View Full Version : Urw Fish feat. by Mimeomancer
Brennender_Drache
08-08-2009, 02:23 PM
My favourite deck type is fish since a long time, and i testet very much versions of it. With alara reborn Aven mimeomancer come out, I think it is a very strong Card. Here my Fish deck With it:
Lands
3 Volcanic Island
3 Tundra
4 Flooded Strand
4 Polluted Delta
4 Island
1 Plains
Creature
3 Aven Mimeomancer
4 Cloud of Faeries
4 Ninja of the Deep hours
4 Spellstutter Sprite
4 Grim Lavamancer
Spells
4 Lightning Bolt
4 Swords to Plowshares
4 Daze
4 Brainstorm
4 Force of Will
2 Umezawas Jitte
Board:
4 Relic of Progenitus
3 Red Elemental blast
3 Blue elemental blast
2 Blood moon
3 Disenchant
Avem Mimeomancer: I love this Guy: It makes 3/1 Flyers Out of my 1/1 little Faeries. They could beat by themselv, but wit 3/1 they are way better. He also gives Evasion to my ninja of the deep hours, which is a extra card every turn most times. And it Handles the most played big creatures in the format: Tarmogoyf, Tombstalker and Phyrexian Dreadnought. When they become 3/1 i can shot them with Lavamancer or lightning Bolt or Block them death easy with my faeries
I think to the rest of the deck it is not very much to explain, it are the best cards for a fish deck.
Pleas Help me to make the deck and the sideboard better :)
Thanks!
hungryLIKEALION
08-08-2009, 04:40 PM
Very cool idea, though I think Fire/Ice might be better than lightning bolt for you since you could take down two 3/1s post-mimeomancering with it. Also, evasion on ninja = win.
I might try out a list like this.
Brennender_Drache
08-09-2009, 05:02 AM
I thought on Fire//Ice too, but i think it needs mimeomancer to be really good. Lightning Bolt is good by itself too and not only with the mimeomancer. Maybe play an 2/2 split?
Willoe
08-09-2009, 04:20 PM
How do the layering rules interact with Tarmogoyf? I assume it works, I just wanted to be sure.
The deck is rather cookie, but Mimeomancer deserves at least a chance.
Oh, and Fice/Ice pitches to FoW. Give it a shot :smile:
EDIT: Oh, and do the feather counters make the creatures 3/1 even if Mimeomancer isn't in play? For example if the opponent Swords it in response to its trigger?
whienot
08-09-2009, 06:24 PM
From the rules forum (http://www.mtgthesource.com/forums/showthread.php?t=13511)
Layers.
Goyf's P/T setting is a CDA (characteristic-defining ability). CDA are always applied first within a layer, so P/T CDAs are 6a. "Other" P/T effects like Mimeomancer's are 6b.
So Goyf is always a 3/1, regardless of timestamps.
And I was getting excited to run Goyf alongside Mimeomancer. Also, I'm pretty sure the feather counters have an effect even if Mimeomancer leaves play.
Edit: Holy guano, Batman. I didn't notice how awesome Jitte is with Mimeomancer. Wow.
Brennender_Drache
08-10-2009, 05:20 AM
yes, the tarmogoyf is allways 3/1, and yes, the counters also make creatures 3/1 is mimeomancer leaves play. Would you cut all 4 lightning bolts for 4 fire//Ice?
eq.firemind
08-10-2009, 05:42 AM
I think you should cut 1 Bolt and 1 something (Cloud of Faeries maybe) for 2 Fire//Ice.
But I think it's better to run some Lightning Helixes. The card is descent against Tribal and very good against Goyfsligh/Zoo.
Willoe
08-10-2009, 06:01 AM
And since the counter-putting is optional, winning Goyf-wars become rather easy. Hmm, will a playset of Tarmogoyf fit in just because it is awesome?
Brennender_Drache
08-10-2009, 07:50 AM
I think you should cut 1 Bolt and 1 something (Cloud of Faeries maybe) for 2 Fire//Ice.
But I think it's better to run some Lightning Helixes. The card is descent against Tribal and very good against Goyfsligh/Zoo.
good idea. But the helix i think it is not sooo good, what I cut for it? Bolt and Fire//Ice were better than helix. And the cloud of faeries I want not to cut. maybe cut 1 Daze and 1 bolt for the 2 Fire//Ice?
And since the counter-putting is optional, winning Goyf-wars become rather easy. Hmm, will a playset of Tarmogoyf fit in just because it is awesome?
I think that is not so good.
