Yeah, I don't have any copies of Thassa as it is, but I do think she would be a strong addition to the deck. The scry effect alone is hugely helpful. It would just be tough to find something to take out for her; I'd probably just end up thinning Silvergill, Cold-Eyed Selkie, and one of the lords by one each and throwing three Thassas in.
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I think that's fair, running on 18 lands with Vial. I'll give it a shot! And I do prefer Seas, simply because of the vast number of Jund players I have in my meta. I've only played one afternoon's worth of games at my lgs with this list so far, but SS stole me a couple of games thanks to shutting off colors or killing an UrzaTron setup. However, I knocked it down to three and took out two Islands for three Reejereys, and I'm really liking the look of it. I expect it'll do very well, thanks for the comments!
I've been struggling to find somewhere to put him in MD, because he really is HUGE. I imagine one set of the UU lords could be dropped for him, but I'll have to see how it plays out over a few matches.
Hmmm, maybe I'll give him a shot then. I have a playset of him (one foil, his armor looks especially nice in foil), but he's in another deck, so I'll just swap him in and see how it goes! I went for the white splash because I felt, while Legacy Fish could get away without much removal thanks to Daze and FoW, Modern requires some kind of hard removal, and Path gets the job done extremely well. Also, UW Fish I think covers a lot more possible hate cards, which is core to the archetype, just playing to make the game hard for the opponent. lol I think that's what I like about Merfolk; you can build it five different ways and they all work, haha.
I was thinking about Coralhelm! He seemed a little slow, but maybe he's worth tossing in. And I'd love to play Remand instead of Leak if I had a playset, that spell's a tempo machine. :)
Thanks! Yeah, tribal decks are always a blast to play, I think all of my friends are attached to at least one. :P Makes multiplayer games very political!
I noticed you have the Cunning Sparkmages and Basilisk Collars that Boss Naya used in its debut, but no Stoneforge Mystic to tutor them up. Have you playtested and determined that the Mystic just doesn't make the cut? Also, there's Knight of the Reliquary, but no Sejiri Steppe, which is a nifty little combo. Granted, like the other half of my comment, you might have determined that it doesn't make the cut, but in case you hadn't, they're now mentioned!
Also, do you have a really solid finisher in this deck? It doesn't seem like it needs one, but Sphinx of Jwar Isle might be doable, though I'm not so sure. Granted, he's bigger than Broodmates and has shroud, so he's a pretty reliable anti-Jund finisher, but I'd only run him if you have problems finishing it all off.
Well, if he's running a lot of non-basics, as he most likely is, Anathemancer can be pretty punishing. Granted, you're now running Spreading Seas to deal with the land problem, and Spreading Seas limits Anathemancer a bit, but he's tougher to deal with. Sure, he can Maelstrom Pulse your Spreading Seas, but Anathemancer jumps back with unearth. And you can always bin him along with the Specter off a Blightning and unearth them both to counter the disadvantage. So, Anathemancer gives you more Blightning resistance and screws over Jund's mixed mana dependency s'more, so he's a thought.
I totally forgot about Faith's Fetters! Thanks for the reminder! And Pious Kitsune does seem like a worthy inclusion, now that I know it exists, at least, along with Mother of Runes.
Well, while Cruel Ultimatum is a back-breaker, it might not be the most viable in this deck. That slot might be better suited for Spreading Seas, which is stellar against Jund. Just go ahead and turn that Savage Lands, Rootbound Crag, or Raging Ravine of his into a plain old Island, and see how mad he gets...oh, and why not draw a card in the process!
I do agree that creature control in the form of burn, kill spells, and counters are a problem for the deck. Hopefully the Cloak and Dagger will help remedy that by giving my unblockables shroud. And as for the heavy hitters, the one that really matters here is Earwig Squad, which is practically guaranteed to drop as a 5/3, or often a 6/4 from Oona's Blackguard on turn 3 due to Prowl, and the exile bonus is just gravy. Granted, this is a casual play deck, so it's obviously got weaknesses, but it relies on the discard and exile to remove your opponent's threats. Perhaps I'll throw a fourth Cloak into the sideboard though!
I can vouch for Ramm on this, having played against him piloting this deck, and there are very few times when he won't hit a 7+ mana creature on turn 3 or 4. When he calls this "fast mana" he means FAST mana, and that's about all it's hyper focused to to. Sure, it's got silver bullets to look out for, but don't think that this deck isn't fast, because it definitely is.
Well, perhaps you could switch in some green for the new card Gravity Well, or even Raking Canopy, both of which neuter fliers pretty effectively? Then again, not so sure if stretching for a second color is what you need here. :/
Sexy.