when is this suppose to be happening? Is it a new set or something?
No one has any idea, and it may never happen. There was a character in a book series, and a picture on the big cardboard things that Wizards distributes. Aside from that, it's all speculation.
I know it's been brought up before, but is now an okay time to mention that Lullmage Mentor is a card? I'm not going to say it's awesome or anything, but worth mentioning.
For what purpose is it mentioned, especially if it's already been dismissed? Just because we don't have shiny new cards to talk about doesn't mean that old bad cards suddenly become playable. Given that he costs three, he's already coming into play during the latter parts of the game. His ultimate ability is just win-more, and making a token or two is just not worth the mana investment.
In short, my sig. I'm not trying to be mean, but what's the point of mentioning him unless there's some new insight that makes him good, and room in the deck to implement that idea?
Hey guys! I just read the thread and thought about playing Merfolk. I was searching for a good Legacy Deck a little different from the mainstream.
I'm new to Legacy so please forgive me if I sound stupid, but I thought about adding Wonder to Merfolks to give them the addition of flying. As far as I know in Legacy there are not many fliers which would be great for the deck. My main problem is to find space in this deck and to get Wonder in the graveyard. First of all I thought about adding Frantic Search to speed up the deck but then I found Merfolk Looter. Looter can be pushed by the lords and give a little speed. So here is the list I have been playing araound:
1) Frantic Search is card disadvantage for filtering in a deck that doesn't even run Brainstorm (filtering with card parity), even when the manabase occasionally contains fetchlands.
2) Frantic Search is banned.
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Rollback Post to RevisionRollBack
Due to real-life obligations, I am taking a long break from Magic which may include missing the local Legacy GP. Apologies for not being able to keep my threads updated.
Hey guys! I just read the thread and thought about playing Merfolk. I was searching for a good Legacy Deck a little different from the mainstream.
I'm new to Legacy so please forgive me if I sound stupid, but I thought about adding Wonder to Merfolks to give them the addition of flying. As far as I know in Legacy there are not many fliers which would be great for the deck. My main problem is to find space in this deck and to get Wonder in the graveyard. First of all I thought about adding Frantic Search to speed up the deck but then I found Merfolk Looter. Looter can be pushed by the lords and give a little speed. So here is the list I have been playing araound:
So I believe this was discused here before, but since I forgot the reason I'm going to ask it again. Why don't we run a couple fetches to thin our decks?
@Cobra, Put simply, there isn't convincing evidence that running 4+ fetches thins decks significantly. However, there is plenty of evidence that it makes you vulnerable to disruption and makes you lose life. The negligible benefit isn't worth the downsides.
@Stophel, the best practice is to run an accepted build of the deck before trying to add in other features. The accepted build (or very slight variations on the theme) is accepted because it's the best compromise against a wide array of opposing strategies. You have to really understand how it works and where it's weak before you can even hope to make useful changes. This is unless everyone in your area's playing with a full playset of Moats, but your post didn't indicate any metagame consideration; only that you wanted your Merfolk to fly for some unspecified reason.
Making all your merfolk fly would be a good addition. Giving them all first strike would also be a good addition.
The question isn't whether the effect is good; of course flying is good.
The question is whether the effect is worth the cost. In this case, you're adding 5 cards that otherwise suck in order to enable a minor effect. The problem this deck is facing right now is that it doesn't have enough card advantage. You're trying to solve that problem by adding 5 mediocre cards to the deck. It's sort of like trying to dig yourself out of a hole.
@Cobra, Put simply, there isn't convincing evidence that running 4+ fetches thins decks significantly. However, there is plenty of evidence that it makes you vulnerable to disruption and makes you lose life. The negligible benefit isn't worth the downsides.
@Stophel, the best practice is to run an accepted build of the deck before trying to add in other features. The accepted build (or very slight variations on the theme) is accepted because it's the best compromise against a wide array of opposing strategies. You have to really understand how it works and where it's weak before you can even hope to make useful changes. This is unless everyone in your area's playing with a full playset of Moats, but your post didn't indicate any metagame consideration; only that you wanted your Merfolk to fly for some unspecified reason.
