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Creature — Siren Pirate Wizard
, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
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Siren Stormtamer Discussion
20 hours ago
@KazicGreyhelm Thanks for the huge amount of info. I agree 100% I should add some dual lands, especially Submerged Boneyard, it's a very cheap card so fits the budget easily.
Fatal Push is far to expensive for the budget I have in mind. Same goes for disallow, I have the cards in my possession but want to restrict my self budget wise with this deck.
About Walk the Plank, I also really like the fact it is just 2 . But I do agree the Sorcery speed is not up to par with instant speed most of the time and Essence Extraction is just not deadly to everything, So I have it in my sideboard just in case I have to deal with a lot of rather small creatures. Hour of Glory Is a very viable option though, I will have to keep that one in mind during play testing this deck. Although it's twice as expensive to cast, it is at instant speed and could take more cards down with it.
Supreme Will Is something I've overlooked I think. For 1 more mana you can be for more sure you actually counter something and it is a small tutor if you're in very dire need of a particular card.
Thanks for all the advise and your time. Never playing control and then building a deck for it is quite a daunting task, I guess that is true for every type of deck you normally never play. I will update my deck list when I've made of modifications and playtested it a bit
1 day ago
Have you considered Siren Stormtamer instead of maybe Daring Saboteur? 'Cause it's always nice to have a turn one play, and it has flying, which is unblockable 3/4 of the time, plus it gives your creatures some added protection that can be really good if they want to Fatal Push your 4/4 River Sneak or a Metallic Mimic, or just whatever since you only have the one copy of Kopala, Warden of Waves and the 3 Blossoming Defenses for protection. It's a pretty solid creature all around in my opinion. It's also pretty nifty if you play against a lot of Glorybringers, because it has flying to block it if need be and you can also counter its ability if they exert it so it stays tapped and you save one of your other guys from a fiery death.
2 days ago
Trespasser's Curse isn't effective against some decks.
It got my Worthy Minotaurs deck down to 11, but by that time I was hitting for 13 each go, so I didn't care.
I would replace it with a good, old fashioned, Cancel.
Nowhere near as good as Disallow, but a thousand times cheaper/easier to grab.
Fetid Pools would be an excellent add, unless you are aiming for most of your lands to enter untapped. 3 or 4 would be ideal.
It does help Drowned Catacomb to enter untapped (as it is an Island and a Swamp), and the draw it allows in the mid to late game is not to be underestimated.
You struggle against Creature-heavy decks. Returning Creatures to hand only stalls for so long. You need to include some more Win Conditions (win cons).
Oh, and your Sideboard obviously needs to be whittled down to 15 cards.
2 days ago
No, unfortunately this won't work. When an effect uses the name of a permanent type without also saying something like "spell" or "card in (a zone)", then it just means a permanent of that type on the battlefield. Siren Stormtamer can only protect your creatures on the battlefield, not creature spells on the stack.
2 days ago
The cards over dollar I have are: Blessed Alliance, Shambling Vent, Siren Stormtamer, Ammit Eternal,Cast Out, Distortion Strike, Fatal Push (PROMO), Gifted Aetherborn, Gisela, Blade of Goldnight, Gishath, Sun's Avatar (FOIL), Glorybringer, Hapatra, Vizier of Poisons (FOIL), Hour of Devastation, Inferno Titan, Legion Loyalist,Regisaur Alpha,Skysovereign, Consul Flagship, Sweltering Suns(FOIL),Torment of Hailfire, and Ulamog, the Ceaseless Hunger.
If you are interested please email me at firstname.lastname@example.org
2 days ago
3 days ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
4 days ago
Not a merfolk, but Siren Stormtamer seems like a sleeper in this format to me. It's a counter on a stick and basically blankets your creatures for 1