|Commander / EDH||Legal|
Printings View all
|Aether Revolt (AER)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|Oath of the Gatewatch (OGW)||Common|
|Magic Origins (ORI)||Common|
|Dragons of Tarkir (DTK)||Common|
|Magic 2015 (M15)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|2010 Core Set (M10)||Common|
|Promo Set (000)||Common|
Combos Browse all
Counter target noncreature spell.
Price & Acquistion Set Price Alerts
|Have (35)||ajc3527 , maR2307 , NorthernCrow , xXThormentXx , Fiolek , Falte , , dplerner , frederiklw , TheDuggernaught , Randomdeath , darthnuchi , Tommuz , BBBr0ny , ironax , richardmv , CAPTAINxCOOKIES , Mousemke , , gildan_bladeborn , Vasbear1 , ibraJG84 , tahavin , pskinn01 , sombrevivo , _raeofsunlight , Yawkcorb , MattN7498 , Candyman949 , Zelpoke , TheRealPeaches , DudeMan1031 , Famicomania , LTmiller , GeminiSpartanX|
|Want (6)||_raeofsunlight , Ariumlegion , Falte , Slowgod , tlhunter07 , AlertKnave8075|
1 day ago
really like the deck but have some suggestions.Firstly Serum Visions in this deck would be better than Opt because your digging for key pieces and setting up your next turns. Opt is better in control decks were you can dig at instant speed for an answer. Secondly Filigree Familiar as cool as he is seems a little pointless. If you cast him and then emerge with him all you've really done is gained two life and cycled a card. You seems to have the best evoke and emerge creatures but might want more emerge/less evoke creatures to get a 50/50 split. Maybe add Drownyard Behemoth since it has flash and that would mean you wouldn't have to rely on the leyline. Also I think that Inquisition of Kozilek and Negate are probably the best spells for the deck. Since your a stompy combo deck your main threats will be control and over combo decks. I'd still keep push and leak in the side but they're best against aggro.
2 days ago
Of course these are just suggestions if you really want a card go for it
Some other suggestions
Your creatures are pretty weak, you can control your opponent for a long time but you're missing the dmg to finish it.
If you want to focus more on flying you could use:
Hope i could help :)
Gim on Primal amulet
5 days ago
1 week ago
1 week ago
Grantkg975 First, I wouldn't play 26 lands in a deck which has 16 2-drops. It is essential you hit your first 2 lands but after that you can miss a land drop here and there. 20 to 22 lands should work fine.
Second, Search for azcanta works only in control decks where there are plenty of noncreature cards to hit with the flip side. The echantment side doesn't give much more deck filtering than explore form Merfolk Branchwalker or Opt.
Cancel is one of the worst counterspells ever made and shouldn't be played outside draft decks. The card is just too expensive. If you don't want your opponent to resolve something game braking you should play narrower but cheaper alternatives to Cancel. Essence Scatter or Negate against respective cards or Censor if it is really important for your opponent to resolve spells on curve.
Pillar of Origins. Your decks is just too quick to care for the ramp this card can provide. Also the mana fixing this rock provides doesn't really matter in 2 color deck.
Thaumatic Compass this card is good only in ramp/control decks with enough removal to buy time to active the card. This doesn't really care about the flipside of the card because the opponent will be usually on the defense.
As a merfolk I really dont like Deeproot Champion because it requires that you play a lot of cheap noncreature spells, which goes against your plan to play creature based tribal deck. When entering the battlefield it can't really impact the game as a useless 1/1. And by the time it grows into something threatening your opponent should have had the time to find an answer to the creature.
I think this should give you some insight for what to change in your deck. Good luck.
1 week ago
Winning the game off of Approach of the Second Sun is not an ability. It is the result of the spell. Any counter spell including both Disallow and Negate will counter it and you won't win. Stifle, Trickbind, etc that only counter abilities will not counter it. Also, as the first post said, just counter their counter and the original spell will resolve and have its effects.