I guess you are right :(. It would probably say "Target Merfolk card..." if you could use it on noncreature Merfolks. Nonetheless, it would good to see tribal cards of every card type possible.
O_o at the thought of Tribal Planeswalkers.
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Looking to start a clan for Zork fans, PM if interested.
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Hydro, you Don't happen to have any info on the black command do you? Also, do you know exactly what the other tribe lands will be? for example, is there an elemental, treefolk and giant tribal land or just boggart, kithkin, merrow, elf, fae? which would be strange, 4 ally and 1 enemy pairing...
sygg is the most tribal-centered (for me) among the gold legends... as hydro already said, you can now do the 8.5-tails strategy with this card in play... and the common merfolk are quite solid...
i also think the deathrender is the rumored equipment that lets you play creatures for free if the equipped creature dies... i hope the casting cost and equip cost are high since you can empty your hand if you have a good sac outlet (gargadon comes into mind), which is too strong for me...
the kudzu elf seems odd because if elves are mainly green and black and giants are mainly red and white...
- And finally, there's a 'Vinelasher Kudzu' style Elf, who's growth is triggered on Giant spells!!!
The fact that it's Giant spells and not Giant creatures has me intrigued...
Seeing that we'd mostly have to accelerate into them Giants to make them decent even in casual play, having Elves (and the expected mana that comes with them) that are synergistic with Giants make mucho sense.
Sygg, River Guide WU Legendary creature - Merfolk wizard Islandwalk 1W: Target Merfolk gains protection from the color of your choice until end of turn. 2/2 Rare
Hydro, you are sure its target Merfolk, not Merfolk creature?
If thats true, man, what a way to force merfolk tribal. Great card.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
- And finally, there's a 'Vinelasher Kudzu' style Elf, who's growth is triggered on Giant spells!!!
I'm very interested in how they are going to do the flavor for this. Obviously, elves can't grow taller just by seeing more tall people around---or we would all get taller by buying tickets to lots of NBA games.
Or maybe the +1/+1 counters are concepted as additional elves rather than additional size for an individual elf (sort of like how Wren's Run Packmaster is big and 5/5 not because it's a single huge elf, but because it's supposed to be a whole pack of elves represented as a single creature). So in this case, the concept could be elves being afraid of giants and calling more elves to them when more giants appear around them.
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nice preview cards but im still hoping to have a powerful 1cc Merfolk..
im planning to play Merfolk deck as my tribal choice..but there is still no good aggro merfolk being spoiled yet..huhuhuhu...i don't want a control Merfolk deck..:mad:
While Sygg is obviously powerful, he is best when combined with other members of his tribe. So far, there haven't been that many aggressively minded merfolk, let alone good ones (except, possibly, Lord of Atlantis)....
However, in a generic U/W Fish deck...Sygg would still be quite nice since he dodges targeted removal well.
have you seen Sygg, river guide?
it's one of the best Merfolk ou there, in both aggro and control..
not a fun..i rather play Lord of Atlantis in my 2nd turn than playing Sygg.. but i'll still put 4 of this in my deck..:cool: i'm thinking big like a 1 to cast merfolk 0/1 that adds blue mana or UW 2/2 with soullink..hehehe...im still keeping my fingers cross..for something exciting for the fish guys..:D
Well Sygg is pretty cool, along with his buddies, no doubt there will be a merrow which will say other elves get 1/1 and islandwalk or something like that, you know its coming, never really been a big fan of fish boys but, with this influx of decent merfolk I could change my mind.
The other stuff seems interesting, some new equipment sounds good, been due along time, but were getting some more amusing playthings, hahaha. The elves seem overpowered yet again, kinda reminds me of my old elf/wellwisher deck, great!!!
Um, you mean "other merfolk" right? Because I'd doubt they make a merfolk that pumps ELVES, lol.
Also to mention, there's already a card like the one that you described. Ever heard of Lord of Atlantis?