1. 4c manabase is not good, easy to screw
2. Last time everyone plays goyf hate, mind harness or threats. Much people in main board
3. What to cut for Tarmogoyf? Ninja and lavamancer are too good with mimeo, also the faeries. 3/1 to 1/1 is very good deal, and without the spellstutter i think i have not enough counter, and when i cut the cloud of faeries the spellstutter is way worse. in my opinion, tarmogoyf doesn't fit in this deck.
are there any results from testing? it would be interesting to hear sth. about the deck's performance.
Loxodon Baileyarch
08-11-2009, 03:56 AM
I tested a few games on MWS with Brennender_Drache's basic list. I cut a Cloud of Faeries and a Lightning Bolt for 2 Fire/Ice.
I played against Aggro Loam, and Sneak attack deck >.<
Won both games. Fire/Ice is just amazing for the deck. The deck lacks damage though. I was usually only able to deal 3 damage a turn with attacks. Maybe Goyf is a good idea.
Brennender_Drache
08-11-2009, 05:32 AM
hmm
I cuttet one bolt and a daze for the two Fire//Ice, i think the Faeries are too good to cut. Maybe play Spell snare insteat of Daze? And what would you cut for Tarmogoyf?
Cenarius
08-11-2009, 06:07 AM
Cut Cloud of Faeries for Tarmogoyf's.
Then Cut red to make your manabase more consistent and play PtE's for more removal and add Spell Snare's.
That's what I would do. So this makes:
3 Tropical Island
3 Tundra
4 Flooded Strand
4 Polluted Delta
4 Island
1 Plains
Creature
3 Aven Mimeomancer
4 Tarmogoyf
4 Ninja of the Deep hours
4 Spellstutter Sprite
3 Vendillion Clique
Spells
3 Spell Snare
3 Path to Exile
4 Swords to Plowshares
3 Daze
4 Brainstorm
4 Force of Will
2 Umezawas Jitte
This makes your deck less vulnerable to Stifle and Wasteland. Still have enough removal through Path to Exile and Swords to Plowshares (and Umezawa's Jitte).
It's nice that Fire/Ice and Grim Lavamancer have such nice synenergy with Mimeomancer, but it will not be enough. Personally, I think that Grim Lavamancer is pretty weak and should only belong in Zoo decks, untill another G for 3/3 creature appears in the metagame.
Vendillion Clique is a nice add since it's good against Combo, Landstill and other kind of stuff.
Your anti-combo cards (aka counters) become:
4 Spellstutter sprite
3 Vendillion Clique
4 Force of Will
3 Daze
3 Spell Snare
Maveric78f
08-11-2009, 06:42 AM
My first reaction seeing this deck was to think that white was subpar. Then I notice that Mimeomancer was white :-/
I really don't think that cutting red is the way to go. Actually, I would reduce white before reducing red in this shell. Mimeomancer + Fire/ice or Grim is too good to be abandonned.
By the way, if you feel that you need more beaters/blockers, then green (or tarmogoyf) is definitely not what you need. You need Jotun Grunt, that can be bounced when it's low in counters with ninja, and that shrinks most threats in the metagame.
The deck I would play :
19 lands
Critters: 18
4 Ninjas (human ninja)
4 Stutters (sprite wizard)
3 Grunts (giant soldier)
3 Mimeos (bird wizard)
2 Lavas (human wizard)
2 Cliques (sprite wizard)
Spells: 23
4 BS
4 FoW
4 Fire/Ice
3 SS (or daze)
3 Lightning Bolt
3 STP
2 Jittes
The pb is that all your 1-butt critters are wizards. I hate to play tribal without tribal interaction. It means that plague is your enemy, and you'd have only FoW to beat it with that list.
Elfrago
08-11-2009, 06:47 AM
A 4-color manabase should not be dismissed that easiliy. 4 color landstill and 4 color countertop decks are out there and they kick plenty of asses.
But I have to agree with Cenarius, Aven Mimeomancer is probably more "cute" than "good" and the deck is probaly better without him ( or, at least, without being focused on it).
you could add 1-2 city of brass to strengthen the manabase.
Brennender_Drache
08-11-2009, 07:44 AM
@maveric: You really think spellstutter is good enough without cloud of faeries? And i think too that lavamancer is too good to play only 2 ^^, and play i jotun grunt and lavamancer in the same deck is not the best plan in my opinion.
And city of brass is no good idea, cause I can't fetch it.
Cenarius
08-11-2009, 07:49 AM
Its just that Mimeomancer is not powerful enough to make it worth testing. A 1WU (3 cc!) for a 3/1 with a minor ability that makes your Fire/Ice and Grim Lavamancer a bit better.
