No problem :p I'd like to see this banner though, you using it in your sig on the forums? A question about Hymn to Tourach, any particular reason for that specific discard spell? I've seen a few similar ones (though most at higher casting cost).
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I like the Scythe Specter's ability, but a 6 mana I'd drop it to 3 copies at most and put in another discard spell. Even with all the mana the Cabal Coffers gives, 6 mana is allot
This deck is actually going to be overhauled completely this weekend. I'm going to try add some stuff that Cabbage, WnB and SWN suggested and this'll include adding creatures.
Annoying is one of my goals when playing blue :p The problem I'm seeing with this deck is keeping my beat sticks on the battlefield.
What I find annoying with this topic is people forget that they made the "mistake" of singles in their decks when they started playing Magic. This wonderful game is a very complicated game and it takes time for people to grasp the ideas of consistency (among other things), even if someone constantly tells them about it. Remember, you where new to the game at one point too. The '4 of' "rule" is something I follow, but there are exceptions: 1) It's a legendary card / costs ALLOT of mana - I then run 2 of or maybe 3, but that depends on how important the card is. 2) If I have a way to 'tutor' for the card, I only run 1 - 2 of it. 3) The card costs ALLOT of money - I run 1 or 2 as I can't afford more.
Gavony Township could be nice in here.
I actually have a set of Praetor's Grasp in my excuse for a standard deck (Kill It), but I'm sure I can bounce the cards between decks. I already bounce my Dismembers between decks :p Love the 'combo' with Bloodghast and Undiscovered Paradise, now just to see if I can find the land (and one more Bloodghast)
I must agree that the rituals have often come up as dead cards. On the other hand they have also been the cause of wins as they spead up my deck by a turn. Thus I give them a try in all my nonstandard/extended mono black decks.
I help where I can (and when I feel like it :p ). Unfortunately some of the stuff I suggested is used in one of the top Legacy deck (eg: Mutavault and AEther Vial) and because of this their prices ($) will be high.
Lol. I just call him Tentacruel. And this is why: http://fc00.deviantart.net/fs70/f/2010/315/a/e/emrakul_by_flappyb-d32n4ca.jpg
I'm going to sound stupid here, but Bob??
Mana Breach mite be a nice card to assist with the land bounce, but it is a 'double edged sword', so be careful. Another option is to imprint one of the bounce spells onto Ischron Screpter.
I absolutely F***ing HATE playing against Venser and that's thanks to a friend I played against last thursday when he kept my creatures (all 2 of them) locked down with his Tumble Magnet that (thanks to Venser) always had counters >:| That being said, I'd love to play against this deck, I love playing against control :p
Ah Dredge. I've yet to see a Dredge deck actually work properly. I can understand how it's suposed to work, but the one person in my group who does play Dredge has yet to have it work against me / while I'm watching. As for Phantasmagorian, it's useful in Dredge, but (as you said) if used incorrectly it can be disastrous.
Give me a rundown on what the deck's supposed to achieve and I'll see if I can make a budget version. I've taken it upon myself to build budget decks :p
A friend runs a standard UBW Zombie mill deck (mostly blue) with the self mill mechanic to get Undead Alchemist into the grave then casts or flashes back the Alchemist with Unburial Rites. Just an idea you could use and because this isn't a standard deck, you could probably find a better reaninmation spell :p
Dude, Swiftfoot Boots is a must to protect the bird.
cards to consider and why: Mutavault - a land that can turn into a 2/2 Merfolk, thus gain abilities from lords. Cursecatcher - a 1 drop that can counter a spell, alot of Legacy merfolk players use this. Inkfathom Infiltrator - it's unblockable, so who cares if it can't block? Stonybrook Banneret - makes casting those merfolk cheaper (mana) including tribal spells like Aquitect's Will Merfolk Spy - 1 drop with islandwalk, how can you say no? Cards that assist islandwalk: Aquitect's Will - permanent island and a chance to draw a card. Tideshaper Mystic - semi-permanent island Streambed Aquitects - temperary island and grants islandwalk Lords: Coralhelm Commander - levels up to be quite a big hitter Lord of Atlantis - the classic and cheapest (mana) lord that any Merfolk deck should have :p Merfolk Sovereign - good for making spacific things unblockable Merrow Reejerey - either tap things that can block, or untap your own lands to use them again. ----------------------------------------------------------------- A fun little combo I gave to a friend that played merkolk back when Lorwyn was standard (he played mill though): Silvergill Douser - Target creature gets -X/-0 until end of turn, where X is the number of Merfolk you control, with enough merfolk out, you make a 0/(something). Merfolk Thaumaturgist - Switch target creature's power and toughness, this kills the 0/(something) you made :p Another thing to consider is "free" counter spells. (eg Daze) AEther Vial also helps keep mana open for those precious counterspells.
As all your token creatures are white, why not use Honor of the Pure? Blade Splicer's Golem only half fits into the theme, so I'd replace it with something else. Seeing that you do produce green mana, Gavony Township mite be a nice addition too.
The abilities of your creatures seem to be a little too random. If you want agro in Merfolk, go for Merfolk that are unblockable or that have islandwalk. Then use spells / creatures that turn an opponent's land info an island.
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