Why Temporal Mastery? That card is way too mana expensive, and with no thought magic, it cant be set up?
I should tell you, running 20 Land, And Shackles doesn't work out very well.
TM is for the extra combat phase with unblockable lorded lords, it's ofr topdecking, if i find 2 is too many I'll cut it to 1 but I'm not concerned. I havne't used Shackles so thanks for the tip. BTW what's thought magic?
TM is for the extra combat phase with unblockable lorded lords, it's ofr topdecking, if i find 2 is too many I'll cut it to 1 but I'm not concerned. I havne't used Shackles so thanks for the tip. BTW what's thought magic?
@Safeguard: No need to be rude, I was just informing you that you can't expect other people to know what you mean when you say that, as it's not a common term. I apologize if I seemed offensive to you.
@DXI-Edge: It's a typo, should be aquitect's will. It's a cheaper version of spreading seas for merfolk, doesn't die to removal, and is especially good because the islandwalk lords.
@Safeguard: No need to be rude, I was just informing you that you can't expect other people to know what you mean when you say that, as it's not a common term. I apologize if I seemed offensive to you.
@DXI-Edge: It's a typo, should be aquitect's will. It's a cheaper version of spreading seas for merfolk, doesn't die to removal, and is especially good because the islandwalk lords.
Aquitect's Will doesn't color screw, though. I think i'd prefer paying 1 more mana to have a good G1 vs. Tron and potentially save myself against timely bolts and paths, or to randomly steal a match because a 3 color deck had Fetch basic x basic x.
Aquitect's Will doesn't color screw, though. I think i'd prefer paying 1 more mana to have a good G1 vs. Tron and potentially save myself against timely bolts and paths, or to randomly steal a match because a 3 color deck had Fetch basic x basic x.
Good point. Another thing to note though when comparing the two is that Will works with adept and reejerey, as it is a merfolk spell.
I'd really enjoy getting into Modern, and Merfolk seems like a fun way to go. I'm recently into the game after a 15 year hiatus, so I'd be purchasing the cards.
My question is, two fold:
First, how essential are Mutavaults to the deck? They seem really good, but does the deck function at a reasonable level without them, or am I better off trying to find another deck to try. $60-&120 is a hefty chunk to drop on an entry effort into a format I'm not sure of yet. (Though Mutavault would fit the number crunch...)
Second: My first shot was going to be a venture to GP Columbus on July 22, where the format is Modern. I obviously don't plan to place, but being so new to the format, will I just get trounced by the unknown meta?
I like the idea of more Phantasmal Images in the list. But I imagine there are a ton of ways to off them in Modern, huh?
@Safeguard: No need to be rude, I was just informing you that you can't expect other people to know what you mean when you say that, as it's not a common term. I apologize if I seemed offensive to you.
s'fine, sort of came off that way. No rudeness need be between us, My apologies also.
I have heard the term used before many times... Dont know why/where/when. Where else would I have heard it?...hmm
First, how essential are Mutavaults to the deck? They seem really good, but does the deck function at a reasonable level without them, or am I better off trying to find another deck to try.
will I just get trounced by the unknown meta?
I like the idea of more Phantasmal Images in the list. But I imagine there are a ton of ways to off them in Modern, huh?
There are many variants, and many can work! Modern is a very easy format to play in.
Hears the explanation I've heard/discussed with friends who play in Tampa really competitively,
You will see players with 3 Mutavaults, and 17 Islands,(or some wastelands for legacy)
Reason being is if they get a Vial-less hand, your best aggressive 2 drops are all UU, Lord,Coralhelm, (theres silvergil but ah) I have had 4-Mutavualts Punish me, not often but it can happen.
Personally Mutavault is one of the best assets and Some Number is Definitely needed for a competitive edge. They provide you the Winning Swing in many many cases. I kid you not many games are due to them. They are 2/2(Usually quite larger, most cases bigger than the lords them selves) Merfolks that are Targetable(usually) only when you swing!
As for the Meta, its somewhat well known- at least generally, Pithing needles are hardly ever useless. Things to consider are graveyard hate/Artifact Hate, maybe Kira if you feel the Meta you are approaching is Aggro-dominated.
Right with new lord of atantis I'm willing to join this crew. I still dont like blue... But merfolk is the most aggressive you can be, and still kill combo... (and not pay an arm and a leg for the deck list)
The biggest problem I see about new lord, is it doesnt solve the issue that makes modern and legacy merfolk very different, free counters.
Thus would making merfolk more aggro, less tempo, be a good plan? I mean still have disruption, but rely less on it.
Right with new lord of atantis I'm willing to join this crew. I still dont like blue... But merfolk is the most aggressive you can be, and still kill combo... (and not pay an arm and a leg for the deck list)
The biggest problem I see about new lord, is it doesnt solve the issue that makes modern and legacy merfolk very different, free counters.
Thus would making merfolk more aggro, less tempo, be a good plan? I mean still have disruption, but rely less on it.
If you want to test a free counter, try disrupting shoal. Could be good.
