as well because even though the Mana is a bit difficult, Mutavault is something I would like to have with an additional 4 Lords in the deck. I also would like to know how Dismember did with all the fetches and shocks.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Would it have been asking too much for a Cursecatcher 2.0? mausoleum wanderer but remove the flying and make it Merfolk. I know there are times where Cursecatcher Under preforms but the mausoleum wanderer effect would scale nicely with lords. Would that have been too good?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk!
    How aggressive can standard Merfolk be? I'm not sure when the set is going to be fully spoiled (i believe tomorrow)They have a lot of great cards but one issue i see is the lack of another good one drop. Heck if Jungle Delver activated ability was 2 id probably consider it. Is standard merfolk going to be more mindrangish tempo?I like how you have pretty good CA between Silvergill and Branchwalker.

    Edit: Good Job Wizards... Good Job. No Great Job with this entire set as a whole.

    So we have two good one drops. The green one is coo but obviously something you dont want to play T1. The blue one however is definitely something worthwhile.

    Posted in: Standard New Card Discussion
  • posted a message on Merfolk
    Quote from rothgar13 »
    Hi everyone,

    I've just published an article documenting my thoughts on Tropical Fish thus far, and where I think it'll be heading based on the current Rivals of Ixalan spoilers. Check it out and let me know what you think!
    What I like most about ur article is that is not trying to force the idea that one brand of merfolk deck is better than the other and give the pros and cons of the U/G variant.
    Posted in: Aggro & Tempo
  • posted a message on [RIX][CUBE] Hadana's Climb//Winged Temple of Orazca
    Mimeoplasm loves the hell out of this.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Merfolk
    Went 3-0 with this last night at lgs.

    R1 Lantern Control: 2-1
    Game one he got out the Ensnaring Bridge, and I ended it for the sake of time. Took out 3 harbingers and watertraps for 3 rejections and 3 States. Game 2 was not as fast as I would have liked but bridge never showed and i aggrod. Game three was funny. I just won via turn 2,3,4 having the same play. Summon Master of the Pearl Trident and Swing.

    R2. Grixis Shadow: 2-0

    Between all of the fetching, shocking and giving me islands to walk on, it was pretty easy, when my turn one plays in both games were Kumena's Speakers. A few things died to removal but I still was able to get in creatures and attack. Watertrap shined here, I was able to tap down huge shadows and delve fish thingy so I can attack safely without worrying about leaving up blockers.

    We played casual unboarded games after and he beat me 2-0. When u can't remove those big guys it's a problem

    R3. 2-0: 5 color Deaths Shadow. (Is that even a thing?)

    I was able to spreading seas and island walk game 1 to victory, but it was a bit grindy, me giving him source allowed him to play the blue spells that were taking up space in his hand. I took out vials and 2 seas for 3 relics and 3 dispels. This game was very grindy. Got in a few hits but my stuff died to removal. Eventually there ended up being 2 shadows and 2 goyfs on the table. Another matchup where having Watertrap get in work by making sure I didn't get mauled to death. After a small stalemate, I finally drew Lord, I had dispel in my hand in case of removal and I swung with my team of 2 watertraps a Harbinger and a Mutavault and won.

    I think I found the right number. 1 Watertrap last week was too little but 3 was just right. It was never dead when I drew it and helped me out more than I thought it would.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Quote from Driemer84 »
    Can we please move on from this argument over which is "best"? I think most of us see that UG fish has some merit to it, but that doesn't mean all of a sudden mono blue is bad. Please try and keep discussions to whichever deck you prefers card selection, like why you would run more or less cursecatchers in UG or watertrap weaver in mono blue. It's really obnoxious to see these passive aggressive jabs at each other every time someone asks which version is better. I think the fact that we're having these arguments over and over points out that both decks are powerful.

    Over in the Elves forum there are no arguments like this between GW or GB. People play what they like and they discuss their card choices for whatever deck they're on. This particular forum has become so toxic from a few users that it's almost depressing to read.
    On that note, have people tried Watertrap in the simic version of Merfolk? It's clear that the card enables you to be more aggressive, and when you have 1 mana 2/2s and 2 mana 3/2s it seems like it would be a decent fit, I do understand that slots are an issue tho. I put in one in my Tropical list but did not get a chance to play it last week. Even though it is another pretty decent target for Phantasmal Image, maybe I will cut one image for a second Watertrap. I feel like 3 is where i would go, four might be too much with a playset of Merrows as well.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Went 1-2 last night with this list.

