|
On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area.
Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet.
|
United States24581 Posts
Rules question:
If you have a guardian of the gateless, and are blocking multiple creatures, some of whom have trample and some that don't, who gets to decide which creatures are blocked by the guardian first, and which creatures are blocked last? If I was the defender I would want the trample creatures to get blocked first; if I was the attacker I would want the creatures without trample to get blocked.
|
Straight outta Johto18973 Posts
On July 09 2013 06:04 micronesia wrote: Rules question:
If you have a guardian of the gateless, and are blocking multiple creatures, some of whom have trample and some that don't, who gets to decide which creatures are blocked by the guardian first, and which creatures are blocked last? If I was the defender I would want the trample creatures to get blocked first; if I was the attacker I would want the creatures without trample to get blocked. The attacker gets to assign which of his creatures deal how much damage and in what order.
From the Comprehensive Rules 510.1:
"First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn't use the stack."
In other words, so long as the attacker can assign at least lethal damage to your blocking creature, then the attacking player can choose to then have trample damage go over you.
|
So, out of the M14 full spoilers, the only two cards I'm actually interested in (from UWR perspective) are Archangel and Quicken. As much as I'd like to be actually EXCITED about Quicken (cause it's sick), it feels like the advantage that brings only serves to negate the other hits that control is taking in this set (as well as voice from DGM). I just really wish we'd gotten a decent burn spell, shock is kinda meh, and there won't even be searing spear after rotation, although that's kinda falling out of use ATM.
|
On July 08 2013 14:09 DarthXX wrote:Show nested quote +On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal.
I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending.
While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in.
|
On July 09 2013 07:46 Audemed wrote: So, out of the M14 full spoilers, the only two cards I'm actually interested in (from UWR perspective) are Archangel and Quicken. As much as I'd like to be actually EXCITED about Quicken (cause it's sick), it feels like the advantage that brings only serves to negate the other hits that control is taking in this set (as well as voice from DGM). I just really wish we'd gotten a decent burn spell, shock is kinda meh, and there won't even be searing spear after rotation, although that's kinda falling out of use ATM. have you tried Young Pyromancer in UWR yet
|
That's way too many lands for merfolk, 23 + vials is insane. Id probably run 20 lands. Add 3 spellsnare maybe.
|
On July 09 2013 09:19 DEN1ED wrote: That's way too many lands for merfolk, 23 + vials is insane. Id probably run 20 lands. Add 3 spellsnare maybe.
Yeah, again, I haven't tested, but the lands did seem high. Spellsnare doesn't really hit a ton that you want it to in modern, would rather run spell pierce or the other of remand/mana leak.
Other options are maindeck Kira or Phantasmal Image.
|
On July 09 2013 08:16 deth2munkies wrote:Show nested quote +On July 08 2013 14:09 DarthXX wrote:On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal. I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending. While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in.
There's another way you can build Merfolk that I had been tinkering with as an extension of the new Extended. You could choose to go Grand Architect as another lord and use Molten-tail Masticore as a reach card and feeding it dead cards. It had mild success when I last tested because it handled Gofy very easily, and it just crushed race situations. I am sure there are other Artifact and creatures (like Sundering Titan) to explore efficacy with, but I basically stopped there.
Edit:
Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black.
|
On July 09 2013 10:58 Judicator wrote:Show nested quote +On July 09 2013 08:16 deth2munkies wrote:On July 08 2013 14:09 DarthXX wrote:On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal. I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending. While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in. There's another way you can build Merfolk that I had been tinkering with as an extension of the new Extended. You could choose to go Grand Architect as another lord and use Molten-tail Masticore as a reach card and feeding it dead cards. It had mild success when I last tested because it handled Gofy very easily, and it just crushed race situations. I am sure there are other Artifact and creatures (like Sundering Titan) to explore efficacy with, but I basically stopped there. Edit: Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black.
I used to play GA/Wurmcoil, I think I'd prefer it to masticore, it dominates modern just as bad as it did standard. Board an Academy Ruins for postboard artifact hate and it's an enormous beating.
|
Dismiss Into Dream and Quicken look like really fun cards to play with. :-D Burning Earth should piss off every EDH player, lol. And they brought back Wild Ricochet, eh?
|
On July 09 2013 11:07 deth2munkies wrote:Show nested quote +On July 09 2013 10:58 Judicator wrote:On July 09 2013 08:16 deth2munkies wrote:On July 08 2013 14:09 DarthXX wrote:On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal. I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending. While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in. There's another way you can build Merfolk that I had been tinkering with as an extension of the new Extended. You could choose to go Grand Architect as another lord and use Molten-tail Masticore as a reach card and feeding it dead cards. It had mild success when I last tested because it handled Gofy very easily, and it just crushed race situations. I am sure there are other Artifact and creatures (like Sundering Titan) to explore efficacy with, but I basically stopped there. Edit: Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black. I used to play GA/Wurmcoil, I think I'd prefer it to masticore, it dominates modern just as bad as it did standard. Board an Academy Ruins for postboard artifact hate and it's an enormous beating.