Doesn't merfolk already not really "rely" on it's disruption? As far as I know it's just aggro with spell pierces and the sort.
If you want to test a free counter, try disrupting shoal. Could be good.
Doesn't merfolk already not really "rely" on it's disruption? As far as I know it's just aggro with spell pierces and the sort.
Merfolk's whole game plan was to disrupt the oppenets early game with Daze, Stifle, and Wasteland while overwhelming them with jacked-up dudes, but that's legacy merfolk. It was a true aggro-control tempo oriented deck that preyed on the blue meta of Legacy.
Temporal Mastery isn't good in Legacy because most games are pretty much decided turn 3-4 and you'd basically be time walking yourself to set it up. The only deck successfully using miracles is a control deck in it for the longer game. I think miracles can be used to success in modern and I'd be a fool to not explore the avenue.
Also, Disrupting Shoal is bad. Force requires any blue card which is pretty easy when the deck is built properly but Shoal requires a card with a specific cmc, how often are you going to have the exact card to pitch?
Merfolk's whole game plan was to disrupt the oppenets early game with Daze, Stifle, and Wasteland while overwhelming them with jacked-up dudes, but that's legacy merfolk. It was a true aggro-control tempo oriented deck that preyed on the blue meta of Legacy.
I was talking about modern merfolk.
Temporal Mastery isn't good in Legacy because most games are pretty much decided turn 3-4 and you'd basically be time walking yourself to set it up. The only deck successfully using miracles is a control deck in it for the longer game. I think miracles can be used to success in modern and I'd be a fool to not explore the avenue.
Fair enough, but I still don't think it's good.
Also, Disrupting Shoal is bad. Force requires any blue card which is pretty easy when the deck is built properly but Shoal requires a card with a specific cmc, how often are you going to have the exact card to pitch?
Obviously it's not as good as FoW, and quite possibly not even a good card, but I don't know. Merfolk has a lot of 2 mana things, and opposing 2 mana things seem to be very dangerous. Plus it gives you more options than spell snare.
Merfolk rules question: If I have a tideshaper mystic in play, can i use its ability before the untap step, but on my turn? So, tap: make their land an island, then untap and attack with it during my attack step? Also, when exactly on my turn does it lose summoning sickness? Upkeep, right?
I think tideshaper is an interesting alternative to spreading seas/aquitect. more 1 drop merfolk could be great for those hands without a vial (even tough vialless hands are often mulligans). Right now I favor spreading seas overt aquitect because of how sketchy alot of enemy manabases are + the tron matchup.
Also, in the brief time i've had to test masters, I've had great success running it alongside 2 snapcaster mage + maindeck vapor snag. This version overloads on 2-drops and has no 3-drops in order to maximize vial. The problem with snap is that the deck needs lots of creatures, and each snapcaster is even less room for spells, which is counterproductive.
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YMTC: We need a spikey red enchantment. My creations:
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Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Merfolk rules question: If I have a tideshaper mystic in play, can i use its ability before the untap step, but on my turn? So, tap: make their land an island, then untap and attack with it during my attack step? Also, when exactly on my turn does it lose summoning sickness? Upkeep, right?
I think tideshaper is an interesting alternative to spreading seas/aquitect. more 1 drop merfolk could be great for those hands without a vial (even tough vialless hands are often mulligans). Right now I favor spreading seas overt aquitect because of how sketchy alot of enemy manabases are + the tron matchup.
Also, in the brief time i've had to test masters, I've had great success running it alongside 2 snapcaster mage + maindeck vapor snag. This version overloads on 2-drops and has no 3-drops in order to maximize vial. The problem with snap is that the deck needs lots of creatures, and each snapcaster is even less room for spells, which is counterproductive.
Creatures lose summoning sickness at the beginning of the turn, but players do not receive priority during untap step, meaning no spells/abilities can ever be played during the untap step. The first chance you have to do something in a turn is during the upkeep step.
I agree with your consensus on the counterproductiveness of snapcaster mage in merfolk. I don't feel it belongs here, though it would be cool if he did.
If we are going for the islandwalk route wouldnt be good to have a card draw like Cold-Eyed Selkie?
I ll try it in mol.
Btw was testing in mol and the deck seems to be doing ok, and spreading seas seems much better in the main deck. Arquitects Will is preatty bad against U/X decks.
TM is for the extra combat phase with unblockable lorded lords, it's ofr topdecking, if i find 2 is too many I'll cut it to 1 but I'm not concerned. I havne't used Shackles so thanks for the tip. BTW what's thought magic?
Cards like
2 Preordain
3 slight of Hand
4 Serum Visions
5 Index
6 Brainstorm
7 Telling Time
It is interesting though, Having 8 Islandwalk Lords, mainboarding Land 'Chants might be a good strategy.
And it's not called "thought magic", at least by the general public.
I will call it "Thought Magic" cause it makes the most sense, of what it is/does. or
Ponder effect whatever. Nobody asked you.
Hey. dont be rude to the mod. Dont bite the hand that feeds you.
