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Lord of Atlantis is quite a bit cheaper in other printings (about half the price of the timeshifted version)... a bit cheaper than Master of the Pearl Trident. Aether Vial is not cheap in any printing (and I'm not suggesting it, just pointing out that it functionally speaking is a mana source for the regular kind of merfolk, and the reason for their low land-count).
June 26, 2017 11:04 a.m.
les'see... first of all, you have way too few lands. Merfolk decks usually have 20, but that is only because they have 4 Aether Vials - otherwise they'd need about 4 more.
Merfolk Spy - same question. Occasionally seeing a card isn't really enough for bringing this card.
Aquitect's Will is much worse than Spreading Seas. The latter can sometimes win games, because it can cut a whole color of for your opponent, at least for a few turns. Gets better if you have a few Ghost Quarters to follow up on the mana disruption.
yes, yes, Coralhelm Commander is an interesting card. But it requires a huge mana investment before it's a lord, and you're not exactly swimming in mana. And Merfolk Sovereign costs more than its replacement, and should therefore be replaced.
This set of counterspells... erhm... there's so many possible ways they can completely misfire. A deck with few spells and many creatures, and you have a pile of blank cards. You could try something like Squelch, perhaps.
Anyway, i really like the idea of merfolk which has something other than creatures and creatures and more creatures to use. But I doubt that it's possible to win through playing piles of counterspells.
June 26, 2017 5:39 a.m.
at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:
Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).
Guttersnipe again a 3 cmc card that doesn't do anything on its own.
Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.
Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).
Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.
lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.
Cards to consider
Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.
Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.
Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.
And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.
and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.
June 23, 2017 10 a.m.
Edge of Autumn could be useful in this deck - either it helps you go towards the 5 lands that are so crucial to this deck, or it helps you draw cards. Also, Search for Tomorrow is a good bit better than harrow, in my opinion, as you can play it on turn 1, and reach 5 lands on turn 3 with Edge of Autumn/Rampant Growth in turn 2.
June 23, 2017 4:17 a.m.
ok, I'm going to do the boring thing here. erhm... hrm... you know, while creativity and innovation is great with magicdecks, occasionally, there's a reason everybody else is playing the same card in the same decktype. For example, it's very rare to see a modern deck with white in it, that doesn't run at least a few Path to Exile. This also goes for burn, where the calculation for which cards are good, is a bit simple: As much damage as possible pr. mana investment, in as few turns as possible. And that is why you see a lot of Lightning Bolt, Lava Spike, Searing Blaze, and Monastery Swiftspear in burn (actually, you get to see a full set of them in every modern burn deck). You don't see any chandras in those decks. Or Lightning Axes. In fact, burn decks are a bit boring (some say): They have creatures that are fast (that is: cost 1 mana and have haste) and deal damage, and they have spells that are cheap and deal damage. No card draw. No tutors. Nothing in the mainboard, that costs more than 2 mana.
Also, at 16 lands, you'll not even reliably hit your 3rd land by turn 3 - and playing anything that costs 5 mana will never really be an option. And with only 16 lands, what are you going to feed to your Molten Vortex?
June 23, 2017 3:20 a.m.
@mahdik Not to be a know-it-all or anything, but... erhm... winning is pretty well defined in magic. You know: Reduce your opponents life total to 0 or less, or have your opponent attempt to draw a card without having any cards left in library - in both of these cases, you win the game. Other than this, there are a few cards with their own conditions for winning, like Felidar Sovereign. And playing a game like magic, poker or parcheesi, actually has some fairly clear conditions for determining when the game is over, and what the results of this particular match was, including who won. And while some players may appreciate other things you can do in a game like magic other than winning (splashy plays, theme decks), those that mark their deck with the "competitive" tag, probably care about winning, at least with this particular deck. Those that also mark their deck "budget" cares about winning, but without having to sell their firstborn to do so. What can seem a little odd, is a long and eloquent essay about how you find the urge to make every deck competitive hard to tolerate - you could see the "competitive" tag, so... why bother complaining about it? There is a whole pile of casual decks, that you could comment on.
Regarding this deck: Yes, it's possible to classify decks in terms of their approach to winning, and many cards are only played in one type of deck. This deck is an aggro deck. That defines how it's going to win. It's also a budget deck. Like a couple of other decks, it's a metacall: Sometimes the local environment shapes up in a way, where certain decks would be easy to win with. This one would be pretty good if there's a lot of burn decks, I think. But in a UW-control heavy meta, it wouldn't really shine. It's probably one of the decks, that are that little bit too fair to be really competitive. but it does have it's uses.
I agree on a couple of your opinions: 4 cmc cards are hard to play in modern, at least if you are going to do so on curve - you don't suggest Wilt-Leaf Liege as a 4 cmc creature, but a way to deal with discard, right? Also, this deck might have a bit too many buffing cards - and a correspondingly low creature count (it's a bit of interpretation, but that's what I think you meant).
The single copy of Groundbreaker I really like. At a single copy, it's unlikely to clutter your hand. And it's the type of card, that can end a game against an opponent who runs out of removal, or thinks he is safe for some other reason. More than 1 copy would be too much, though. And I think a point about it could be, that some opponents might hold back removal specifically for this, and let some of your other creatures live.
June 22, 2017 3:29 p.m.
