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Creature — Merfolk Rogue
(Blue): Rootwater Thief gains flying until end of turn.
Whenever Rootwater Thief deals combat damage to a player, you may pay (2). If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.
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Rootwater Thief Discussion
1 month ago
Hey, I play a similar deck in esper that tries to control the opponent's hands. Some cards I play in it are: Silent-Blade Oni, Ink-Eyes, Servant of Oni, Mindleech Mass, Ghastlord of Fugue, Shimian Specter, Doomsday Specter, Kheru Mind-Eater, Rootwater Thief, Head Games and Glasses of Urza. Maybe some of those cards would also work in your deck. Also Mindclaw Shaman.
3 months ago
Hey ! Really nice deck. I like the energy subtheme of it.
3 months ago
MadMadison nope. Just an example ;p (I play it in my Jodah decl). I was looking through some cards and found some good ideas. See if any of these work? Maybe take out some clunky cards for it. BTW not checking to see if you already have these cards. If they are here, then they should be pretty good. 1. Commandeer? --> You have a bunch of draw power, so put it to good use! 2. AEtherspouts? --> Not too sure about this one. I'll test it a bit more and see. 3. Cryptic Command? --> Almost always a good card, especially in mono blue! 4. Cephalid Constable --> More Disruption. I stand by this card and think it's extremely valuable. 5. Latchkey Faerie --> Depends on if you are planning to go tribal heavy or not. 6. Master of Waves --> I think those 2/1s are gonna poke in for a lot of damage. 7. Nimble Obstructionist --> I think the cycle ability is great, but a 3/1 unblockable is also valuable. 8. Phyrexian Revoker --> Good card in general. Also unblockable. Disrupts tempo. 9. Rootwater Thief --> Helps disrupt certain cards in their combo. 10. Surrakar Spellblade --> Amazing for card draw. Also unblockable. 11. Thing in the Ice Flip --> Good card in general. I think you should use him as one of your finishers in case your board gets blown up. 12. General Comments: - I think you are too creature heavy. I think you can include soft counter spells. For example, Spell Pierce, Spell Snare, and Negate. I think you need less counter spells for creatures (speaking of, use Counterspell and Mana Drain), because the big damage will be coming from spells like Damnation, Wrath of God, Anger of the Gods, etc. I think counter spells will be useful to save your board state. And if a mass removal does resolve, a Thing in the Ice Flip would be great. Some examples are... - Cyclonic Rift is also great creature disruption with high versatility. - Forbid might be good if you need to dump some cards that u drew. - Stifle is also nice if a creature entered the battlefield and triggered mass removal, like Avacyn, the Purifier.
Another miscellaneous cards could be.. - Mask of Memory --> great card draw!
What you should cut... - Wild-Field Scarecrow - Temporal Adept - Shapesharer and Shape Stealer - Consider Siren of the Fanged Coast even though it did me wonders in that one match. - Courtly Provocateur
That's all I've got for now. Please remember these are just my suggestions. If you implement all of these, it becomes my deck and not yours. So remember, keep what you can justify, and leave what you can't. Incorporate what you see potential in, leave or test the rest. Good luck!
P.S.: I will be back to look at it some more. This deck really intrigues me!
4 months ago
coolish card for tetsuko Raven Guild Master this card seems like a good way to counter several decks that are combo oriented around a single/couple cards the issue with tets is that she wants you to run on hit utility creatures, but she has no way to tutor for them easily. without the edric effect built in you have to rely on tutoring Bident of Thassa to get similar card advantage. i think that she could have a goodish gameplan against top decks, but wouldnt have the tools to actually close out a game. gameplan = run the couple cheap dudes with ingest Rootwater Thief and raven or other ways of deleting cards in deck to try to hit peoples combo pieces. like against if you can hit him twice you can exile riftsweeper and dakmoor or kozilek and gaeas. exiling food chains and such. i think low 3 high 4 is ideal placement.
shivatrance on Edric
8 months ago
But the Thief lets me kill the opponent's combos by exiling stuff from their deck. Really works well with this build.
8 months ago
Rootwater Thief would be something to think about.
1 year ago
Thanks for getting back to me! I love Sands of Time, will definitely find a slot for that!
Sewer Nemesis seems solid, used to have it in an MTGO version of the deck, must have forgotten it here!
Rootwater Thief is going in the maybe pile, solid utility and a decent evasion to boot.
Necrotic Ooze is good and can easily get out of hand, will make it a strong maybe and see what I can do with it!
Thanks for the suggestions, its much appreciated!
1 year ago
Look at Sands of Time
Cheap, gives your creatures an extra tap their first upkeep after summoning sickness and slows down other decks without haste. Plus you can copy it to stasis most of your opponent's creatures and give you twice the tapping.
Consider Sewer Nemesis for your creatures. It's cheap and fun
Rootwater Thief It's a creature that can fly for mana and removes Eldrazi from Libraries for you when you do combat damage.
Necrotic Ooze Because your enemies might mill something fun.