It just seems as a bad/tier 3? Agro-Control deck with no real creatures.
What do you think are the strenghts of the deck? Why do you want to play this deck and not Countertop or any other Agro-control deck?
I think there have been many discussions or deckbuilding threads where it just proved that Agrocontrol without Tarmogoyf is weak.
This is probebly the most interessting thing I read in a very long time. I have for some time played a blue faerie-wizard list that I have had lost of succes with. I can say this now:
Cloud of Faeries is a most with both Stutter+Ninja. You almost always want your secound turn Cloud for the setup. It makes sure you can counter 2cc with Sprite and it also makes sure you could Ninja it in the next turn. And if op wastes removal on Cloud (if you don't have Sprite) then it's still a win. And besides, it cycles if you don't need it.
However, my list played both Standstill and Riptide Laboratory so I had more use of the Clouds.
Anyway, 4 L. Bolt and 4 Swords is way to much IMO, cut 1 Sword and most of the L. Bolts for at least 3 Fire/Ice. As said before, the chance to 2-1 with Fire and Mimic is to good not to support. Also, Ice can make sure ninja gets to draw card nr 2, something that I had some problems with.
I had thoughts about putting together something with Mimic and Bitterblossom but I never got it to work, this shell looks much better altough the manabase is probebly very streched in comparison with my U Fish or R U Fish.
I also love how Grim, Mimic (I call him mimic) and Ninja works so well together. I'm not sure, but perhaps Standstill and or Vial could fit in here but at least for starters it's better to try without them.
I'm intressting to hear how it turns out, I don't think the deck should go green for goyf, there are plenty of Ugr lists on deckcheck and they will probebly be a better alternative.
/
elof
Brennender_Drache
08-11-2009, 09:09 AM
Lands
3 Volcanic Island
3 Tundra
4 Flooded Strand
4 Polluted Delta
4 Island
1 Plains
Creature
3 Aven Mimeomancer
4 Cloud of Faeries
4 Ninja of the Deep hours
4 Spellstutter Sprite
4 Grim Lavamancer
Spells
2 Lightning Bolt
3 Swords to Plowshares
3 Fire//Ice
4 Daze
4 Brainstorm
4 Force of Will
2 Umezawas Jitte
Maybe play 1x Riptide Laboratory to Bounce Spellstutter (makes cardadvantage) or save lavamancer and mimeo from removal? But in the list above I'm not sure maybe it is better to play 3 Bolt and 3 Daze, or 3 Bolt 3 Spell Snare?
Maveric78f
08-11-2009, 09:24 AM
I definitely think that grunt deserves 2 or 3 slot, even at the expense of 1 or 2 grims (which are anyway bad in multiple).
Brennender_Drache
08-11-2009, 09:33 AM
Lands
3 Volcanic Island
3 Tundra
4 Flooded Strand
4 Polluted Delta
4 Island
1 Plains
Creature
3 Aven Mimeomancer
4 Cloud of Faeries
4 Ninja of the Deep hours
4 Spellstutter Sprite
3 Grim Lavamancer
2 Jotun Grunt
Spells
2 Lightning Bolt
3 Swords to Plowshares
3 Fire//Ice
3 Spellsnare
4 Brainstorm
4 Force of Will
2 Umezawas Jitte
So better? Better Play 3 mancer 2 Grunts or 2 Mancer 3 Grunts? I would cut then the Daze for Spell snares because i think with only 3 slots Spell snare is better than Daze...
MTG-Fan
08-11-2009, 12:58 PM
Why not just run Tropical Islands + Tarmogoyf instead of the Grunt?
Spell Snare is better then Daze simply because you more often then not can't win he game early. Sure, you could go beatdown with Grunts, bolts etc but usually the opponent gets at least 6-9 rounds before he faces leathal damage. Therefore, in the long run, Snare is better.
Grunt is worth trying but personally I would prefer 3-4 in the sideboard. This is because I don't feel like Goyf or Tombstalker is that much of a problem. And I hate it when he dies and he looks awful in a matchup where you want to use Grim as much as possible. My suggestion or perhaps my version would have moved them to the sideboard. This is however just my personal experiense with Grunt and it may very alot from others so it is just my suggestion.