    With Images and Watertrap I was going for a more aggressive approach, with copying lords and tapping down blockers/potential attackers.

    Game 1 vs U/R control

    I will not forget the opening hand, it had vial, Kumena, 2 Botanical Sanctums, master of the pearl trident, Mutavault, Silvergill and Image. So glad to have a good hand in my first round of a modern tournament. Game one he was stuck at two lands for a while and I just swung and got through pretty well. Second Game he got some more lands but did not seem to have enough answers to deal with all the creatures. If I recall correctly I boarded out the harbingers and watertrap for 3 dispels and Disdainful Stroke. (i only realized that i should have boarded out spreading seas afterwards)

    Game 2 vs Titan Shift 0-2

    I am going to assume this is a bad or a hard matchup usually because not only did i feel hopeless, but I was having flashbacks to zendikar standard... I did not have a one drop on the first turn but i had a vial 2 lands and a Branchwalker so I thought it would do. before i knew it i could not get enough damage in and i was hit with a billion mountain damage. I felt it was appropriate to board out the harbingers and images. put in 3 disdainful strokes and 3 dispels. Game two primetime came out and killed my dudes with valakut triggers and eventually got me.

    Game 3 vs Jund 1-2

    Because there was more stuff going on in this matchup than any of the others I cant remember many specific details. Game 1 was close but I got killed by a gigantic ooze. Game 2 i put in 3 relics of progenitus and 1 dispel. This game i had more stuff than he was removal and i islandwalked to victory. a dispel saved me from removal, so I made the terrible mistake of overestimating the card and shoving the other two in, forgetting what i boarded out. I believe it was cursecatcher. Game 3 ended up in a stall for a while but then he got out 2 Bobs and was getting all the luck with lands off the bobs and spells from the draws. I was able to keep Goyf under control with relic of progenitus but eventally i got mauled by Huntmaster of the Fells a token and a Kitchen Finks... after being stuck with two dispels in hand... (lesson learned)

    Despite the loss I had a good and fun time. i've noted mistakes I have made and will try to avoid them in the future. A few things to note.

    Cursecatcher felt like it never pulled it's weight. against Scapeshift they can just wait to cast it for one more mana, and against jund, ther best removal in bolts and pushes are one mana anyway. I understand that there are probably some matchups where he shines but certainly not the ones from yesterday. Right now I only see it as being good if I have 4 mana and I want to play a Merrow and something a cursecatcher to tap something down. Of course it was a singleton so I did not get to try it out but I would like to keep in Watertrap to see if it will work as intended if drawn. If I were to replace 2 Cursecatchers for something else what should it be? Here are a few thoughts.

    2 Spellskite: Prof. from TCC raves about this guy a lot. My only experience with the card was from Standard back in the day and I know how good it is, just not sure if it is where Merfolk wants to be. still I see potential as it provides more things to play with a 2 counter vial and can be played off of a manabase of mutavault and cavern.

    2 Smuggler's Copter: I feel like it would be nice when u cant depend on Islandwalk but also at the same time, i feel it might be less effective with two less one drops to turn it on. Still the power to filter through the deck faster is pretty good.

    1/1 Kopala/Kira or Kopala or Kira/Watertrap Weaver: Not sure if adding in 2 more three drops is a good idea with 19 lands. I feel like each of these cards would have helped me in some manner. Trap for tapping down attacking the Jund creatures and Kira/Kopala for making them pay more for removal or double up.

    2 Dismember: I opted not to use these because of the fetches and shocks taking a toll on my life and, and used a fourth harbinger/Watertrap as a way to deal with creatures instead. to be honest I have no idea if this was the right call or not, because in the games where i did not draw the watertrap that meant I knew for sure i would not have drawn a dismember and against jund i feel like If I would have drawn it after the ooze got too big it would have been useless anyway, while the other two might have been more helpful.

    All in all it was a learning experience and I had fun, looking forward to my next opportunity to play. Happy Thanksgiving to everyone here Smile
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I think the second mana base with one more fetch is better given the number of three drops you're running. Also, the other mana base you posted would have trouble playing sideboard interaction. I think Nikachu might have provided a good description of the mana base in one of his deck techs. Look him up on YouTube.

    Def Google a few articles on modern mana bases, it will make your transition easier Smile

    Also, if you end up running 19 lands, that frees up a spot for a single Kira.

