I digress back to my original statement before decklists were posted...
These are ideas I had, I've been working on the Midrange version more, have to get more input on superfriends version. Hard thing about the superfriends version is the control matchup and early ramp. Only trouble I have been having with Midrange version is sideboarding. Chandra is hard to fit in.
Also not sure Light Up The Stage makes sense here. Really wondering what other card advantage options we have in Gruul package.
could build the deck around The Immortal Sun. That combo'd with Narset, parter of veils would be interesting, since I don't think static abilities are affected by it.
I think Saheeli is going to have a home in the drake version of deck.
I don't think Chandra, Fire Artisan or Jaya, Venerated Firemage make the cut here. Too much mana investment. Still looks like you want to offload some of the damage output to the PW.
Lazotep Plating should be tested which could help with the esper matchup but then again esper has so many weapons it's just a bad matchup.
no shame in piloting a net deck just to understand how it works. Can't get better at deckbuilding if you bias yourself to homebrew mentality.
I play monoG stomp and grixis drakes in BO1, it ain't easy against red, especially big red, but have to re-evaluate, get better, and build in better interaction against that deck.
alrite here is a merfolk list that 5-0'd. Guess we know the deck has what it takes.
I'm kinda surprised at the sideboard, no planeswalker, just more utility, no sleeps either. After reading so many scg articles hmm a lot of things to think about when looking at this deck.
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Also surprised Beast Whisperer didn't bring this thread back.
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These are ideas I had, I've been working on the Midrange version more, have to get more input on superfriends version. Hard thing about the superfriends version is the control matchup and early ramp. Only trouble I have been having with Midrange version is sideboarding. Chandra is hard to fit in.
Also not sure Light Up The Stage makes sense here. Really wondering what other card advantage options we have in Gruul package.
Light up the stage is a real easy cut there.
Superfriends deck needs work but I'm not a control player so have to fail that one a few times before it starts to make sense.
I wonder if Living Twister works...Card seems really insane against white weenie and mono-red.
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I don't think Chandra, Fire Artisan or Jaya, Venerated Firemage make the cut here. Too much mana investment. Still looks like you want to offload some of the damage output to the PW.
Lazotep Plating should be tested which could help with the esper matchup but then again esper has so many weapons it's just a bad matchup.
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You can hit them with flyers
direct damage spells such as: Lightning Strike
they can be exiled as well: Ixalan's Binding
destroyed with: Assassin's Trophy
or you can use sorcerous spyglass or the immortal sun to shut the abilities down.
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no shame in piloting a net deck just to understand how it works. Can't get better at deckbuilding if you bias yourself to homebrew mentality.
I play monoG stomp and grixis drakes in BO1, it ain't easy against red, especially big red, but have to re-evaluate, get better, and build in better interaction against that deck.
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@mapcu - I'm not sure if the sultai shell is what you want.
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I'm kinda surprised at the sideboard, no planeswalker, just more utility, no sleeps either. After reading so many scg articles hmm a lot of things to think about when looking at this deck.
4 Breeding Pool
5 Forest
4 Hinterland Harbor
5 Island
4 Unclaimed Territory
Creatures (28)
4 Benthic Biomancer
4 Deeproot Elite
4 Kumena, Tyrant of Orazca
4 Kumena's Speaker
4 Merfolk Mistbinder
4 Merfolk Trickster
4 Silvergill Adept
4 Incubation // Incongruity
2 Spell Pierce
4 Deeproot Waters
2 Crushing Canopy
2 Dive Down
4 Negate
2 Shapers' Sanctuary
2 Tempest Caller
3 Vineshaper Mystic