Yes, its less good than it was in Standard though, I would imagine Path owns it pretty hard, pretty good if it sticks. The ability to come out consistently on 2 mattered more for me. Who knows whats good for it now.
|
On July 09 2013 12:11 Judicator wrote:Show nested quote +On July 09 2013 11:07 deth2munkies wrote:On July 09 2013 10:58 Judicator wrote:On July 09 2013 08:16 deth2munkies wrote:On July 08 2013 14:09 DarthXX wrote:On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal. I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending. While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in. There's another way you can build Merfolk that I had been tinkering with as an extension of the new Extended. You could choose to go Grand Architect as another lord and use Molten-tail Masticore as a reach card and feeding it dead cards. It had mild success when I last tested because it handled Gofy very easily, and it just crushed race situations. I am sure there are other Artifact and creatures (like Sundering Titan) to explore efficacy with, but I basically stopped there. Edit: Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black. I used to play GA/Wurmcoil, I think I'd prefer it to masticore, it dominates modern just as bad as it did standard. Board an Academy Ruins for postboard artifact hate and it's an enormous beating. Yes, its less good than it was in Standard though, I would imagine Path owns it pretty hard, pretty good if it sticks. The ability to come out consistently on 2 mattered more for me. Who knows whats good for it now.
True, it is, the thing is that a lot of decks that are really popular aren't playing Path, or at least not 4 of them.
|
On July 09 2013 10:58 Judicator wrote:Show nested quote +On July 09 2013 08:16 deth2munkies wrote:On July 08 2013 14:09 DarthXX wrote:On July 08 2013 03:24 deth2munkies wrote: Yay, Merfolk fighting for the top 8 in GP KC. That's the deck I'm building for Modern/Legacy atm, looks like so much fun.
Bah, he drew 10 of 18 lands in G3 and lost to the 4th attempt at splinter twin. Do you know where I could find a decklist, I'm looking to play Merfolk in the upcoming Modern GP in my area. Also full m14 spoilers are up - random quicken reprint but more importantly that Swamp #2 and Island #3 look pretty sweet. Well the main deck I'm planning on building is this: + Show Spoiler +4 Cursecatcher 4 Silvergill Adept 4 Lord of Atlantis 4 Master of the Pearl Trident 4 Merrow Rejeery 2 Tidebinder Mage
4 Remand 4 Aether Vial 3 Spreading Seas
4 Mutavault 2 Cavern of Souls 17 Island
But that's just from what I know about how Merfolk work and my preference to keep it mono blue. I'll probably be playing it with Mana Leak over Remand since they're bloody expensive, but the card draw seems more ideal. I mean it's possible that the 2 Caverns want to be Kiras or something, but I think testing before spending. While I don't agree with all of the evaluations, this post on MTGSalvation covers a few angles you can take the deck in. There's another way you can build Merfolk that I had been tinkering with as an extension of the new Extended. You could choose to go Grand Architect as another lord and use Molten-tail Masticore as a reach card and feeding it dead cards. It had mild success when I last tested because it handled Gofy very easily, and it just crushed race situations. I am sure there are other Artifact and creatures (like Sundering Titan) to explore efficacy with, but I basically stopped there.
Hehe I like this idea but it seems too cute to shove into merfolk but I will give it try.
I'm debating between a red or white splash or just mono blue. White gives you access to path and better sideboard options. The addition of path makes Trickster significantly better but not sure if it's worth cutting a lord or a cursecatcher for. I thought about trying to run Sejiri Merfolk but this requires you to run Shocks and Fetches which demolish your lifetotal, defeating the purpose of getting the lifelinkers out in the first place. It is very easy to splash white though, given the fastlands, shocks and the U/W merfolk land.
Red on the other hand gives you access to bolt for reach and electrolyze for value and izzet charm for a nice utility card, I've seen some lists that use Grim Lavamancer for this splash but not sure about how much I like that. This does require a very solid land base to function, and gives you a reason to run the R/U filter which can help if you are stuck on mutavaults, but again not sure if the splash is worth the inconsistency.
As for choices of lords, what are your guys' thoughts on Sovereign? It is a 3 drop but seems like the unblockability may matter in some cases
|
On July 09 2013 10:58 Judicator wrote: Edit:
Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black.
Doom Blade seems really poor right now. Doesn't hit anything super relevant. sure maybe boros reckoner or Thrag, but it misses Blood Baron, Obzedat, both aristocrats, Valroz, Sire of INsanity, Olivia, or desecration demon.
Edit: Speaking of standard I ran this deck to a 4-0-1 at my last FNM beating Aristocrats, Junk Rites, Jund, and RUG flash.