    Good luck! This deck has a low floor and high ceiling when it comes to piloting skill, so don't be discouraged the first time around. Modern is about knowing the format and mastering decks and archetypes. The experience will get you where you want to be with the deck.
    Thanks for the advice and while im not sure if it's the best thing to do, I did some testing with the removal of one land and one Harbinger for 2 Cursecatchers, I can't recall who it was who said it here but I did like the idea of just a few more one drops for a more consistent vial. I also want to get in a cursecatcher once in a while so i can get practice with determining when and when not to use it, in case the u/g version is not for me and I go to mono U.

    Definitely gonna give the fetchland manabase a shot. If I see that my lgs has a bunch of control I suppose the wise thing to do will be to change it back afterwards.

    Edit: I will look up some more articles, I saw one on channel fireball yesterday that seemed decent. I have subscribed to Nikachu but never took an in-depth look at him. I'm sure my question can be answered with a bit of research but I'll ask anyway to see what other players have to say.

    Why is there a split in the manabases, where some recommend a bunch of caverns and others a bunch of fetches. I'm thinking a mana base with 3 caverns and 2-3 fetches seems like a good compromise. You still have a good shot of getting ur green splash for sb cards and u have a higher chance of playing around control with cavern.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I've had the modern merfolk shell built for a year or so now but I never decided to go and actually play in a modern tournament because it seemed intimidating, from a standard player's standpoint. While I have been plying a ton of commander with my friends lately, I do miss the lgs scene but as of now standard seems pretty boring atm. My lgs has a modern event in two days so i decided that I will give it a shot. I'm thinking that I want to try the U/G version because even thought I believe cursecather is good, I just have a preference towards agressive cards. So having a 2 power one drop that will essentially be 3 power when it attacks thanks to a lord is more appealing to me.

    As you can see I do not have a sideboard but I do have pieces to assemble one. I'm not going to ask anybody to build one for me but if anyone can give recommendations on what to put in going into a completely unknown meta, I can work from there. Aslo...

    In terms of a manabase I'm having trouble determining which is better given my lack of experience in the format. My gut s telling me the one I'm using is better given the off chance of my store having a control meta. If someone with more experience can tell me why one might be better/more efficient than the other it would be greatly appreciated.

    Also wondering if instead of 2 Kopalas, would a 1/1 split between him and Kira be better.
    Posted in: Aggro & Tempo
  • posted a message on Naya Token Card Draw Options?
    How easy is it for you to get tokens pumped to at least 3 power? I started using Mouth in Gahiji tokens because he can reliably make my 1/1s into 3/1s. The card gave me something to do in the early game besides ramp which the deck was lacking and it gave me an option to use in the late game while it was just sitting in the graveyard. I Usually net 4-5 cards off of it. The most it's ever gotten me was 30 or so.
    Posted in: Commander (EDH)
  • posted a message on Growing Rites of Itlimoc
    I know Ixalan is still relatively new so people may not have had ample time to test new stuff.

    When I saw Growing Rites of Itlimoc spoiled I was hype. I thought to myself wow, I can afford Gaea's Cradle. As I've been playing with it, my hype dwindled. My deck that wants it has a mix of creatures that produces tokens and instants/sorceries that make tokens.(Gahiji tokens) It only runs 16 creatures and every time I've played it, it has never gotten me a creature. But I have flipped it on two occasions.

    Even though a Gaea's Cradle effect is something obvious that the deck wants. I do not believe it is worth it if I can't get value out of the enchantment effect, and then go through a hoop to make it Gaea's Cradle.

    If anyone else has used the card, how has it been for them? Is there a certain number of creatures that you can have in your deck that makes getting a creature off of it's enchantment effect more reliable?
    Posted in: Commander (EDH)
  • posted a message on Controlling Dissidents (Kess, Dissident Mage)
    I'm trying to build a non-storm Kess deck myself, so im looking for inspiration anywhere I can get it. Some suggestions.

    Maybe Cut is better than Roast? One less power, can get flyers and can be a finisher sitting in the graveyard. It's not like Exsanguinate where it sits in your hand and is bad until you have a bunch of mana

    Curtain's Call: I usually play with 3 other people so this always costs 3 for me. Not sure how it would fair in your meta

    Ancient Excavation and Grave Upheaval Can be cycled away for land in the early game and used with Kess later.

    Jace, Vyrn's Prodigy Snapcaster Mage: Re use spells when Kess is in the command zone. And probably not as good but Goblin Dark-Dwellers
    Posted in: Multiplayer Commander Decklists
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