There are a thousand cards that we'd like to put into every deck, so how do we choose? The benchmark for inclusion isn't "good" but "better than." It's not enough to say "this is darn useful" but rather you must be able to say "this is so good I'm willing to take out this staple card." Otherwise, your idea doesn't stand out from the other thousand similar suggestions for cards that would merely be "good" in the deck.
@Cobra few people in my meta run Stifle, and I still don't arbitrarily put fetches in my decks. Stifle is just one example of how adding fetches for the sole purpose of thinning will weaken your deck's consistency. There are plenty of good reasons to run fetchlands, but deck thinning is just not one of them.
I have been having some pretty good luck with the white splash for swords main. It really helps vs delvers, stoneforge/batterskulls and green fatties. I think the risk is worth it. I also believe it does help with topdecking lands late game.
I def wouldn't run fetches in mono blue, even though topdecking land clumps does suck
So we all know Merfolk isn't exactly top tier atm, but what do you think would push it back into top tier?
Obviously there's the speculation of a merfolk planeswalker, and it could be mono blue. Unfortunately, that's not necessarily a guarantee of anything. If it did have tribal abilities, what would they be? And if it doesn't, what could WoTC make in terms of new cards to help Merfolk out?
I really don't think a planeswalker would push us back into top tier unless it could counter things, I mean look at JtMS, he is amazing but we don't play him.
I don't know what a planeswalker could do. Maybe one ability could generate tokens and another give target player an emblem that makes all their lands Islands in addition to their other types. Don't know what the third ability would do. If it did something like that it would be useful.
If not a planeswalker maybe a cheap blue token generator. Like I had stated before maybe something similar to Mogg War Marshal in cost and ability. Maybe another lord similar to lord of atlantis that also gives some useful ability like giving our guys first strike or something.
What speculation about a Merfolk PW lol? I haven't seen anything like that.
Even if it was printed I can't see it being good... If it costs more than 4 it's a no, and even 4 is iffy. And what kind of effect would merit being played over a lord? Something like Sorin would be cool but totally out of flavor for mono blue.
This decks real problem is that RUG Delver took it's spot. Snapcaster and Delver are really good, but they aren't Merfolk sadly.
Btw, anyone else notice that Wizard seems to be the type of many good control creatures? It would be awesome to see some kind of legacy-playable wizard tribal support.
Was at a card shop when I saw the cards Door of Destinies and Coat of Arms. Any of you think these might be worth putting into the deck? Door of Destinies seems a bit too late for its effect to be of any use, so I was thinking Coat of Arms. Unfortunately it costs five uncolored which means that it really only helps once you've got the tempo in your favor. Still, it's something worth considering.
Was at a card shop when I saw the cards Door of Destinies and Coat of Arms. Any of you think these might be worth putting into the deck? Door of Destinies seems a bit too late for its effect to be of any use, so I was thinking Coat of Arms. Unfortunately it costs five uncolored which means that it really only helps once you've got the tempo in your favor. Still, it's something worth considering.
Not worth it at all. Both are too slow and you can play much better, like more Lords.
So quick question, are cards like Spreading Seas and Aquitect's Will worth playing in this deck? If so, which is generally a better choice, less cost, or the possibility of denying them a color?
A look through the thread will show that most people don't think it's worth playing. Do you have an argument in its favor? What would you cut out to add it?
Props to Ace5301 my brother.
If it's coming anytime soon. It'll most likely be the next block or core set. i dont really see it fitting in with the theme for innistrad block.
No one has any idea, and it may never happen. There was a character in a book series, and a picture on the big cardboard things that Wizards distributes. Aside from that, it's all speculation.
For what purpose is it mentioned, especially if it's already been dismissed? Just because we don't have shiny new cards to talk about doesn't mean that old bad cards suddenly become playable. Given that he costs three, he's already coming into play during the latter parts of the game. His ultimate ability is just win-more, and making a token or two is just not worth the mana investment.
In short, my sig. I'm not trying to be mean, but what's the point of mentioning him unless there's some new insight that makes him good, and room in the deck to implement that idea?