Now info about the Harbringer, the Lord and the 1cc Merfolk and I can build my little fish deck.
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hey i have managed to evolve my axolotls by feeding them thyroid glands the thyroxine contained in these gland is enough to change these water dwelling creatures into land based creatures
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
deeptread and paperfin suck. even if paperfin wins the clash, hes still only a 3/2. wtf. they should make clash cards so that theyre slightly underpar if you lose and slightly overpar if you win. like, he should have been a 3/2 that gets +1+0 if he wins.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck *********, then disembowel myself to escape the world that allowed something like to to occur and validate you.
Well Sygg is pretty cool, along with his buddies, no doubt there will be a merrow which will say other merfolk get 1/1 and islandwalk or something like that
Lord of Atlantis is in standard and the reason why we will not see a Merfolk at 1 mana and 1+ toughness in blue... We might get one in white, but not blue...
Deeptread Merrow - 1u
Creature – Merfolk rogue
u: Deeptread Merrow gains islandwalk until end of turn.
2/1
Common
I'm reminded of River Merfolk, which was a powerful and well-sought-after rare back in the day. This guy is common AND more splashable. Interestingly, design back then said that having merfolks that could travel up-river meant they could mountainwalk. Now, merfolk that travel up-river have islandwalk. Are you really islandwalking if you're swimming up a mountain stream? Hard to say.
deeptread and paperfin suck. even if paperfin wins the clash, hes still only a 3/2. wtf. they should make clash cards so that theyre slightly underpar if you lose and slightly overpar if you win.
Please tell me what blue common creatures cost 2U (or even 1UU or UUU) and are 3/2 or larger, without a drawback?
The only ones I see have drawbacks like islandhome, phasing (albeit the phaser has flying), death if it attacks or blocks, an upkeep cost, or the Wormfang mechanic + flying (which is essentially champion a creature). The phaser, Teferi's Drake and the Wormfang Drake are the only competitors to this card when you win the clash. The others are all clearly inferior. And phasing and champion a creature aren't small drawbacks, and they also aren't in an environment where there will be benefits to being the creature types they are.
A 2/1 for 2U is kinda significantly under the curve for a common blue creature tho, as you normally get some ability for that price, or even a 2/2 with an ability.
But I think it is safe to say that a vanilla 3/2 for 2Uis over the curve for blue. So the fact that you might get a mediocre creature balances it out. But this card would be well over the curve if it was automatically a 3/2 - and waaaay over the curve if it could be a 4/2. That card would be a beatdown. You clearly did not think about the prospect of a mono-blue deck laying down a LoA turn 2 and following it up with a 5/3(!) islandwalking beatstick turn 3. Any opponent with Islands would be pretty screwed right then.
It's not that good, but it doesn't suck it hard, and you're crazy if you think they could give you something significantly bigger at common. Making it a 2/2 or 1/3 would be pushing it, and making it a 3/1 is ridiculous for the reasons outlined above (as well as a patently not blue P/T).
Teeg, Nath, Brion, Brigid, Sygg, Colffy, got his agrenda... now the Faerie-siblings, Rhys, and Ashling need to show up, and we'll have more or less all the story characters.
Except the Giant's somewhat mildly retarded brother...
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O_o at the thought of Tribal Planeswalkers.
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Merfolk Tapper
1U
Creature - Merfolk
Kicker 2
If you paid the kicker cost, tap or untap target permanent.
2/1
Except we already have it in the form of Coral Trickster.
Sygg, LoA, Merfolk Looter, Riptide Pilferer, and Coral Trickster. Looking good. All we need is a one-drop.
i also think the deathrender is the rumored equipment that lets you play creatures for free if the equipped creature dies... i hope the casting cost and equip cost are high since you can empty your hand if you have a good sac outlet (gargadon comes into mind), which is too strong for me...
the kudzu elf seems odd because if elves are mainly green and black and giants are mainly red and white...