I would really like to see 2 Riptide Laboratorys in the deck (altough I don't like em wih grunts). Also, if I where to play the deck I would made the following changes:
* -1 Ninja (I always hate when I draw 2 of them on a starting hand. However, you have more removal so it might work with 4, but as I said, I never got 4 to work out for me)
* -2 Lightning Bolt (Perhaps not really necessary, they could stay if the metagame needs it)
+2-3 Ponders (I really like how Ponder makes the engine run. Usually you play (if you don't have Lavaman or on the play Snare) Ponder/BStorm turn 1 to set up Cloud/Stutter for t2 and t3 ninja. But this has just worked out in my testing and it could be explained by different metas, decks or personal preference. But if the deck don' run smooth, try add a few Ponders)
-2 Fetch and +2 Riptide Laboratory. Having bounce for Lavaman, Stutter or Mimic seems like a good idea.
Another card to consider is Vendilion Clique, it's aggressive (thou sadly already a 3/1) and it's really good vs combo.
Good luck with testing! If I have some spare time I might give the deck a try :)
Rizso
08-11-2009, 02:05 PM
Like Mimeomancer, he is pretty cool, able to make the best creatures in legacy just a 3/1.
Considering something with Bitterblossom and the Mimeomancer. Able to make 3/1 flyers every turn.
Octopusman
08-11-2009, 11:39 PM
Someone sent me a PM re: this thread. Pretty funny.
I ran almost the same build in a Legacy tourney on the 25th of July in Berkeley, CA.
I don't have my list handy, but it is almost identical and I've playtested it quite extensively with many different versions.
I can tell you from experience that Mimeomancer + lavamancer (with feather counter on him), mother of runes, meddling mage, etc really speeds up fish's traditionally slow clock.
I'll have to post some of the versions I've tested. I still want to run the mimeomancer, but splashing red (which I LOVE) really hurt my land consistency with stifled fetches and wastelands running rampant.
Glad to see someone else had the same idea.
I've tested it w/ fire/ice, standstill/aether vial, figure of destiny, mother of runes, icatian javelineer, etc
More to come
This deck is pretty neat, I love all the synergy, but the problem is if Mime gets hit with removal you're stuck with a bunch of 1/1s and a sadface against real threats.
You can use Riptide Labs or Moms to try and protect him but it's gonna be fragile.
Either way kudos for the original list!
electrolyze
08-12-2009, 05:30 AM
I dont think if mr. mime get destroyed your 1/1 are that bad. Most of the time you have at least 3 of them, they have flying so thats 3 damage in a turn. With eventually a mancer or some bolts you can race your opponent very good.
Brennender_Drache
08-12-2009, 05:38 AM
http://magic-decks.de/deck-1067-5c88bf9ca98a0e2d648f521995928802-en.html
this is the list i'm testing at the moment and it is very good. The 3-offs look very random but the deck is quite strong.
but the problem is if Mime gets hit with removal you're stuck with a bunch of 1/1s and a sadface against real threats.
thats not so much problem it looks like, I have good alternative plans with Umezawas jitte, or if try to find a second mimeo with brainstorm. I also have jotun grunt wich is a strong beater and kills tarmogoyf by himself and makes that tombstalker comes not so fast.
Mother of runes is a good idea, but i don't know so good what to cut for it?
@Octopusman: I really look forward to your lists :D
Maveric78f
08-12-2009, 09:51 AM
The critters are 3/1 as long as they got a feather counter, even if Mimeo has left the battlefield (yeah I learnt M10) right?
Octopusman
08-12-2009, 11:43 AM
:Edit: Removed part about feather counter ruling based on following post
Here are a couple of my lists thats I grabbed out of Excel. I don't include the vial/standstill version with figure of destiny.
My original version ran vial/standstill and mutavault as well but I don't have that list.
Island x 2
Flooded Strand x 2
Tundra x 4
Volcanic Island x 4
Wasteland x 4
Plateau x 2
Polluted Delta x 2
Aven Mimeomancer x 3
Brainstorm x 4
Daze x 3
Force of Will x 4
Grim Lavamancer x 4
Icatian Javelineer x 4
Lightning Bolt x 4
Meddling Mage x 4
Spell Snare x 4
Swords to Plowshares x 4
Umezawa's Jitte x 2
Even with 20 land I still got boned to Stifle and Wasteland which is why I lowered the fetch count to 4 so I'd have a higher chance of drawing or brainstorming into a land if I needed it. With 2 Plateau in there my manabase is really unstable. I do love the Plateau because it casts spells that are answers, but having a mimeomancer, meddling mage, etc etc and no blue is extremely frustrating.
This is when I was buying into the debate that x3 Daze is the correct number, although I'm really part of the camp now that if you're going to run Daze, you run four.