They're called "cantrips" and u might confuse people if u call it Thought Magic is why he brought it up
Thanks Hero's of the Plane
Modern
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xRxAffinityxRx
@DXI-Edge: It's a typo, should be aquitect's will. It's a cheaper version of spreading seas for merfolk, doesn't die to removal, and is especially good because the islandwalk lords.
Aquitect's Will doesn't color screw, though. I think i'd prefer paying 1 more mana to have a good G1 vs. Tron and potentially save myself against timely bolts and paths, or to randomly steal a match because a 3 color deck had Fetch basic x basic x.
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Good point. Another thing to note though when comparing the two is that Will works with adept and reejerey, as it is a merfolk spell.
My question is, two fold:
First, how essential are Mutavaults to the deck? They seem really good, but does the deck function at a reasonable level without them, or am I better off trying to find another deck to try. $60-&120 is a hefty chunk to drop on an entry effort into a format I'm not sure of yet. (Though Mutavault would fit the number crunch...)
Second: My first shot was going to be a venture to GP Columbus on July 22, where the format is Modern. I obviously don't plan to place, but being so new to the format, will I just get trounced by the unknown meta?
I like the idea of more Phantasmal Images in the list. But I imagine there are a ton of ways to off them in Modern, huh?
s'fine, sort of came off that way. No rudeness need be between us, My apologies also.
I have heard the term used before many times... Dont know why/where/when. Where else would I have heard it?...hmm
I served only in kind. Or so it seemed.
There are many variants, and many can work! Modern is a very easy format to play in.
Hears the explanation I've heard/discussed with friends who play in Tampa really competitively,
You will see players with 3 Mutavaults, and 17 Islands,(or some wastelands for legacy)
Reason being is if they get a Vial-less hand, your best aggressive 2 drops are all UU, Lord,Coralhelm, (theres silvergil but ah) I have had 4-Mutavualts Punish me, not often but it can happen.
Personally Mutavault is one of the best assets and Some Number is Definitely needed for a competitive edge. They provide you the Winning Swing in many many cases. I kid you not many games are due to them. They are 2/2(Usually quite larger, most cases bigger than the lords them selves) Merfolks that are Targetable(usually) only when you swing!
As for the Meta, its somewhat well known- at least generally, Pithing needles are hardly ever useless. Things to consider are graveyard hate/Artifact Hate, maybe Kira if you feel the Meta you are approaching is Aggro-dominated.
The biggest problem I see about new lord, is it doesnt solve the issue that makes modern and legacy merfolk very different, free counters.
Thus would making merfolk more aggro, less tempo, be a good plan? I mean still have disruption, but rely less on it.
If you want to test a free counter, try disrupting shoal. Could be good.
Doesn't merfolk already not really "rely" on it's disruption? As far as I know it's just aggro with spell pierces and the sort.
Merfolk's whole game plan was to disrupt the oppenets early game with Daze, Stifle, and Wasteland while overwhelming them with jacked-up dudes, but that's legacy merfolk. It was a true aggro-control tempo oriented deck that preyed on the blue meta of Legacy.
Temporal Mastery isn't good in Legacy because most games are pretty much decided turn 3-4 and you'd basically be time walking yourself to set it up. The only deck successfully using miracles is a control deck in it for the longer game. I think miracles can be used to success in modern and I'd be a fool to not explore the avenue.
Also, Disrupting Shoal is bad. Force requires any blue card which is pretty easy when the deck is built properly but Shoal requires a card with a specific cmc, how often are you going to have the exact card to pitch?
I was talking about modern merfolk.
Fair enough, but I still don't think it's good.
Obviously it's not as good as FoW, and quite possibly not even a good card, but I don't know. Merfolk has a lot of 2 mana things, and opposing 2 mana things seem to be very dangerous. Plus it gives you more options than spell snare.
I think tideshaper is an interesting alternative to spreading seas/aquitect. more 1 drop merfolk could be great for those hands without a vial (even tough vialless hands are often mulligans). Right now I favor spreading seas overt aquitect because of how sketchy alot of enemy manabases are + the tron matchup.
Also, in the brief time i've had to test masters, I've had great success running it alongside 2 snapcaster mage + maindeck vapor snag. This version overloads on 2-drops and has no 3-drops in order to maximize vial. The problem with snap is that the deck needs lots of creatures, and each snapcaster is even less room for spells, which is counterproductive.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Cockatrice username: Blackcat77
Creatures lose summoning sickness at the beginning of the turn, but players do not receive priority during untap step, meaning no spells/abilities can ever be played during the untap step. The first chance you have to do something in a turn is during the upkeep step.
I agree with your consensus on the counterproductiveness of snapcaster mage in merfolk. I don't feel it belongs here, though it would be cool if he did.
I ll try it in mol.
Btw was testing in mol and the deck seems to be doing ok, and spreading seas seems much better in the main deck. Arquitects Will is preatty bad against U/X decks.
I like the idea of the Shoal, but Spell Pierce does a lot already...i dunno i could give it a shot. Its just too bad so much of our stuff is so cheap
Thanks Hero's of the Plane
Modern
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xRxAffinityxRx