xTrainx
07-30-2008, 08:54 PM
x20 Snow-Covered Islands - Need to change these...but having not played in a while...I'm not quite sure if there are any White/Blue Dual lands in order to splash some white merfolk in.
x4 Cursecatcher
x2 Drowner Initiate
x2 Merrow Whitsniper
x4 Grimoire Thief
x4 Ink Dissolver
x4 Silvergill Adept
x2 Wistful Selkie
x4 Drowner of Secrets
x3 Merrow Harbinger
x2 Counterspell - Would be 3x Force of Will or Shoal, and -1 Dissolver, but to way to get atm.
x1 Portent - would be Ancestral Vision, but no place to get them for cheap enough.
x1 Lat-Nam's Legacy - same as above
x4 Ponder
x4 Freed from the Real
Total: 61 cards
Sideboard:
x4 Lord of Atlantis
x4 Sunken City
x4 Unstable Mutation
x3 ?
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The deck mainly runs with this combo:
Grimoire Thief + Freed from the Real + Drowner of Secrets.
Tap Grimoire with Drowner, mill 4 essentially. Untap with Real and repeat.
That is my 30+ card mill combo, using Ink Blotter with a field of Wizards and Merfolk to get them down low enough.
Selkie and Silvergill are draw.
Counterspell stops them from hating on my Thief with Real or my Drowner.
Arcanis serves as deck rush to get all the mana I can and shoring up defenses with more creatures, likewise with Brainstorm and Ponder.
The Taskmages were taken out because their ineffectiveness with harrasment was realized by a ruling I uncovered. Heidar serves as creature control.
Propoganda is anti-aggro, as a rush has many weenies who don't cost much leaving an open void vs. 2 mana per attack. If they choose to play creatures they would find it hard to attack at the same time.
Sideboard transforms into an aggro which works well, dropping a 1/1 Merfolk, then Atlantis, then Sunken City and Unstable on the 1/1 leaving me with a 6/6 islandwalker, followed up by more 3/3 merfolk and eventually another Sunken city if the game takes that long. Works because they sideboard for anticontrol which in turn speeds their deck up OR slows it down to match my game which makes it easier prey to my aggro either way.
The only problem I still see is Shock or other 2/3 damage spells destroying my thief although I think what I really need is to test and see if the better draw helps me curb those losses.
Thanks for those who give input,
xTrainx
x4 Cursecatcher
x2 Drowner Initiate
x2 Merrow Whitsniper
x4 Grimoire Thief
x4 Ink Dissolver
x4 Silvergill Adept
x2 Wistful Selkie
x4 Drowner of Secrets
x3 Merrow Harbinger
x2 Counterspell - Would be 3x Force of Will or Shoal, and -1 Dissolver, but to way to get atm.
x1 Portent - would be Ancestral Vision, but no place to get them for cheap enough.
x1 Lat-Nam's Legacy - same as above
x4 Ponder
x4 Freed from the Real
Total: 61 cards
Sideboard:
x4 Lord of Atlantis
x4 Sunken City
x4 Unstable Mutation
x3 ?
-----
The deck mainly runs with this combo:
Grimoire Thief + Freed from the Real + Drowner of Secrets.
Tap Grimoire with Drowner, mill 4 essentially. Untap with Real and repeat.
That is my 30+ card mill combo, using Ink Blotter with a field of Wizards and Merfolk to get them down low enough.
Selkie and Silvergill are draw.
Counterspell stops them from hating on my Thief with Real or my Drowner.
Arcanis serves as deck rush to get all the mana I can and shoring up defenses with more creatures, likewise with Brainstorm and Ponder.
The Taskmages were taken out because their ineffectiveness with harrasment was realized by a ruling I uncovered. Heidar serves as creature control.
Propoganda is anti-aggro, as a rush has many weenies who don't cost much leaving an open void vs. 2 mana per attack. If they choose to play creatures they would find it hard to attack at the same time.
Sideboard transforms into an aggro which works well, dropping a 1/1 Merfolk, then Atlantis, then Sunken City and Unstable on the 1/1 leaving me with a 6/6 islandwalker, followed up by more 3/3 merfolk and eventually another Sunken city if the game takes that long. Works because they sideboard for anticontrol which in turn speeds their deck up OR slows it down to match my game which makes it easier prey to my aggro either way.
The only problem I still see is Shock or other 2/3 damage spells destroying my thief although I think what I really need is to test and see if the better draw helps me curb those losses.
Thanks for those who give input,
xTrainx