Most other cards are self explanatory. Javelineer is a classic Fish card and although generally narrow in Legacy I was hoping the mimeomancer would breathe new life into him. I do have to admit, a javelineer with no javelin counter flying in for three is sexy. I am undecided because although it's tech with mimeomancer, it doesn't provide the same defense that something like mother of runes can provide... which sadly, is a concern against Goyf... even with the cornucopia of STP, Spell Snare, FoW, etc.
Ultimately, I think Jitte x2 is the right number. It's annoying when you don't draw it, but I'm a firm believer of trying to avoid having multiple copies of the Legendary if the only way to get rid of the extra is via brainstorm.
I was thinking that the meddling mage at x4 is too much, but fish is about disruption and you WILL be humiliated to Volcanic Fallout.
It has decent game. The match-up against goblins is horrible... even with 4 blue blasts in the board. I was thinking Absolute Law, but that hurts me as well. Propaganda isn't that hot either.
Not TOO terrible against thresh, but I got owned by wastelands and stifled fetches but I suppose I could try to play around the stifles. I feel like Swords x 4 is the right number, but you really need something like mother of runes to keep a goose at bay. :-/ Everything else targets.
- I knew I had to change the build because it loses to Goblins (lawl) and it's really too slow. When your opponent casts Fire on your lavamancer and your mimeomancer before you've even had an upkeep to put a feather counter on something it's really demoralizing.
So - I was certain I wanted to go back to an aether vial/standstill approach, although I never seem to draw either, let alone get the opening hand vial.
Here was another build:
Island x 2
Flooded Strand x 2
Mutavault x 4
Plateau x 2
Polluted Delta x 2
Tundra x 4
Volcanic Island x 4
Aether Vial x 4
Aven Mimeomancer x 2
Brainstorm x 4
Daze x 3
Force of Will x 4
Grim Lavamancer x 3
Icatian Javelineer x 2
Lightning Bolt x 4
Meddling Mage x 2
Spell Snare x 2
Standstill x 4
Swords to Plowshares x 4
Umezawa's Jitte x 2
I didn't like this at all haha, but it was one of the only ones I had in Excel. I just KNEW that if I played standstill that I would be made a fool of by someone else's manlands so I tried to cram Mutavault back in.
That's just food for thought.
I've been adamant about playing UWr Fish in Legacy. I even thought about dropping the Mimeomancer, but this thread has renewed by conviction that although he is pretty bland by himself, I did have a lot of success beating down for the win very quickly once I got things rolling. Putting a feather on an opponents creature and then blasting it is pretty rare though.
I was thinking I had to go aether vial/standstill to get the speed and eot mimeomancer or vial spellstutter, but relying on drawing vial or both is such a downer I want to try a more disruptive, control, slower approach.
I have tried Cursecatcher and although it has received a lot of praise I've found it to be pretty lousy.
I want to playtest this list-
Island x 2
Flooded Strand x 3
Plateau x 1
Polluted Delta x 2
Tundra x 4
Volcanic Island x 4
Wasteland x 4
Icatian Javelineer x 4
Ninja of the Deep Hours x 3
Swords to Plowshares x 4
Grim Lavamancer x 4
Meddling Mage x 4
Umezawa's Jitte x 2
Force of Will x 4
Daze x 4
Brainstorm x 4
Spell Snare x 4
Aven Mimemancer x 3
As twisted as it sounds I never found lightning bolt to do me a whole lot of good, but grim lavamancer has been such an mvp I would gladly splash for him, even if it makes the manabase a tad unstable (although I think this looks good).
If Javelineer proves to be semi-useless I will drop him for Mother of Runes. Grunt has too much anti-synergy with Lavamancer and I need to keep my costs down.
I can't come up with a decent board though. I don't have pyroblasts atm so right now I'm thinking:
Blue Elemental Blast x 2
Hydrobalst x 2
Red Elemental Blast x 3
Mark of Asylum x 2
Tividars Crusade x 2
Echoing Truth x 2
Propaganda x 2
Although with a board like this there's almost no point in having a board at all considering I'll never draw a card that's only a 2 of (bitter sarcasm).
Suggestions/flames/etc welcome.
whienot
08-12-2009, 12:49 PM
From the Alara Reborn FAQ:
* The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves play.
There you are. Mimeomancer is a little better than thought.
Edit: What is everyone's thoght on Chrome Mox in a list like this? You really need to be able to get ahead in the counterbalance match, especially the Probasco build, it is atrocious.
Octopusman
08-12-2009, 02:46 PM
I don't think I could consider chrome mox in this deck/type of deck but someone prove me wrong.
