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-   -   hay, I play Magic. Rate my deck n' stuff...please? :V (https://www.pokecommunity.com/showthread.php?t=192496)

DonRoyale August 26th, 2009 6:04 PM

hay, I play Magic. Rate my deck n' stuff...please? :V
 
merr.

-22-

-Drowner Initiate
-Mothdust Changeling
-Mothdust Changeling
-Mothdust Changeling
-Mothdust Changeling
-Ink Dissolver
-Ink Dissolver
-Stonybrook Banneret
-Stonybrook Banneret
-Stonybrook Schoolmaster
-Stonybrook Schoolmaster
-Stonybrook Schoolmaster
-Stonybrook Schoolmaster
-Wanderwine Prophets
-Sygg, River Guide
-Sygg, River Guide
-Merrow Reejerey
-Merrow Reejerey
-Drowner of Secrets
-Drowner of Secrets
-Drowner of Secrets
-Drowner of Secrets

-19-

-Holy Day
-Holy Day
-Ethereal Haze
-Ethereal Haze
-Pacifism
-Pacifism
-Curse of Chains
-Curse of Chains
-Curse of Chains
-Oblivion Ring
-Oblivion Ring
-Summon the School
-Summon the School
-Cancel
-Aethertow
-Put Away
-Put Away
-Merrow Commerce
-Merrow Commerce

-20-

-13- Island
-7- Plains

For those who don't know the effects:

Spoiler:

Drowner Initiate
U
Creature - Merfolk Wizard
Whenever a player plays a blue spell, you may pay [1]. If you do, target payer puts the top two cards of his or her library into his or her graveyard.
1/1

Mothdust Changeling
U
Creature - Shapeshifter
Changeling (This card is every creature type at all times.)
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.
1/1

Ink Dissolver
1U
Creature - Merfolk Wizard
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.
2/1

Stonybrook Banneret
1U
Creature - Merfolk Wizard
Islandwalk
Merfolk spells and Wizard spells you play cost [1] less to play.
1/1

Stonybrook Schoolmaster
2W
Creature - Merfolk Wizard
Whenever (it) becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.
1/2

Wanderwine Prophets
4UU
Creature - Merfolk Wizard
Champion a Merfolk (When this comes into play, sacrifice it unless you exile another Merfolk you control. When this leaves play, that card returns to play.)
Whenever (it) deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
4/4

Sygg, River Guide
WU
Legendary Creature - Merfolk Wizard
Islandwalk
1W: Target Merfolk you control gains protection from the color of your choice until end of turn.
2/2

Merrow Reejerey
2U
Creature - Merfolk Soldier
Other Merfolk creatures you control get +1/+1.
Whenever you play a Merfolk spell, you may tap or untap target permanent.
2/2

Drowner of Secrets
2U
Creature - Merfolk Wizard
Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard.
1/3

Holy Day
W
Instant
Prevent all combat damage that would be dealt this turn.

Ethereal Haze
W
Instant - Arcane
Prevent all damage that would be dealt by creatures this turn.

Pacifism
1W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.

Curse of Chains
1[W/U]
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

Cancel
1UU
Instant
Counter target spell.

Aethertow
3[W/U]
Instant
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Put Away
2UU
Instant
Counter target spell. You may shuffle up to one target card from your graveyard into your library.

Oblivion Ring
2W
Enchantment
When (it) comes into play, remove another target nonland permanent from the game.
When (it) leaves play, return the removed card to play under its owner's control

Summon the School
3W
Tribal Sorcery - Merfolk
Put two 1/1 blue Merfolk Wizard creature tokens into play.
Tap four untapped Merfolk you control: Return (it) from your graveyard to your hand.

Merrow Commerce
1U
Tribal Enchantment - Merfolk
At the end of your turn, untap all Merfolk you control.


My collection is limited, so please take that into account. :V

kohei August 31st, 2009 3:58 AM

It could be because I hate blue, but I can't see what the wincon is in this deck.

digi-kun August 31st, 2009 5:10 AM

nah, you aren't the only one. I think that he's attempting to run stall until he can manage to get Marit Lage into play, which dies fast. It...looks like mill, but not at the same time..but ya, if you could tell the direction of the deck, that'd be awesome, because your current win condition is amazingly weak mill or Marit Lage, which is conditional, and is probably too slow for what it's worth

First of all, your Mana base is really unbalanced for what you have. Try running 13U/7W or 14U/6W with that 20-land mana base + Dark Depths.

