I think it works best for Ulamog since he's indestructible and destroying 1 permanent doesn't matter much when you're fairly certain he'll stick around to annihilate. With protection from colored spells, Emrakul has a chance of sticking around, but there are plenty of wraths/field effects that can be used to make him a detriment. Meanwhile, Kozilek gets shipped to the worst possible card to put into play. He can be removed, shut down, and more. To top it off, the cards main purpose is to draw cards and since you're ignoring that by just placing him into play, it goes without saying that running 4 kozilek to 2 ulamog with this decks structure is counterproductive.
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Using Quicksilver Amulet to play Emrakul without casting is the worst idea. You don't get the free turn to start wiping your opponents board. If you really want to do something like this, find a way to get haste as you put creatures in play or it's not very effective.
I think this deck is overall too slow. The idea of Stormtide Leviathan is either to consider him as a "one of many" bombs that may end the game or to control/slow the opponent down to a point where you may freely play Stormtide without any worries to shut down the opponent. If you really want to build a deck around stormtide, I would say a mono-blue or blue/white control would be nice. I would prefer the blue/white because you get more outs.Plenty of decks run enchantment hate, and I almost always run 3~5 within the main and sideboards. If you do plan on running this deck as a mono-blue attempt at stormtide with only the ula temple, you might want to up the lands to around 23~25 with all the high costs your including things with effects like fact or fiction.
Sideboard Loxodon Warhammer?
So quick question, what happens when your opponent hexproof's themselves?
Spreading Seas converts to a *normal island*. I said I rewrote the long chat there twice. Originally it said "to a plain island" as in basic island. I guess rewriting it twice made me mistype island as plains.
For tournaments of Tribal Legacy, Sideboards aren't allowed. I built sideboards for mine but they're more there for ideas of how to improve the deck later for me.I can give you advice and tell you how to build but that really would focus on my play style rather than yours. Have you tried fighting one of each of these tribal legacies with this deck: Elf or Goblin(Beatdown), a Kithkin(Weenie), a Samurai(Bushido), a Slivers(swarm), and a Shaman? After facing them, look for what you're lacking, whether it's speed, a more stable win condition, or control, and move towards what you want.With the way you're building, I would drop Talrand completely as well as 2 lands. You're not running enough Instant and Sorcery cards to take advantage of running 2 of him. Most Merfolk only cost 1-3 so you shouldn't have a problem running 22 lands for this deck. I personally wouldn't run more than 1 Stormtide because the more you have, the higher chance you have of starting with him. He should be your late-finisher assuming you couldn't get your Islandwalk engine running and succeeding at surviving that long, somehow. You need 4 Spreading Seas in addition to the Aquitect's Will. Not only do they convert a dual-land to a normal plains, but you also get to draw so you can maintain a form of card advantage. I'd switch 2 Master of the Pearl Trident for 2 Lord of Atlantis. They're both 2/2 other merfolk get +1/+1 Islandwalk for UU but it helps with cards that exile named cards from Library/Graveyard/Hand/Battlefield and prevents you from being fully shut down. You might like Cold-Eyed Selkie for some drawing power as well.Again, there are many ways to go, multiple of each GU, WU, UB, and U Merfolk Tribal Legacy. You need to pick what you want to do and mix it how you feel comfortable.I know there's a big paragraph here but I tried reworking it twice and it still ended up like that... >_<
Is this Tribal Legacy or Modern?
Cavern of Souls. More Legendary Slivers.
There are too many weaknesses for how slow it is.It's a weak token deck so it lacks the originality that would make it fun with how slow it is.
And all of a sudden, Creeping Corrosion wipes the field! There are too many decks that wipe artifacts & creatures from the field.You need some indestructibility. There are better ways to do it with the endless Myr mana combo. There are other combos to abuse as well.If you're going to rely on artifacts this deeply, some cards you should consider are: Darksteel Forge, Kudoltha Forgemaster, Mirrorworks, Sculpting Steel, Unwinding Clock, Voltaic Key.I recommend you add Thopter Assembly and Wurmcoil Engine to stall for more time as well. Thopter gives you more creatures and Wurmcoil has lifelink deathtouch and spawns on death.
I'm not going to argue whether they work without their Leaders, but I will say that they work better with them.Since your main color is Green and White, you might like Aura Shards.Consider running fewer of your spread slivers, and some Homing Sliver to fetch the ones you need for the current situation.
He's running Bitterheart Witch to fetch the Curse -1/-1. I can see how he could sac it with other creatures and revive it with the Angel and Unburial but... the deck is too cluttered. Is he trying to use curses? win by damage with sac effects? lead a town of humans to conquer the world?I think the overall problem though is seen at the Mana Curve table. Half of the cards that aren't lands cost 5 or more and there isn't enough mana ramp to support it early game. I can see where the deck is going but it's lacking in the striking power that other standard decks have.
It's well made but Angel of Glory's Rise isn't as effective as some of the other bombs you could chose considering how few humans you're running.
It feels a little too reliant on the Fling combo for my liking and Hex Parasite seems more like a sideboard card for Standard/Extended if you ask me.
I think you should run Spreading Seas. You might consider Stormtide Leviathan as a boss for your Merfolk army! ;)
Infect isn't the only deck that can kill turn 2. Also, I can see how you would call it turn 2 but it's more likely that you'll be countered than it's likely to win turn 2 so I'm sorry but call it turn 3. :) I can still see a faster path but I'll leave that for you to find. If you don't see it yourself, then you need to experiment more... The moment you decide "this is how it has to be" is when you start limiting yourself.
I don't know the format of your deck so I'll assume Freeform. The main changes I would make to your deck is: -4 Oracle of Mul Daya,+4 Overgrown Battlement -4 Glimmerpost,+4 Forest -4 Summoner's Pact,+4 Green Sun's Zenith -4 Expedition Map,+4 Scapeshift Oracle of Mul Daya is only good in elf-decks. In others, his usefulness drops drasticly in my opinion. Scapeshift makes the Glimmerposts outdated. Sure they boost Cloudposts and heal, but if you're running Primevals, you might end up lacking Green mana for the turn to cast. Scapeshift can fetch all 4 Cloudposts and then you can get 16 colorless the next turn so it's not something to worry about. Green Sun's Zenith adds itself to the deck and only costs cmc colorless +1G to cast creature spells from the deck.
This is slow.
It's a little slow and not tribal, according to tribal deck construction.
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