The thing about Fish is that it's generally a pretty weak looking deck and ideally it stays ahead of the opponent through card advantage. FoW is already disadvantage so I'm pretty wary of chrome mox.
Cloud of Faeries is less spectacular with a mox or it doesn't matter?
:Edit: Now that I think about it, I used to run cloud of faeries and chrome mox in my faerie stompy and it is meh but usually doesn't matter so much since you're still able to equip SoF&I/Jitte with Tomb or City of Traitors.
Cloud of Faeriest + Ninja of the Deep Hours is FTW, but I can't seem to fit Cloud in.
They're pretty vanilla except for doing leet tricks with Jitte if you're not running stand still.
K_Rot_T
08-12-2009, 04:37 PM
Why exactly are you playing Icatian Javelineer over Mother of Runes?
For the one damage you can deal to manced...mimeomanced...3/1 creatures?
That costs a whole turn in which you cant pump one of your creatures and than yoo have to let the mancer survive one full upkeep.
So as long as you not play in a meta full of green aggro (Bird, Llanowar Elf Noble hierarch) i think it doesnt help that much. And even than i would consider Electrolyze or Fire/Ice stronger.
Also whats with Boros Swiftblade or Psychotic Fury. Great Synergy with Mimeomancer, Jitte or even Sword of F/I if you play it. You also might consider Viashino Slaughtermaster instead of Boros for his easier castingcosts.
Someone considered Pride of the Clouds before? It helps vs Landstill and other hardcontrol with his tokenability and its jsut huge with all the flyers in the deck.
Maybe consider Lightning Angel for the Sideboard, it should be pretty save vs counterbalance and is out of Lightning bolt Range.
Another Sideboard choice might be Azorius Guildmage, he should be pretty good vs, Merfolk, as he can counter Vial or even wast, or tap the biggest threats...but well problem is, they will just wait for their waste or activate Vial end of your turn and in their turn.
What are the main cards you counter in this deck, mostly creatures, or more Boardswepers, because if their is some specific thing you might consider cards like Hindering Light or remove soul and so on, which have a nice sideeffect for not countering everything.
Hmm Vanish into Memory seems huge, rescuing a 3/1 from a target spell, makes qutie the cardadvante, but keeping 4 open seems a bit to unrealistic.
Sry if some of the ideas are just bad, i didn't played the deck yet but i still wanted to add something :D
Octopusman
08-12-2009, 07:39 PM
I'll respond again later tonight.
loledit
Octopusman
08-12-2009, 11:57 PM
So I don't have as much time to write a wall of text like I was planning but here are some of my thoughts.
I did test the cloud and spellstutter although it is great I think I'd rather go with meddling mage.
That said, I've been wanting to find a way to work in Wu Scout.
The scout is essentially unblockable and has synergy with meddling mage so you can make better informed decisions about what to name.
3/1 unblockable would have to be answered.
I've personally had fantastic experiences playing javelineer, but I'm pressured to put mother of runes in this spot.
Regarding javelineer in general, he shoots many fantastic creatures besides mana produces. He kills Confidant, Lacky, etc
With Fish you walk a fine line between a more agro or more control.
I've played a little with figure of destiny in the vial/standstill build and it's sexy vialing out figure and then buffing him under standstill.
blah blah blah...
I'd still like to run something similar to what I mentioned in my other post, but I want to find room for mom, fire//ice, wu scout. Main issue being that I lean towards control as opposed to agro... so scout is probably going to have to sit. Although if I go back to vial/standstill (vomit) I want to try it.
Like others have said, straight up your 1 toughness creatures are going to bend over to Fire and you'll never be able to name Fire/lightning bolt/everything else. There's not a big chance to come back from a volcanic fallout. You have spellsnare for pyroclasm so that's more manageable.
It's tough to decide what to include because there are so many cards that have juicy synergy with each other, but running them takes up SO many slots in the deck. Spellstutter is awesome with cloud of faeries, but I haven't had much luck with cloud these days. If you're not running standstill, cloud is basically just a free 1/1 that slightly buffs stutter.
Scout is great for meddling mage and unblockable, but it's just a beater.
Imo in order for Fish to be successful, each card should bring some disruption/control to the table. I did see a list that ran Azorious Guildmage and that intrigued me though. That said, when choosing cards, I tend to shy away from pure beaters. Mom is great, but I've had her get burned SO many times before her protection resolves.
As you can see it's easy to go back and forth on card decisions.
Sorry for the scatterbrained post. I guess I did have time for a wall of text after all.