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Two problems:
1) Frantic Search is card disadvantage for filtering in a deck that doesn't even run Brainstorm (filtering with card parity), even when the manabase occasionally contains fetchlands.
2) Frantic Search is banned.
Legacy
UWR Miracles UWR
GWB Maverick GWB
GB Elves GB
UBR ANT UBR
RG Combo Lands RG
Vintage
BUG BUG Fish BUG
Modern
GBW
Junk PodMagic: the BuylistingHere is my suggestion:
-3 Wonder
-2 V. Clique
-3 Merfolk Soverign
-2 Frantic Search
+1 Aether Vial
+1 Wasteland
+1 Silvergill Adept
+2 Phantasmal Image
+2 Kira, Great-Glass Spinner
+3 Counters/Standstills
So I believe this was discused here before, but since I forgot the reason I'm going to ask it again. Why don't we run a couple fetches to thin our decks?
Also, what do you guys think of Jace as a 1-of?
@Stophel, the best practice is to run an accepted build of the deck before trying to add in other features. The accepted build (or very slight variations on the theme) is accepted because it's the best compromise against a wide array of opposing strategies. You have to really understand how it works and where it's weak before you can even hope to make useful changes. This is unless everyone in your area's playing with a full playset of Moats, but your post didn't indicate any metagame consideration; only that you wanted your Merfolk to fly for some unspecified reason.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Making all your merfolk fly would be a good addition. Giving them all first strike would also be a good addition.
The question isn't whether the effect is good; of course flying is good.
The question is whether the effect is worth the cost. In this case, you're adding 5 cards that otherwise suck in order to enable a minor effect. The problem this deck is facing right now is that it doesn't have enough card advantage. You're trying to solve that problem by adding 5 mediocre cards to the deck. It's sort of like trying to dig yourself out of a hole.
Your right, I wasn't thinking about stifle.
@Cobra few people in my meta run Stifle, and I still don't arbitrarily put fetches in my decks. Stifle is just one example of how adding fetches for the sole purpose of thinning will weaken your deck's consistency. There are plenty of good reasons to run fetchlands, but deck thinning is just not one of them.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
I def wouldn't run fetches in mono blue, even though topdecking land clumps does suck
Obviously there's the speculation of a merfolk planeswalker, and it could be mono blue. Unfortunately, that's not necessarily a guarantee of anything. If it did have tribal abilities, what would they be? And if it doesn't, what could WoTC make in terms of new cards to help Merfolk out?
If not a planeswalker maybe a cheap blue token generator. Like I had stated before maybe something similar to Mogg War Marshal in cost and ability. Maybe another lord similar to lord of atlantis that also gives some useful ability like giving our guys first strike or something.
Even if it was printed I can't see it being good... If it costs more than 4 it's a no, and even 4 is iffy. And what kind of effect would merit being played over a lord? Something like Sorin would be cool but totally out of flavor for mono blue.
This decks real problem is that RUG Delver took it's spot. Snapcaster and Delver are really good, but they aren't Merfolk sadly.
Btw, anyone else notice that Wizard seems to be the type of many good control creatures? It would be awesome to see some kind of legacy-playable wizard tribal support.
Level 1 Judge
Currently Playing:
W Death and Taxes
BGR ScapeWish Nic Fit
BGR Punishing Nic Fit
Not worth it at all. Both are too slow and you can play much better, like more Lords.
WGURBLands!WGURB
WGUInfectWGU
Legacy Lands Primer
Top 8 SCG Oakland 2014
Helpdesk
My Cube on CubeTutor
-1 Merfolk deck
+1 Almost literally anything else
Sorry if that isn't quite what you're looking for, but it's way more helpful strategically.
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This is hilarious. You rock.
Hiim: 20 lands including 4 wastes means hitting 3 can be tricky, 4-5 never happens
Level 1 Judge
Currently Playing:
W Death and Taxes
BGR ScapeWish Nic Fit
BGR Punishing Nic Fit
I suppose your right..... at least I'm in a sig now.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Not saying that card would make the deck tier 1 again, just wondering whats the experience of anyone who has tried playing with it.