Counter target colorless spell.
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Ceremonious Rejection Discussion
19 hours ago
Guftders, thanks for checking out the deck. Interesting with the Professor's version :) (resident expert blush :p )
I agree with most of what the professor says, except:
Smuggler's Copter. It is indeed a good card and there's a reason it was banned. However its card type becomes a major liability in Faeries. In my deck I run 0 artifacts, which renders most of the hate cards obsolete. So Copter would just have a big target on its back. In Modern it fails the Bolt test, plus there is Push, Kolaghan's Command and Abrupt Decay. This makes it worse, compared to all my other creatures that all have ETB effects. But make no mistake Copter is very good, so if you feel like people in your player circle aren't packing a lot of artifact hate, then maybe you're justified in running a playset.
Snapcaster Mage. I don't agree with it being a bad choice. At first I thought that the video was older than Fatal Push, at which point it would make more sense to me. Push is what made Faeries viable and Snapcaster is an all star along with Push. And hand disruption. And counterspells. And Collective Brutality.
Yep, you can splash a third color. White sideboard cards are amazing and Kommand is also amazing :) Though I'd argue the pain is greater than the gain. The manabase is already stretched thin with ~6 colorless lands, and 3 tapped. Fitting in a third color is doable but it hurts. With Push being a card I no longer have to play Path or Bolt. Intangible Virtue is hitting too few creatures. You need the BW Token strategy to really take advantage. And lastly, Kolaghan's Command. I can't say a bad thing about it. It is so good with Snapcaster that I almost want to splash red solely for that. My excuse is that it comes down to being a 2-for-1 which Cryptic already is. I will have to do with my creatures staying put in the graveyard and board in Ceremonious Rejection and Hurkyl's Recall vs. artifacts.
2 weeks ago
I'm gonna blow your mind here, on the Metalwork Colossus counterplay issue. How much mana does the Colossus deck spend to cast that creature? Sure, it's a 10/10 for 11, but, on the stack, the rules ask how much mana is spent to cast it. For example, Walking Ballista is an XX creature. Thus, outside of the stack, it has CMC 0. However, say you pay 4 mana of any kind to get a 2/2 Ballista. In this case, since 4 mana was spent to cast the spell, while on the stack, this spell is CMC 4.
Metalwork Colossus is easy enough to deal with...once. Disallow, Essence Scatter (out of Amonkhet Spoilers), Unlicensed Disintegration, Murder, Ceremonious Rejection. Problem is, when he hits the yard, he just comes back again for a small tax. Thus, we need to exile. We need to do it cheaply too, preferably before it can swing in. How much do they pay for Colossus again? 4? 2? 0?
Now, this works to our favor as I present the ULTIMATE ANSWER TO COLOSSUS: Horribly Awry. Two mana is incredibly unfair to the Colossus player. Since it is such low CMC while on the stack, it is targettable for Horribly Awry. Exile means it doesn't come back, baby. Natural Obsolescence is even better, but these archetypes don't play green, so take what you can get.
2 weeks ago
Update: 3-1 after first competitive play. 2-0 in all 3 wins
2 weeks ago
Thanks for commenting so many times and creating the illusion that people are actually talking about this deck lol.
My reasoning for playing Stubborn Denial is this: Force Spikeing things people play turn 1-2 is still usually going to counter them. Plus a good 70% of the time I'm needing the card as a "Counter your removal spell targeting Tasigur" or something like that. If anything, I want to add in more creatures to trigger Ferocious. And I've seen RUG lists playing Denial with only eight creatures that trigger ferocious.
I understand that Ceremonious Rejection costs one mana, and I understand how big a deal that is. But like I said, it doesn't counter the shenanigans of TitanShift, plus you need to realize Disdainful Stroke helps shore up the fact that I usually can't do anything about big permanents. "Spells that cost more than four" represents a lot more things that will kill me than "Spells that are colorless". That's how I look at it.Without Disdainful Stroke I'll lose to a fringe jank not-viable-in-Modern Dragon tribal deck I get matched up with for game one, or something like that. I'd honestly rather lose to Affinity than lose to Dragon Tribal.
I'm starting to warm up to the idea of putting Snapcaster Mage back in. I am 100% sure this deck needs more creatures. I'm not playing more than two though.
3 weeks ago
Thanks for the suggestions. Here are the problems I see:
You're only running five sorceries. That combined with the fact that you ditched the Lilianas means you will struggle to get Tarmogoyf over 3/4. Sometimes 2/3.