When our Legacy group meets again I will be testing this deck again and I'll let you know how it goes now that I'm giving Mimeomancer another go in UWr Fish.
Brennender_Drache
08-13-2009, 10:32 AM
so much good ideas. And so less slots... :/
[...]Boros Swiftblade[...] Psychotic Fury [...]Pride of the Clouds [...]
Lightning Angel [...] Azorius Guildmage [...]
vanish into Memory
swiftblade: Is the synergy with mimeo, jitte and maybe SoFaI worth to play this guy? I'am not so sure, but maybe it's worth a trial...
Fury: I think this card is not so good because it depends on the situation. Only good with Mimeomancer or with a boros swiftblade if it bacame 3/1 allready, and then it doesn't win the game actually. It's also only a bad 2-card-combo.
Pride: Well, it needs 3 or more flyers to be really good. When I set up with some cloud of faeries and in lategame this guy could be very strong, but maybe there are better cards. Think jotun grunt is better in the "big beater slot" :D. For the token ability i need 4 (!) mana for only an 1/1 bird. A bad deal i think. Sometimes maybe relevant against hardcore control... but in my opinion rarely.
Lightning Angel: I played this card in a deck with meekstone... For this pile it is not suitable IMO. The castingcost are difficult to pay and 4 mana doesn't pay by itself.
guildmage: 2/2 body for easy castincost is OK, but the ability is to expensive to play it i think. Also the counter ability is predictable. Think this creature is not soo the good. Moreover it looks really Gay :/
Vanish into memory: How you said: keeping 4 mana open is not very realistic...
Wu Scout [..] with meddling
what great idea :D
You think that is good enough to run it? sure, scout brings in our ninja very easyli, but the look on hand ability is not very good without meddling.
btw: Thanks for all the good ideas :D
Shugyosha
08-13-2009, 12:59 PM
I've build a similar deck for an Alara Reborn article (http://www.planetmtg.de/articles/artikel.html?id=4784):
Danger of cool things.dec
3 Polluted Delta
4 Flooded Strand
3 Tundra
4 Volcanic Island
4 Island
1 Plains
2 Godhead of Awe
4 Aven Mimeomancer
3 Goblin Sharpshooter
3 Stun Sniper
4 Brainstorm
4 Ponder
4 Force of Will
3 Counterspell
3 Spell Snare
4 Swords to Plowshares
3 Fire // Ice
2 Vedalken Shackles
2 Ajani Vengeant
SB:
3 Pyroclasm
3 Blue Elemental Blast
3 Red Elemental Blast
1 Disenchant
1 Seal of Cleansing
2 Return to Dust
2 Pithing Needle
The deck is more control than aggro trying to shrink your opponent's creautures and killing them off not on a 1:1 basis but with (virtual) card advantage. Any combination of Godhead/Mimeomancer + Sharpshooter/Sniper gives you total control over creatures and stun sniper also taps beaters until your shrinkers arrive.
Never really tested or developed it after the article but I thought it might be interesting to see another take at Mimeomancer.
Octopusman
08-13-2009, 01:01 PM
Originally Posted by Octopusman
Wu Scout [..] with meddling
what great idea :D
You think that is good enough to run it? sure, scout brings in our ninja very easyli, but the look on hand ability is not very good without meddling.
Yeah you nailed it. Wu Scout w/ ninja is the sex.
However, flying in legacy is almost as good as unblockable imo. If that's the case - and you're just looking for a pure beater to ninja-in - cloud of faeries > wu scout imo because of the fat tempo boost (cloud -> drop a jitte, cloud -> drop a standstill, cloud -> drop a grunt, cloud -> equip a jitte, etc etc). The cycling is just gravy and I'd never use it unless desperate.
I'll test the Scout as I have a playset on the bench. I love the meddling mage and therefore can only justify the scout because of running meddling mage.
If you don't run meddling mage, I wouldn't run the Scout.
If you're not running meddling mage you're probably running cloud + stutter in those slots.
I know that saying Jitte + creatures is awesome is obvious, but jitte on scout is... um.. awesome?
I'd consider bumping Jitte up to a three of if I run scout.
Personally, I like the mage because he's one of the few abilities that can stop split second (again... see volcanic fallout, maybe krosan grip to protect jitte because if you have jitte online you're winning the game).
Funny about the Azorious Guildmage art -- I like it :) LOL
I think that it's used to tap down Goyf and 'Naught and not necessarily to fail at stifling wastes,etc.
...
