I forgot about the heartless summoning!!!
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Doesn't the Lich make it so you can cast it from the graveyard? As in you still have to pay the mana for the creature just that you can now cast it from the graveyard as if it was in your hand?
I would add 1 more of each color land and call it a day.
Actually because paying life is the cost of untapping him and your life can't change, you can not pay the price to untap him. That is my understanding of it anyway. Someone can correct me if I am wrong.
I like this a lot. I was scratching my head trying to figure out how you are taping your archdruids for mana on the turn they came out lol. I hate having a head cold. But I applaud you!! I like this deck a lot.
That is indeed the card I was speaking of. Put that and Paradise Mantle on the Schoolmaster and make an infinite number of merfolks!!!! I could never get my own merfolk deck to work so I am rooting for yours instead.
They would still be exiled at the end of your opponents end step. However I do not believe the tokens created by the enchantments would end. Anyone know for certain? If so, you can throw in a Rhys the Redeemed( is he modern legal?) and those tokens would not be subject to the exile as the tokens themselves do not have "exile at the beginning of next end step" on them. Or at least that is my understanding of it anyway. Anyone know for certain about what I am talking?
I would add a Lullmage Mentor into the deck. Tap 7 untapped merfolk counter a spell. Also there is a creature enchantment that I forget the name of with the text U: untap enchanted creature. Which goes well with Paradise mantle. Overall though I like the deck a lot.
Does it actually make it an instant? It just looks like they choose a different spell to cast, as a sorcery.
How do you do 600 on turn 3? O.o
I thought the enchantment would collapse once she hit the field, but besides that thanks for shedding light on the graveyard thing. I wasn't positive as no one really plays that kind of deck in the small group I play with.
Does Akroma protect itself even in the graveyard? The enchantment I doubt but other things I believe can bring her back. Never bothered to look into it. Why not add Reya Dawnbringer? She could bring back Akroma if the black cards can't. http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Reya%20Dawnbringer&Edition=DVD&Print=1
Why can't they play spells?
Niv-Mizzet, the Firemind + Curiosity = Draw/Damage till everyone dies? If so I would suggest a Chandra's Spitfire for multi-player games. Attack with the Spitefire and then Into the Roil something with the kicker and kill off one opponent and if you have enough cards in deck kill off the other with Mizzet as well, if not deal the one point of damage to a creature and let the Spitfire do its job. Or add fling and use that too.
I would say to get rid of Ghostly Prison and the artifact lands which would put you down to 60. I also think you should get rid of Nimbus maze for more Glacial Fortress, Those lands to pay 1 life sacrifice it and put a land into play untapped, or mystifying maze* incase something that is attacking you has wither or infect which could get rid of the stuffy doll. Also you may want to get rid of the meekstone and sol ring to be replaced with fabricates or card removal or maybe even more Sac lands to thing out the deck. Just my thoughts though. *http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Mystifying%20Maze&Edition=M11&Print=1
I agree I would rather keep them on the field as well. I was thinking of hitting an opponet a couple of times then sacing the magma pheonix but I see fling is there and that is a much better sac option.
What about Mindcrank? 2 mana and whenever an opponent loses life they put that many cards from the top of their library into their graveyard. It looks like it would fit your theme fairly well.
I would take out the wild evocation. I see it as doing more harm than good. I would suggest instead a Quest for the Pure Flame. http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Quest%20for%20Pure%20Flame&Edition=ZEN&Print=1 Or maybe Pyromancer Ascension http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Pyromancer%20Ascension&Edition=ZEN&Print=1 Both of those enchantments benefit from the 16 damage spells and the Ascension benefits from the Geosurge as well. There is also another card that costs 1 red and sacrifice a creature to add 3 red mana, forget the name, which you may want to look into also. Just a couple of quick suggestions.
I like this one two!
There are some pretty good red levelers. I am trying to recall their names but I know one becomes a firebreathing dragon and the either hits the opponents entire field for 6 when they attack.
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