DedWards

1,288 Decks, 4,874 Comments, 1,241 Reputation

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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Posted 02 November 2011 at 14:18 in reply to #211380 on Extraction?

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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

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Posted 02 November 2011 at 13:08 as a comment on Discarding bombarding!

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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.

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Posted 02 November 2011 at 12:54 in reply to #211380 on Extraction?

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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.

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Posted 02 November 2011 at 10:54 in reply to #211354 on UG 'Turbo Fog' Thing

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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.

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Posted 02 November 2011 at 07:27 as a comment on People building their first decks!

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Gavony Township could be nice in here.

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Posted 02 November 2011 at 07:08 as a comment on Token Frenzy Stndr

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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)

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Posted 02 November 2011 at 05:34 in reply to #211313 on Extraction?

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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.

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Posted 02 November 2011 at 05:29 in reply to #211174 on Extraction?

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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.

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Posted 01 November 2011 at 20:27 in reply to #211061 on Fishy, Fishy

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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

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Posted 01 November 2011 at 19:47 in reply to #211174 on Extraction?

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I'm going to sound stupid here, but Bob??

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Posted 01 November 2011 at 15:39 in reply to #211174 on Extraction?

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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.

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Posted 01 November 2011 at 15:32 as a comment on Land return

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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

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Posted 01 November 2011 at 15:23 as a comment on Venser Blink (Control)

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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.

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Posted 01 November 2011 at 14:59 as a comment on Wait, Phantasmagorian does WHAT?

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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

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Posted 01 November 2011 at 14:27 in reply to #210976 on Guess who has more cups?

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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

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Posted 01 November 2011 at 13:13 as a comment on Zombie Mill

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Dude, Swiftfoot Boots is a must to protect the bird.

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Posted 01 November 2011 at 13:02 as a comment on Self- Millgro

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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.

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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.

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Posted 01 November 2011 at 10:46 in reply to #211061 on Fishy, Fishy

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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.

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Posted 01 November 2011 at 08:35 as a comment on Standard token

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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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Posted 31 October 2011 at 22:02 as a comment on Fishy, Fishy

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