|Commander / EDH||Legal|
Printings View all
|Welcome Deck 2017 (W17)||Common|
|Magic 2014 (M14)||Common|
|2012 Core Set (M12)||Common|
|2010 Core Set (M10)||Common|
|Seventh Edition (7ED)||Common|
|Urza's Saga (USG)||Common|
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Creature — Merfolk
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Coral Merfolk Discussion
6 months ago
Might I suggest changing the Coral Merfolk out for another ally? I know you are probably out of any good ones, but you will need them for the cohort on Zada's Commando to activate as much as possible. Coralhelm Guide may be good. I know its ability cost a bit but can still be used if it was tapped making it good for later game with burn deck so you can keep using cohort and swing with something with a decent amount of damage that is now unblockable.
8 months ago
First off, it's much easier to read your decklist, if you sort it by type instead of colour (e.g. I think you have 22 lands, although the fifth Dismal Backwater makes it a bit uncertain.
Why the almost-singleton build? You will want more consistency i.e. that cards you want to see come up more often, and you gain that by having multiple copies of them. As an example: Coiling Oracle is a funny card, that is particularly good in turn 2 (and with a turn 1 Serum Visions), and in a shoestring-budget-meta also good with blinking effects. Having 1 Coiling Oracle is a bit wasted - it won't be there when you need it, and it's a lousy topdeck in turn 6 (assuming you have the land you want by then).
What does Coral Merfolk do, that makes you bring it? Same goes for Benthic Infiltrator and Annul. How about exchanging them for 3 more of either Coiling Oracle or Cloudfin Raptor? And now we're at it: bring more evolve creatures, like Experiment One, to make more out of the counters. A playset of Hardened Scales and Winding Constrictor also helps with +1/+1 counters.
1 year ago
Well me hearty, I did say to ye about subtleness in my deck early game. It only makes sense to have cards like Coral Merfolk. xD Why would I want to stress me crew out with some big fancy creature early game? Arr. I can use my deck's scry abilities to make the critter walk the plank if I don't need em.
1 year ago
There's absolutely no requirement that cards be universally relevant or good. In fact, it's a fair and intelligent design principle that one of the ways (not the sole way, but one of the ways) to balance hoser effects is by making them less well rounded. Consider Flashfreeze, a cheap hard counter designed to hose red and green. It's wholly inapplicable to white and black for balance purposes.
Further, note that you're comparing three rare green creatures to one red common instant. And you then go on to compare Lightning Bolt and Lightning Strike+"ransack" to Elite Vanguard and Soldier of the Pantheon. Rarity, although not based entirely on comparative power, is something that you need to account for when you make design analogies. We could, by the same token, say that Coral Merfolk to Snapcaster Mage is a good basis for upgrading things. It's nonsensical.
It's also worth noting that ransack does generate advantage. Drawing a card as an additional cost is a poor design feature. You almost never gain advantage as a cost. And before you say the discard completely balances it, consider the nature of red. Red wins, in many cases, by playing instants. What happens if you draw a Lightning Bolt for free and then cast it? How is that a downside?
Just going to point out that the natural corollary of "players can't gain life" is "can't be countered (by spells or abilities)," which already exists and already has tremendous impact through some high-profile cards. Counterspells are very far from unchecked. And they're very far from being game-winning by definition.
You're making a lot of very exaggerated claims. Consider that blue has terrible creature economy compared to almost every other color, and that counterspells are one of the tools that it uses to counteract pressure from those colors that do have good creature economy and other means of generating pressure on the board. Counterspells are an answer to threats and a way to mitigate one of blue's weaknesses; making the argument that this balancing characteristic needs to be counteracted is, while not necessarily baseless or unacceptable, in need of extensive substantiation.
Now, I didn't read much from the other comments (not in depth, anyway), but I'd also like to point out in response to the penultimate paragraph of your thread-starting post that red aggro traditionally demolishes blue control. The only control decks that tend to fare well have traditionally been creature-oriented control decks like Fish, which can play blockers to mitigate some of the damage red is constantly vomiting.
2 years ago
Coral Merfolk? :P
Ha. Ha. I saw that card and knew that I would have to "suggest" it on someone's fish deck. I play merfolk myself so I know that it isn't good. If you want to look, here is my deck: Now You Sea Me, Now You Don't!.
2 years ago
Lets try this again with a bit more explanations on what I see as problems since I am unsatisfied by your answer. The current implementation of the stack requires one thing to resolve at a time. Things resolving simultaneously causes issues.
In my last example you even resolved Mogis' ability before the Call. The take 2 or sac a creature is his ability and you said it happened before the Call resolved. I Know that abilities exist independent of their sources once on the stack. That wasn't the question. Suppose Player A has 3 Master of the Pearl Trident out one of them enchanted with Call to the Kindred. Do they have to sac one of the Masters or can they reveal a Coral Merfolk and sac it. What if two of the Masters are enchanted with Calls.
ALso my second scenario was not covered at all. How do you propose a physical game require both players to declare their attacks/blocks with 0 knowledge of what the opponent did. One player is going to have to physically move their cards or verbally declare attacks/blocks first. I would like to know how you propose that it is done truly simultaneously with neither side lagging by even a second.