No, Nykthos, Shrine to Nyx doesn't fit particularly well with this deck. Demonstration:
turn 1: land, Experiment One
Is it maybe better later on? Perhaps... but this is not really a deck that goes for a lategame with a huge threat, as far as I can tell. While it might yield a pile of mana in turn 5 or so, it's not really that interesting, when all you have in hand by turn 5 is a Vines of Vastwood for which you need 2 mana.
June 20, 2017 4:49 a.m.
June 19, 2017 6:13 p.m.
So, the basic burn cards are there, like Lightning Bolt and Rift Bolt... but no Boros Charm or Lava Spike. I'm getting a sense, that the deckbuilder is a bit new to burn decks and strategies, since a 6 cmc planeswalker, a 4 cmc enchantment, and a creature that are made for lifegain all are 4-ofs. In short (and rude) terms: they all need to go. Or something else needs to go. But since it says "burn" in the deck title, it's probably better to go with a burn plan.
Soulfire Grand Master does not really help you, since what you want is early damage in large amounts. It costs 2 mana, and does not have haste. And for what you are trying to do with a burn deck, lifegain is mostly irrelevant. Buyback could be funny, but the cost is way too high. If you can afford it, exchange for 4 Eidolon of the Great Revel. Yes, it hurts you as well as your opponent. But since you are pressing their lifetotal hard early on, it's worse for them than you.
Outpost Siege best case, you get an extra card to play in turn 5. That is after you spent all of turn 4 playing a card, that did nothing when you played it. Ask yourself: Is this something I want to do with a burn deck? Could be exchanged for Abbot of Keral Keep of you really want that extra card, but your deck is really missing a set of Searing Blaze.
Chandra Ablaze consider: At your current land count, you get to play this card at turn 8 (you won't hit all your lands drops, see?). Is this a good card in turn 8? Maybe. But burn decks hope to finish the game way earlier, and any reliance on "refilling your hand" or "grind by card advantage" indicates that you are not really playing burn. How about a nice set of Lava Spikes instead? Cheap and simple card, point at opponents face, attack with prowess creature afterwards.
Lands: You have about 4 lands too much. Like someone previously suggested, a set of Boros Charm would be good. Mostly for the 4 damage, but occasionally for the other modes of the card too. 4 less land, 4 more charm.
June 18, 2017 9:10 a.m.
I am not too sure about Baru, Fist of Krosa, since you don't always draw land to play, or search for it... but I'm not sure what to suggest instead either. Something that turns out to be a (mostly) vanilla 4/4 for 5 mana is not particularly impressive though.
This deck could maybe be inspirational: Stomping the ground, since it's also monogreen and has a bit of a devotion-strategy to push through damage.
June 15, 2017 9:13 a.m.
June 15, 2017 6 a.m.
This deck is a bit too... fair?!? It keeps trading 1-for-1. How about a couple of Phyrexian Arena to draw ahead? Also, I don't think you should bring more than 2 Grave Titan. They are useless until (at best) turn 6 (more likely turn 8, given your land count), and most likely you'd rather draw removal than a second copy of black tits.
Praetor's Grasp is not going to do much for you. Combo decks have redundant copies of their combo pieces, aggro decks don't really have anything worth stealing, and even a Death's Shadow is a poor thing to steal, if you can't lower your life total. A couple of Inquisition of Kozilek would do much better, in my opinion.
June 14, 2017 4:04 p.m.
In a representative competitive setting, this deck is too fair. Somewhere with more experimental and budget decks, it might do ok. But maybe have look at the faster green stompy decks - good for budget, hits hard, and has potential for some customization.
And yes, if competitive decks kill you on turn 3, spending the first turn ramping (birds), the second playing your first threat, and the third attacking with that threat and playing threat number 2, is not really gonna be good enough.
You have 2 plans running in this deck - ramp and aggro. either is fine, but they don't get along too well. Ramp should have some kind of plan for surviving the early turns, and quickly close the game with huge threats (like your Khalni Hydra and Dungrove Elder can do). The whole point is accelerating mana. Aggro plays threats on curve, and hits hard right away, but shouldn't play too much ramp, as it dilutes the early game damage sources.
A couple of cards you could remove:
Asceticism: Seems like a sideboard card. At 5 mana it comes down after most of your creatures, and might be of limited use in a world of 1 cmc removal.
Spell Pierce: Also sideboard material, for two reasons. First it forces you to keep mana up, and therefore stunts your aggro plan. Second, not every match will even have real targets to use it on - and when there's something to use it for, it will mostly be removal, and then instant-speed combat tricks with hexproof are better to bring, as they are more versatile.
Dungrove Elder: this one could be good, if you ramped by playing extra lands (forests). but here, it plays as a 3/3 for 3 mana, and will statistically not grow to a 4/4 until turn 5 (and by then, it's not really as impressive).
June 14, 2017 2:38 p.m.
Mire Boa is relying on either drawing another card or your opponents lands to be evasive.
Lotleth Troll has an important utility ability (discard creatures), that Mire Boa doesn't have. It also grows bigger (with its own discard ability), which also gives some use to a late-game Birds of Paradise or redundant copies of varolz.
-1 Mire Boa
The reason I think you can do with one less copy of varolz is that you have quite a few tutoring effects, and you get to choose creatures on all of them. So 3 should be enough. You also cannot have more than 1 in play.