Coralhelm Guide

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Coralhelm Guide

Creature — Merfolk Scout Ally

: Target creature can't be blocked this turn.

FormOverFunction on Cartographer's Journey

3 years ago

I’m a huge fan of the theme! I’ve been working to put together a treasure-hunt/map deck myself (slightly different colors) and appreciate being able to look at your list! I hadn’t thought to add guides, which fit my theme well (such as Coralhelm Guide, for example). Keep up the good (themely) work!!! I’d give it +2 if I could!!!

Lanzo493 on High-cost abilities

3 years ago

Almighty Brushwag, Anointed Chorister, Knight of the Ebon Legion and Spectral Sailor are good 1 drops due to their solid abilities. At 2 mana you have Coralhelm Guide that can get all that damage through, too. Knight of Cliffhaven is a good mana sink for extra mana you don’t use, as well as Null Champion. Oran-Rief Invoker is a decent card in the invoker cycle. You’ve also got Dawnglare Invoker, Flamewave Invoker, Starlight Invoker, and Frostwind Invoker. For a top end card there’s Shalai, Voice of Plenty.

I’m going to make an assumption that you’d play bant. This lets you play Training Grounds, Biomancer's Familiar and Zirda, the Dawnwaker using some of the best and most aggressive 1 drop and 2 drop creatures. That’s what I would do anyway.

Beginner-Budget-Builder on Merfolk Tribal Pauper

5 years ago

Tribals are hard to pull off in pauper, and you did well!

I would use Coralhelm Guide since you like unblockable damage to carry you through. To get to those cards Merfolk Looter may help.

Great deck!

Elmoisamac on

5 years ago

Hey I am not sure what the power level of your playgroup is, but I have a few suggestions.

One card you should consider cutting is Arlinn Kord  Flip and if you really want to play a planeswalker include Gideon, Ally of Zendikar. He is more on flavor and can give you value even if he dies after only one activation.

When it comes to removal, consider adding Krosan Grip, Anguished Unmaking, and Utter End. Also a boardwipe or two would be good. I like Living End a lot.

Also, I would up the land count to at least 36 and add Kodama's Reach.

When it comes to allies, I would cut some out to make room for lands. I suggest cutting Angel of Renewal, Coralhelm Guide, Goblin Freerunner, Drana's Emissary, Makindi Shieldmate and some of the Changelings.

Also, add more card draw engines like Vanquisher's Banner, Phyrexian Arena, or Rhystic Study.

Here is my list. It isn't budget, but the creature base and most of the spells are affordable.

http://tappedout.net/mtg-decks/allied-invasion-2/

LittleBlueHero on Anyone attend the Battlebond preview …

5 years ago

Awesome! Thats a heck of a showing.

I played this past sunday in a "supersized draft" There were only 4 teams so 3 matches total and we went 2-1. I was playing R/G goodstuff and my partner was playing W/B kill all the things... both of us had a significant number of warriors as well.

Match one wasn't looking good. Our opponents had us to 19 by turn 5 on the back of an early loyal pegasus and some other creature we couldn't block and an aura. We eventually got rid of most of their board and I was able to cast Stolen Strategy, my partner got a decent sized lifeliker with flying into play, and began to stabilize. After their quick start our opponents fizzled out and we eventually won on the back Bramble Sovereign into 2x 10/10 Apocalypse Hydra which wiped their board the following turn.

Match 2 was an embarrassment. My partner and I both took admittedly slower looking hands but we were not prepared for the explosiveness of our opponents decks. They dumped out 4 smallish creatures early while we had nothing on board, then cast Regna's Sanction to pump everything and swing through for lethal in 6 turns... everyone was laughing (including us) because we were pretty sure two-headed giant games are not supposed to be that fast.

Match 3 went a lot like the first one. Our opponents came our quicker, got us to 19 (something about that number) before we were able to start stabilizing. This one was tougher though, and took longer for us to get control as our opponents were playing a lot of flyers in U/B that we couldn't do much about. My partner eventually got out 2 Thrasher Brute, one was quickly dispatched but having the one in play kept us going from 11 to 15 multiple turns in a row thanks to warrior tokens and some lucky flips off of Stolen Strategy. Our opponents got a 13/13 Apocalypse Hydra and a Coralhelm Guide while we were at 11 life... staring imminent loss in the face I flipped over TWO WARRIORS with Stolen Strategy, my partner made more tokens and that put them in range for a lethal final swing...

So. Much. Fun.

Philigan87 on You can't afford my friendship

6 years ago

Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!

Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere

Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.

You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.

Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.

Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?

The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:

Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.

Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?

Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?

Eerie Interlude and Illusionist's Stratagem are good for re triggering etb's, no question, but I'd be more tempted to bring in some reliable removal instead.

Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.

Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.

Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.

Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?

That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)

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