Next is your win condition. All your monsters are way too weak, and aren't very likely to stay on the board for that long before dying [Volcanic Fallout, basic burns, etc.]. Also, you say you need defense, but I personally think you have too much of it. I would currently recommend getting some big hitting white creatures to put into the deck like Baneslayer Angel which is super expensive XD because blue has a tendency to have the non-beatyourface strategies.

Also, decide what your win condition is gonna be. You have a mix of stall and mill, but you aren't doing much with either of them. The mill is way too weak, and you're out of color trying to (effectively) do mill anyways, and your stall isn't focused at all due to your lack of counters (which i think Lorwyn merfolk are supposed to be infamous for [actually it's bitterblossom, but that's black, but regardless]nvm i was thinking fairies) and your lack of effectively putting the opponent into a lockdown.

Anyways, the direction I'm seeing you look at is mill, so here's some recommendations for milling (besides running blue/black):
Traumatize
Forced Fruitation
Howling Mine
Jace Beleren
Tome Scour

kohei August 31st, 2009 6:54 AM

If mill's your idea, like digi-kun mentioned, then a friend of mine uses one that's pretty fun (for the user, not for your opponent.)

Sanity Grinding Mill

Basically it has lots of triple~quad symbol and above blue/blue-hybrid spells, so on average, 1 Sanity Grinding mills around 20 cards.

He uses Plumeveil and Wall of Denial as blockers, Overbeing of Myth as secondary wincons/food for Sanity Grinding, and counterspells.
He mentioned that Oona will be great, if it wasn't for the price... yeah, this is designed to be a budget deck.


Btw, if you are looking for a big blue creature that works as a finisher, then Inkwell Leviathan will be your best friend.
Easy to come across and affordable, this 7/11 creature has trample and shroud, plus the sometimes forgotten islandwalk.
It maybe 9 mana, but a 9 mana creature is no problem for control decks to use.

DonRoyale September 1st, 2009 11:19 AM

Win condition lies in constantly tapping Stonybrook Schoolmaster for massive amount of tokens.

I do need anti-burn defense, though...

And geezus, this is all rare stuff. I'm not made of money >.<

Kenny_C.002 September 1st, 2009 2:27 PM

Rares =/= expensive
Good rares/mythics are expensive.

You can get away with sanity grinding for pretty cheap nowadays. Also, that 2/2 legendary UW merfolk that gives protection is fairly cheap to buy and is pretty good for your deck in terms of protecting key pieces like the schoolmaster.

Don't go below 24 mana-producing lands unless you're absolutely sure, btw. 20 is definitely too few for a deck you're running. I would suggest 22-24 if you can.

DonRoyale September 3rd, 2009 5:42 PM

Massive update. Dropped most of the crap for better stuff. :>

Figured DD was taking up unwanted space anyway. Aethersnap DD is better regardless.

Kenny_C.002 September 4th, 2009 5:18 PM

I think you should try for more Merrow Reejerey and Bannerets. Those two are monsters in general.

Holy day and haze are pretty poor overall. I would prefer Oblivion ring and cancel/negate/essence/pacifism scatter over it. O-ring devastates any of those that you normally can't handle, so stick to dealing with noncreatures if you can for that. Well, I'd prefer something like 2 islands and 1 plains over three of the cards, plus 1 O-ring or cancel. btw, faerie's trickery is better than cancel unless you know the person plays faeries or chameleon colossus, and faith's fetters is better than O-ring if you have divine vs demonic or have access to Ravnica.

Put Away is ok, but if you can look for something like cancel, it would be slightly better. I like broken ambitions for your strategy and the fact that it works in the early game. The only thing is that the card tends to be kind of dead later on. I prefer having more options in the early game, as you may have noticed. :3

Cursecatcher is significantly better than the changeling, but I know that you probably can't use him due to him being uncommon in shadowmoor.

Ink Dissolver I find usually not too worthwhile, but milling is your strategy, so it fits there. Otherwise, ditch it for something with a slightly more relevant ability, like silvergill adept (uncommon in Lorwyn).

I tend to find Aether tow to be too slow for use, especially with conspire. Memory Sluice works with your strategy (8 juicy cards for 1 mana with conspire), and I find Ghastly Discovery to be slightly better in card advantage plus selection with conspire.

Oh btw, getting out Wanderwine Prophets with summon the school is the funniest wins I've had in a while. XD


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