Thanks!Inspired for Modern Emrakul Energy brew btw.https://www.mtgvault.com/risendeep/decks/emrergy/
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Argent Mutation is too expensive for what it is doing in my opinion. You could instead grab some Scry or draw cards to get either Liquimetal or Landshaper faster
I would cut Zuran Spellcaster to benefit Rootwater Hunter. It can do at least the same but profits from some Merfolk supporter cards like Merrow Commerce, Tidal Courier and Merrow Harbinger
Nooo, I write"This deck is a clone of G/B Constrictor by Jack53.http://www.mtgvault.com/jack53/decks/gb-constrictor/"just for fun ;)I'm running my own deck archive so dont mind this one for beeing maintained or even tested, I just like it to save to my list. Also gave ya a +1
Really? I dont think this deck would perform very good, too many 1 drops and cards you wont need in merfolk. Starting at Jace and ending at Tendershoot Dryad, I would cut anything and start again. Counterbalance is nearly useless without any good deck manipulation strategy while Plummet is a sideboard card.The only 1 offs I see here are the legendaries Kumena and co while I would remove some of the not matching Merfolk to benefit the matching ones. Play primarily on counters so cut anything that dosent fit into that, playing for Insired trigger primarily then cut aynthing that works with counters. Mistbinder, Pioneer and Forerunner should stay as same as Deeproot Waters.
This deck is work in progress; hacked together in half an hour. Suggestions are higly desired
You could be even faster with Mox Diamond based on the ammount of lands you play it will benefit much earlier as Mox Opal could
You also need Bitter, Sour and Sweet to get it realy tasty :DD
You are too late, I'm just fiddling ;)You could be propably going for an even more budget mana ramp variant using the Ravnica Double Lands to boost up your mana basehttp://www.mtgvault.com/risendeep/decks/sunfolk/
I like those "X Turn Win" decks because anyone is calculating best case but you need to calculate worst case. Yes even worst case this deck is fast but not as fast as you described and may go out of breath in late game. No Ritual means no Monument so you wont be able to draw cards in T3. No fetchlands means Hidden Herbalists wont have ANY effect for you so are at the end just a 2/2 fodder. This are too many what-if-nots for me for this deck to work well in modern.Burning-Tree Emissary is a key card for those fast decks and taking Hidden Herbalists is a good choice but you defnetly need a trigger for them. Wild Cantor could be an option here too but again, what-if; you get (G)(G) but do not have anything on your hand that can feed it? You have your Goyf and Burning-Tree but that are just only 7 cards, 7 out of 60!
Seems like you are missing all the good cards; Kumena's Speaker, Merfolk Branchwalker and Kopala for example
Its not final yet so this may be a placeholder for now.I'm still looking for some effective use from the huge mana base while I think Explore, Serum Visions and Nissa are a good start to get a copy of Blood Sun as early as possible you might be right for getting it is the primary goal
When playing Merfolk EDH, I just like two legends very much, Thada Adel, Acquisitor to grab from your opponents deck some artifacts you might need like a second Sol Ring, Sword of Fire and Ice or whatever he has usefully in his deck and Empress Galina that can steal any legend on the board to grab it into your army. "Oh, I thought we play commander, where is yours?" :DDEmpress Galina might be far too expensive (when the hell got it that expensive, I bought my one for under 0,50$ some time ago??) so she is out of the race but Thada Adel is worth a look I think.
Yes it does and all other utility lands as same as for example Cavern of Souls or Unclaimed Teritory because you cant choose a creature type at the moment it comes into play. But on the other side it also enables any other land that says "When X comes into play, do Y or X comes into play tapped" to ignore that condition or any other downside condition like City of Traitors.From the orcacle rules: 1/19/2018: A mana ability is an ability that produces mana, not an ability that costs mana. 1/19/2018: Land cards not on the battlefield aren't affected. 1/19/2018: If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers. 1/19/2018: If a land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it applies. The same is also true of any other abilities of a land that modify how it enters the battlefield or apply “as” it enters the battlefield, such as the first ability of Unclaimed Territory. 1/19/2018: If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability. 1/19/2018: If a land has an ability that continuously changes the types of other lands (such as Urborg, Tomb of Yawgmoth does), that ability will apply before Blood Sun removes that land's abilities. If a land has an ability that grants abilities to other objects, Blood Sun will stop it from doing so.So it has its good and its bad sides :D
You have at least a card draw option and in best case can disable Ghost Quarter and co. for the main game
I would set the 2 Jadelight Ranger out for another 2 Merfolk Branchwalker as it is the same (except for that one counter) but Branchwalker is one turn faster
Potentially not bad but may be a little slow to turn 4 out the Portal and turn 5 use it while you havent the control base to run a such long game with only 3 Swords and 4 Forces. I would run either more Noble Hierarch and/or some mana boost like Chrome Mox or Mox Diamond.I dont know about Constant Mists but a board whipe could do better if needed while Gaea's Blessing seems like a sideboard card to me as you dont have anything that will be dropping your deck
A single Swift Warden in board seems a little bit lost, might be better to choose 2 Kopala for it instead
Isnt this deck missing Metallic Mimic just to be beatdown?
Let me tell you from the past times of Merfolk Mill, that you cant play Grimoire Thief without Springleaf Drum. The benefits are that you could instant tap Thief as it enters play to gain one mana of any color and it instantly removes four cards from your opponents library. Grimoire Thief and Drowner of Secrets is an unbeatable combo in this cases, Merrow Commerce and Surgespanner make this perfect. Just in proposal ;)
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