The fact that it's Giant spells and not Giant creatures has me intrigued...
Seeing that we'd mostly have to accelerate into them Giants to make them decent even in casual play, having Elves (and the expected mana that comes with them) that are synergistic with Giants make mucho sense.
Hydro, you are sure its target Merfolk, not Merfolk creature?
If thats true, man, what a way to force merfolk tribal. Great card.
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The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
I'm very interested in how they are going to do the flavor for this. Obviously, elves can't grow taller just by seeing more tall people around---or we would all get taller by buying tickets to lots of NBA games.
Or maybe the +1/+1 counters are concepted as additional elves rather than additional size for an individual elf (sort of like how Wren's Run Packmaster is big and 5/5 not because it's a single huge elf, but because it's supposed to be a whole pack of elves represented as a single creature). So in this case, the concept could be elves being afraid of giants and calling more elves to them when more giants appear around them.
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im planning to play Merfolk deck as my tribal choice..but there is still no good aggro merfolk being spoiled yet..huhuhuhu...i don't want a control Merfolk deck..:mad:
it's one of the best Merfolk ou there, in both aggro and control..
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
However, in a generic U/W Fish deck...Sygg would still be quite nice since he dodges targeted removal well.
not a fun..i rather play Lord of Atlantis in my 2nd turn than playing Sygg.. but i'll still put 4 of this in my deck..:cool: i'm thinking big like a 1 to cast merfolk 0/1 that adds blue mana or UW 2/2 with soullink..hehehe...im still keeping my fingers cross..for something exciting for the fish guys..:D
Um, you mean "other merfolk" right? Because I'd doubt they make a merfolk that pumps ELVES, lol.
Also to mention, there's already a card like the one that you described. Ever heard of Lord of Atlantis?
Which Final Fantasy Character Are You?
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Here is my trading list.
Lord of Atlantis is in standard and the reason why we will not see a Merfolk at 1 mana and 1+ toughness in blue... We might get one in white, but not blue...
I'm reminded of River Merfolk, which was a powerful and well-sought-after rare back in the day. This guy is common AND more splashable. Interestingly, design back then said that having merfolks that could travel up-river meant they could mountainwalk. Now, merfolk that travel up-river have islandwalk. Are you really islandwalking if you're swimming up a mountain stream? Hard to say.
In any case, if it's real, I like it.
.
The only ones I see have drawbacks like islandhome, phasing (albeit the phaser has flying), death if it attacks or blocks, an upkeep cost, or the Wormfang mechanic + flying (which is essentially champion a creature). The phaser, Teferi's Drake and the Wormfang Drake are the only competitors to this card when you win the clash. The others are all clearly inferior. And phasing and champion a creature aren't small drawbacks, and they also aren't in an environment where there will be benefits to being the creature types they are.
A 2/1 for 2U is kinda significantly under the curve for a common blue creature tho, as you normally get some ability for that price, or even a 2/2 with an ability.
But I think it is safe to say that a vanilla 3/2 for 2U is over the curve for blue. So the fact that you might get a mediocre creature balances it out. But this card would be well over the curve if it was automatically a 3/2 - and waaaay over the curve if it could be a 4/2. That card would be a beatdown. You clearly did not think about the prospect of a mono-blue deck laying down a LoA turn 2 and following it up with a 5/3(!) islandwalking beatstick turn 3. Any opponent with Islands would be pretty screwed right then.
It's not that good, but it doesn't suck it hard, and you're crazy if you think they could give you something significantly bigger at common. Making it a 2/2 or 1/3 would be pushing it, and making it a 3/1 is ridiculous for the reasons outlined above (as well as a patently not blue P/T).
Except the Giant's somewhat mildly retarded brother...
Deeptread Merrow- an okay 2/1 for 2 merfolk, the gain islandwalk ability is okay too. Alround playable but unimpressive.
Paperfin Rascal- Just plain bad without winning clash, therefore it's allround bad.
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