Adding Smother seems like you're really banking on everyone playing low-cost creatures. It will be great if that's all you run into, but you will lose to Standard decks if all of your interaction is for small creatures.
Sideboard:You seem to have replaced Disdainful Stroke with Ceremonious Rejection. Rejection hits Affinity, but Stroke hits TitanShift and Tasigur. TitanShift is a much worse matchup for this deck. Also note that neither counter really hits Bant Eldrazi that well thanks to Cavern of Souls.
Shadow of Doubt and Surgical Extraction are amazing against both Tron and TitanShift, which are both bad matchups. Something as simple as T1 Thought Scour targeting opponent and Surgical Extraction targeting Cinder Glade has won me a game. The same goes for Tron.
3 weeks ago
1) Run more than 16 lands. Not even Merfolk can properly function on 16 lands. And don't just use basics. Oboro, Palace in the Clouds, Mutavault, and Cavern of Souls fit great in a Merfolk build, and Wanderwine Hub, in addition to entering untapped for two colors, can reveal a threat from your hand that your opponent may need to play around.
3) Don't play black in a Merfolk build. If you're absolutely set on using another color, I personally would recommend white for Path to Exile, Mana Tithe, and Brave the Elements. White would also get the most value out of Wanderwine Hub. But, if you insist on using black, the spells you've chosen aren't going to cut it in modern. Dead Weight won't kill Tarmogoyfs, Hero's Downfall is way too expensive, and Appetite for Brains misses 99% of the relevant threats. In modern, the magic number is 3. That's where most of the curves top out. Thus, Appetite misses everything at or below the magic number. Personally, if I had to use black in a Merfolk build, I'd be running Dismember, Inquisition of Kozilek, maybe a couple Thoughtseize, and Fatal Push. I'd also run one or two Gut Shots for insurance, but that's just me. Of course, this all assumes that you play another color in your deck. If it were me, I'd stay mono-blue.
4) Aether Vial. Perfect card for this deck. Put it on two and keep pumping out creatures.
5) Merfolk Sovereign doesn't do enough work in this deck. It's 3 mana for the same effect as the two-mana lords (Master of the Pearl Trident and Lord of Atlantis), and its second ability is useless. Run Master of Waves or Harbinger of the Tides instead.
6) Cursecatcher. This is your one-drop. It kicks ass in this format.
7) I'd suggest maybe running some amount of Vapor Snags mainboard. It's really effective.
8) Hurkyl's Recall is a great sideboard option against Affinity. Ghost Quarter and Tectonic Edge shut down Tron. Gut Shot is great against a lot of faster decks. Tidebinder Mage is great against Burn and anything with Tarmogoyf. Spell Pierce for removal-heavy decks and Relic of Progenitus hoses graveyard shenanigans. Ceremonious Rejection for Tron and Affinity. Unsubstantiate and Flashfreeze if the matchup demands it. Unified Will, Echoing Truth, and Sea's Claim are all viable sideboard options as well.
9) I'd suggest you consult my list as well as the MTGSalvation primer for Merfolk
3 weeks ago
Honestly the deck moves solid... it test draws 'reactive' enough, only thing i would do different is with Negates and Antcipates, maybe 1x Thing in Ice - move a couple to side board/ or drop some. I would add cards like Tormenting Voice and Hungry Flames. Moving all-in with a Direct Burn game 1, setting up for a controlling counter/destruct game 2-3. Dispel and Ceremonious Rejection are also great sideboard options as 1's & 2's of to go against everyone else's 'Jank' they bring to the table! LOL
Harnessed lighting also doesn't seem good enough without Dynavolt Tower - try to add a couple on this websiite a try it like that TappDout is great for that kind of testing!
All I.M.O. - Your deck is tempting me to play a deck like this at the next FNM just for funs.
4 weeks ago
SkoomaDaDrug you made a cool deck. Do you side board in any counter spells? Ceremonious Rejection and all of the other blue counters might be hard on your deck. I'm sure your deck can steal a game or two at an FNM, which is cool to see a home brew pull off. Fun looking brew you have.
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With the new embalm mechanic in AKH I'm looking forward to getting a boost to the deck I've been tinkering with since KLD. If I get some Gideon, Ally of Zendikar I'll have to rename it to WHITE TRASH, but I'm poor af so the one copy of Archangel Avacyn Flip was the BIG money card I added. Hoping to cue up some WHITE ZOMBIE tunes and finally have a competitive deck at FNM this season!