+ Show Spoiler + 4 Boros Reckoner 2 Nearheath Pilgrim 1 Obzedat, Ghost Council 1 Blood Baron of Vizkopa 2 Olivia Voldaren 3 Sin Collector 2 Sire of Insanity
3 Sorin, Lord of Innistrad
4 Pillar of Flame 3 Searing Spear 2 Dreadbore 4 Lingering Souls 2 Mizzium Mortars 2 Warleader's Helix
4 Blood Crypt 4 Clifftop Retreat 4 Godless Shrine 4 Isolated Chapel 4 Sacred Foundry 1 Stensia Bloodhall 1 Swamp 1 Mountain 1 Plains 1 Vault of the Archangel
SB: 2 Pithing Needle SB: 3 Assemble the Legion SB: 2 Underworld Connections SB: 2 Crypt Incursion SB: 2 Devour Flesh SB: 2 Sever the Bloodline SB: 2 Zealous Conscripts
The deck is phenomenal. Feels strong in all the non SPhinx Rev match ups.
I plan on making these changes though -2 Sire of Insanity, -1 pillar of flame +1 Blood Baron of Vizkopa, +2 Aurelia, the Warleader
and changing the side -2 Crypt Incursion, -2 Underworld Connections +2 Slaughter Games, +2 Rest in peace
Sire seemed poor, yea I won all my games with him on board but it seemed like I should just be playing something that applied more pressure. 4 pillars is too much. I might want to run even more Blood Barons.
|
Correct me if I'm wrong but there's no way to play this game for free beyond the initial $10 fee, right? Like, I couldn't accumulate cards for free after that just by playing unless I was super lucky in a tourney or something?
|
On July 09 2013 20:57 Yacobs wrote: Correct me if I'm wrong but there's no way to play this game for free beyond the initial $10 fee, right? Like, I couldn't accumulate cards for free after that just by playing unless I was super lucky in a tourney or something?
After the first 10 bucks and an X amount of money to buy a good deck its technically possible to "go infinite" aka free. The Daily events are really good value and they allow you to run a profit if you can reliably score well in them. However for the average player no I don't think it is possible.
|
On July 09 2013 17:32 Shotcoder wrote:Show nested quote +On July 09 2013 10:58 Judicator wrote: Edit:
Also, standard testing time, even though I'll probably only build a deck either for the SCG regulars or for myself to play in Game Day. Need to see if Doom Blade offsets Far Seek, at this point I don't think White is negotiable, the question is to play Green or Black. Doom Blade seems really poor right now. Doesn't hit anything super relevant. sure maybe boros reckoner or Thrag, but it misses Blood Baron, Obzedat, both aristocrats, Valroz, Sire of INsanity, Olivia, or desecration demon. Edit: Speaking of standard I ran this deck to a 4-0-1 at my last FNM beating Aristocrats, Junk Rites, Jund, and RUG flash. + Show Spoiler + 4 Boros Reckoner 2 Nearheath Pilgrim 1 Obzedat, Ghost Council 1 Blood Baron of Vizkopa 2 Olivia Voldaren 3 Sin Collector 2 Sire of Insanity
3 Sorin, Lord of Innistrad
4 Pillar of Flame 3 Searing Spear 2 Dreadbore 4 Lingering Souls 2 Mizzium Mortars 2 Warleader's Helix
4 Blood Crypt 4 Clifftop Retreat 4 Godless Shrine 4 Isolated Chapel 4 Sacred Foundry 1 Stensia Bloodhall 1 Swamp 1 Mountain 1 Plains 1 Vault of the Archangel
SB: 2 Pithing Needle SB: 3 Assemble the Legion SB: 2 Underworld Connections SB: 2 Crypt Incursion SB: 2 Devour Flesh SB: 2 Sever the Bloodline SB: 2 Zealous Conscripts
The deck is phenomenal. Feels strong in all the non SPhinx Rev match ups. I plan on making these changes though -2 Sire of Insanity, -1 pillar of flame +1 Blood Baron of Vizkopa, +2 Aurelia, the Warleader and changing the side -2 Crypt Incursion, -2 Underworld Connections +2 Slaughter Games, +2 Rest in peace Sire seemed poor, yea I won all my games with him on board but it seemed like I should just be playing something that applied more pressure. 4 pillars is too much. I might want to run even more Blood Barons.
Missing the point, Doom Blade isn't for those match ups or those cards.
|
not missing the point at all. You want it to offset farseek which means you want it to be a main deck-able card. It's not. it's a 1-2 of in the board at best.
Edit: and if you're talking about you're BUG list I don't know why this would even be a discussion with access to Decay, Putrefy, Gaze, Murder...etc.
|
Why the Stensia Bloodhall? Love that you're going Oros, though :D
|
|
|
|