|Commander / EDH||Legal|
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|Eighth Edition (8ED)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Urza's Saga (USG)||Uncommon|
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Return all green permanents to their owners' hands.
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3 months ago
I have a couple of suggestions, having played against modern Merfolk. I like the deck in general, you have the right structure, there are just some card ratios and choices that I disagree with. I’m not sure how low your budget is so you might just want to ignore these.
1: Cursecatcher is played as a 4-of a lot in merfolk
2: Peek is not the best card in merfolk I would reccomend taking out all of them
4: Dismember is useful in merfolk as a 1 mana destroy spell
5: Master of Waves is a good card. However, modern is a turn 3 - turn 4 format, meaning by the time you play master of waves, the game will be close to ending. I would reccomend only running two masters
6: I would reccomend adding 2 harbinger of tides and cutting 2 merfolk tricksters. Also, a good alternative to merfolk trickster is Merrow Reejerey
7: I definitely like Mirror Image as a budget choice for phantasmal
6 months ago
1 year ago
For the mainboard, I'm a bit worried about your manabase. This deck desperately wants to play a cantrip T1 into a counterspell (probably Remand) T2, and your odds of drawing the mana to do that, accounting for mulligans, are only about 75%. You're pretty low to the ground, and if you can cast your cantrips you should be able to find what you need, but a land count of 22 or 23 seems more appropriate for this deck. It also seems like you might be a bit slow to combo; you need 5 of your 20 lands to even cast Polymorph, and it won't often be safe to tap out on Turn 5, so it seems like you'll be idle for 7-8 turns, which could be dangerous.
I really like the inclusion of Cloudform and Runechanter's Pike; the kill out of nowhere with Inkmoth Nexus seems pretty plausible if you get a chance to pike it. Disrupting Shoal also seems like a brilliant way to protect your combo if you get into a counter war, since you'll probably have left over cantrips, so it can hit a Spell Pierce for free.
With that in mind, here are the changes I might make:
First, I would cut 2 Blinkmoth Nexus for 2 Faerie Conclave, just to make sure we can hit our consistently. I think there might also be reason to cut a Thirst for Knowledge; most of the time, I think this deck can't afford to tap out on Turn 3, which means we're looking for an EoT Thirst; I also don't think you want to be discarding Pike, especially if you're in dig mode. The extra slot makes room for a third Faerie Conclave, so the deck is on 21 lands and 9 manlands. I think this deck could also benefit from the Training Grounds + Umbral Mantle combo, considering that it's playing so many manlands; if you combo of G1, they'll board in a bunch of hate, and they probably won't see a different combo coming. I'm not sure exactly what could be cut here. You'd be adding a redundancy combo, so losing Emmy to Cloudform wouldn't be as much of a risk; that might allow you to cut an Emrakul; you might also be able to cut some Cloudforms, and then see if it's possible to shave combo protection.
All of this is sort of half-baked, though; I'm sure you've thought about at least some of these things, and that there are good reasons for omitting them. The only think I really think will be a problem is the low land count.
Also, although I'm not sure how this would go exactly, this deck could probably make a splash. The three main contenders are white (for incredible sideboard options, Path to Exile, and Myth Realized, which I think would be great in a Polymorph deck), green (for Khalni Garden, which was a major piece in the original Extended Polymorph deck, along with Beast Within and some ramp), or black (for Fatal Push, discard to protect your combo, and maybe Bitterblossom).
As for the sideboard, I have a few ideas. First, I've had a lot of success with Gigadrowse in mono-blue sideboards; if you topdeck it, it pretty much buys you a turn, and bringing it in against other combo decks could work here. I would also play some Swan Songs (maybe even in the mainboard); they protect your combo, stop your opponents from shredding your hand, and can give you Polymorph targets in a pinch. Pongify and Rapid Hybridization are good creature removal, and Hibernation actually wins a lot of games when your opponent doesn't expect it. Beyond that, it's hard to say; if your LGS has a decent number of Affinity players, you'll need the full set of Hurkyl's Recall to stay competitive, but otherwise you probably can't afford the slots. For now, I would suggest that you get 20 or so generic blue sideboard cards, then look into more specialized cards if there are specific decks you need to beat.
(I'm not sure if checking or unchecking suggests on this site, so you may get a ton of extraneous suggestions from this comment. Sorry about that.)
1 year ago
@Minihorror227: Yeah if you stay straight U/W, I'd go with a list something like:
4x Intruder Alarm
4x Serum Visions/Opt
4x Path to Exile
2x Cryptic Command
2x Spell Snare
3x Altar of the Brood
1x Sphinx's Revelation
21 Other Spells
2x Rest in Peace
2x Stony Silence
1x Blessed Alliance
1x Wrath of God
1x Blind Obedience
15 Sideboard Cards
You'd play it like a regular U/W Control deck, except you'd have a combo finish. You could even put an Emeria, The Sky Ruin package somewhere in the deck, so you can switch into a more Sun Titan control shell if your opponent boards in too much hate or they have a deck that really likes to tap and untap its creatures.
1 year ago
I like Kess a lot. Been thinking about building one myself. Got some ideas looking at yours. If you liked Deranged assistant, you'll like Millikin. Mental Note, Strategic Planning, Thought Scour, Forbidden Alchemy seem like more synergistic cards than some of the other cantrips and self mill...especially Traumatize which doesn't even draw a card. Teferi, Mage of Zhalfir and Pendrell Mists are probably good vs those commanders you mentioned playing against a lot. If you can handle it Arcane Laboratory will really slow down things for everyone and basically shuts down Rashmi. Carpet of Flowers and Hibernation seems petty good vs them too lol. Metallurgic Summonings is like an auto include in any spellslinger build. Mystic Retrieval is an upgrade on call to mind. Rite of Replication is a great card for decks like this. Mind's Dilation, Melek, Izzet Paragon & Future Sight can help you keep up with your opponents getting free stuff all the time.
1 year ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
1 year ago
hey winterblast i like your deck - especially because you use gaaIV not with the orbs but the sacrifice while (since braids is gone) azorious is in the best shape with the most sac-cards.
thank you for mechanized production as a great find.
when going for sac-stax imo green can be a problem as it is the color that has the fastest ramp and is often permanent based. have you ever tried Hibernation? maybe its not a problem for you but for me it was always worth it to have silver bullets against the own decks biggest weakness even if those cards are dead against everything else
i dont like ugin in a stax deck as its too much mana for my likes. also cutting Cataclysm is a sin in my eyes.if you want another finisher (that has no built in wipe to take over the game bu anyway)you could try Archon of the Triumvirate as its castable with gaaVI discount.
sry being offtopic - i dont get how to implement a link in my deckdescription - any help?
1 year ago
This "archetype" could be called eons ago at least semi-competitive.
I would like to have some opinions regarding my take on it - that tries to make it viable for today's modern format, where Gitaxian Probe & Splinter Twin are both banned.
I would like to get as many people's opinion as possible, regarding how (and why) should i go about putting some 3cmc spells in the deck, and what should i play in the sideboard (as the stuff that it contained at the decks inception - like Hibernation - seems pretty pointless at the moment).