Vorel, king of the Mermen EDH

by negative_nick on 01 May 2014

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Start to a Vorel the Hull Clade, deck that me and a friend are going to be working on.

Obviously it needs some work, especially with Journey to Nyx just coming out. I need to cut 18 cards right now. If you have any feedback or can think of any cards to add/take out please feel free to post.

How to Play

Main WC is probably going to end up being darksteel reactor or beating them in the face with creatures.
Tap Vorel, double counters, repeat.
It's so easy a merman could do it.

Deck Tags

  • Combo
  • EDH
  • +1/+1 Counters
  • Counters

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,163 times.

Mana Curve

Mana Symbol Occurrence

0310055

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Vorel, king of the Mermen EDH

Fairly low curve and only 2 colors so I'd start by dropping some of your ramp/mana rocks. Cut down to only your major contributors then fill in your gaps to get maximum potential out of every card. I'll look more into the deck when I get on a desk top.

1
Posted 04 May 2014 at 14:39

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i have a simic deck that has 100000/1000000 on turn 5

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Posted 12 May 2014 at 06:01

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Here is what I suggest you remove.
You are in green so you could easily cut back on your artifact mana rocks (Keyrunes and signets).

-Artifact:
Simic Clustone
Simic Signet

-Creature:
Battering Krasis
Captain of the Mists
Clone
Cloudfin Raptor
Hero of Leina Tower
Mistcutter Hydra
Thrummingbird

-Enchantment:
Asceticism

-Planeswalker:
Garruk Wildspeaker

-Sorcey:
Explore
Rampant Growth
Reshape
Whelming Wave (might replace with Evacuation)

-Land:
Replace the guildgates and bounce lands with shock lands/buddy lands.

Overall you might want to add in a few more lands to make it 36 total. Might want to add in some tuck counter spells like Spell Crumple. Also add in some colorless board wipes like All Is Dust or Oblivion Stone. Adding in Contagion Engine could be good to for the double proliferate.

You also might want to look into Myojin of Life's Web and/or Myojin of Seeing Winds. Add more divinity counters on them and you can keep using their remove ability. Problem is they cost a good amount of mana to play.

EDIT: To cut a few more cards you could even lose some of the mana ramp cards you have in the deck. Just an idea but really it will need some playtesting.

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Posted 05 May 2014 at 05:50

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Alright, I picked a few of the cards that RolledAOne did.

1. Simic Cluestone -- Works alright with your untap cards, but I don't think there's enough reason to keep it beyond that.
2. Simic Keyrune -- Same as the cluestone and the ability doesn't excite me.
3. Simic Signet -- Nice way to get the colors you need for land, but I don't think you'll have that problem with the types of lands you're playing.

4. Battering Krasis -- Sure it'll get pretty strong with evolve, but I think that you have better cards to spend 3 mana on.
5. Captain of the Mists -- I don't think you have enough humans + his ability will be rather redundant. Costs 3 mana and his ability is 2 to boot, I wouldn't keep him around.
6. Cloudfin Raptor -- Evolve on a flying 1 drop, but like Battering Krasis, that's all he is.
7. Fertilid -- Looks like a fun card and you won't have to worry about him dying at all from his ability, but he doesn't appear to be that strong.
8. Hero of the Leina Tower -- Pretty neat Heroic, but I don't think you'll need this at all.
9. Sakura-Tribe Elder -- You have to sac him and nothing in your deck works with that mechanic.
10. Simic Manipulator -- Works pretty well with your deck, cut just because you have to remove his counters. This is a big maybe.
11. Yavimaya Elder -- There's creature sac again. I don't know if you need this much ramp.
Now this is where you begin to question my choices.
12. Garruk Wildspeaker -- You might want to keep him in, but I'd replace him with Caller of Beasts.
13. Explosive Vegetation -- Ramp.
14. Life of the Loam -- How often are you going to have lands in the graveyard? I get a bit about how it works, I just wouldn't bother with it.
15. Rampant Growth -- Good ramp card, but I don't think you need it.
16. Seek the Horizon -- Second verse, same as the first.
17. Skyshroud Claim -- Same.
18. Urban Evolution -- I like it, but late game, I don't know if you'll need it.
19. Whelming Wave -- If you're going to take out ramp, I would take this out. On top of that, it'll wipe a lot of your counters and the ehll with that.

I realize that some of the reasoning/choices aren't that solid, but I hope that this comment at least helps on a few of them.

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Posted 05 May 2014 at 10:58

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I'd stick to what your general does and cut the semi good stuff/staple cards like time warp (let sage do that) and your ramp cards (see later suggestion) . This deck i'd say is creature themed so cut spells like counterspells that don't do what you want and put in creature counterspells like Glen Elendra Archmage, mystick snake, draining welk then add something like mimc vat as it'd be strong with multiple things in here and you can untap it too. Cut a lot of your ramp and just stick to your creature ramp and add solemn sim too. Up your land count a bit and if you don't def cut asuza. If you are going to run your mana rocks make them more versitile/quicker like sol ring, gulded lotus, and the name excapes me right now but the one you put a counter on and you can tap it for whatever color you want. Also ascetisim is just honestly never really that great from what i've seen. So maybe start there with an open mind sorry I'm not trying to change your entire deck just rattling off what i spy with my EDH eyes.

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Posted 05 May 2014 at 16:22

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i removed some of the stuff that was mentioned and added in more land. I do have a question however, are lands like, sand silos, hollow trees, rushwood grove, and saprazzan cove worth putting in?

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Posted 06 May 2014 at 09:29

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No, I stay away from almost all etb tapped lands and the ability isn't going to help you too much either. Even your vivids are weak honestly. Most of the time you won't need to produce your other color with them. You could try running Magosi, the Waterveil.

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Posted 06 May 2014 at 13:55

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i take it that i try to get that out really early so that they dont get to do much with the extra turn? and save it for later right?

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Posted 08 May 2014 at 05:15

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Sry just saw that. With rings that's all you need. Also could play clockspinning and Archmage Ascension depending on how much card draw you run.

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Posted 11 May 2014 at 04:10

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but you have to return it to your hand so wouldnt the extra counters be usless?

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Posted 12 May 2014 at 02:08

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Not if you use Rings of Brighthearth. You still have to put it to your hand but for 2 mana you get to add another extra turn.

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Posted 12 May 2014 at 04:40

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^ yes this it's not about the counters it's about doubling the ability. I'm not saying you need to lay it just that you could and it has flavor as far as your deck goes. But ways to untap it are usually nice to have.

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Posted 12 May 2014 at 05:29

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I'd still drop Azusa (your not recurring lands) and probably avenger (just doesn't seem like the fun way the deck wins). Karn liberated might be fun though. Colorless, removal, discard all of wich double with rings and a way around anyone that might be locking you as you can just restart the game.

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Posted 12 May 2014 at 05:46

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You should add hardening scale, bolster and Nissa, world wake

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Posted 04 February 2015 at 20:47

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