Octopusman
08-13-2009, 01:15 PM
I've build a similar deck for an Alara Reborn article (http://www.planetmtg.de/articles/artikel.html?id=4784):
Danger of cool things.dec
3 Polluted Delta
4 Flooded Strand
3 Tundra
4 Volcanic Island
4 Island
1 Plains
2 Godhead of Awe
4 Aven Mimeomancer
3 Goblin Sharpshooter
3 Stun Sniper
4 Brainstorm
4 Ponder
4 Force of Will
3 Counterspell
3 Spell Snare
4 Swords to Plowshares
3 Fire // Ice
2 Vedalken Shackles
2 Ajani Vengeant
SB:
3 Pyroclasm
3 Blue Elemental Blast
3 Red Elemental Blast
1 Disenchant
1 Seal of Cleansing
2 Return to Dust
2 Pithing Needle
The deck is more control than aggro trying to shrink your opponent's creautures and killing them off not on a 1:1 basis but with (virtual) card advantage. Any combination of Godhead/Mimeomancer + Sharpshooter/Sniper gives you total control over creatures and stun sniper also taps beaters until your shrinkers arrive.
Never really tested or developed it after the article but I thought it might be interesting to see another take at Mimeomancer.
Thank you very much for this! I like a lot of the ideas you have here.
tbh I did consider stun sniper, but I probably overlooked godhead because of the casting cost. Awesome stuff though! I'm really intrigued w/ the sharpshooter.
I know this deck bends over to sharpshooter, but I never considered it for the deck. The brain is a funny thing.
GGoober
08-13-2009, 01:51 PM
I've thought about Sharpshooter the first time I saw the post, and when I considered the Aven after the spoiler. My conclusion was that it was too cute by itself. The deck is cool but I think if we detract too much from the original theme of fish i.e. counter and beats and draws, then we're going to end up in trouble.
Each of these cards are horrible on its own (sharpshooter) but when you pair them up it's good. The issue is whether you can pair them up in the format which is rich in countermagic/creature removal. By putting in Sharpshooters, you are putting in a 3cc creature that is weak by itself. Hell, it doesn't even have haste so an StP on Sharpshooter or Aven would stop your cute tricks. 3cc creatures are bad, and for this deck too. I'd rather have Lavamancer, which shrinks goyf and works well under Standstill.
The issue with this deck is that after board removal, it really sucks to beat down with 1/1s. You can face Tombstalker/Goyf and your only way out is to get jitte and race. Without Jitte, you're most likely to lose the race. You can count on Aven but don't become too reliant on it, since StP or removal is rampant in the format. Once Aven is dealt with, you proceed to lose to the bigger dudes out there. The trick with the deck is to play the balance of synergy and not to go into the cute-zone. Sharpshooter pushes it because it obviously preys on the Aven synergy, which by itself isn't too good a synergy since it gets removed easily (bolt/Fire//Ice/StP/Smother etc). Not to mention Aven needs to wait on an upkeep to change a creature. Against Zoo, Aven is terrible since Zoo's creatures are all 2/3, 3/3, 4/5, so changing one doesn't do much. Aven is much better against threat-light decks such as Thresh.
Therefore once again, the deck should not rely on the synergy too much because it is ultimately a weak one to begin with, and a slow one since it converts one creature per upkeep. It deals with theat-light Thresh deck but against Zoo/tribal, your Aven is too slow, and making your deck too reliant on Aven makes the deck bad in an overall meta.
Octopusman
08-13-2009, 03:09 PM
I think your post was contructive and helpful in regards to keeping things in perspective.
IMO it'll pay off to focus on making a legacy relevant Fish first and then include mimeomancer as a 3 of at most as a way to speed up Fish's traditionally slow clock while also acting as synergy with virtual autoincludes like lavamancer.
needs focus - but what would help is finding a way to keep threats alive and kira won't work otherwise it'll counter mimeomancer's ability. If we cut things like spell snare or stp for rebuff the wicked, etc there's a chance we're giving up disruption and still not having a fast enough clock. This is where testing > speculation.
I can tell you from experience that a mimeomancer + lavamancer with feather + javeliner with feather = a dead opponent fast.
more to come
Octopusman
08-13-2009, 04:57 PM
I was looking over crz87's post again and I was thinking.
I used to run a more old school UWr Fish Vintage list that used curiosity for added draw.
I know Ninja of the Deep Hours is the hot shit, but I keep believing they'll drop any number of blockers and that'll end my card draw. Under standstill I think Ninjaotdh would be amazing even though I did see a Legacy list that didn't run standstill that placed first or second that ran him.
Long story short, I know the opportunity for a two for one is high, but given that curiosity costs 1 and not two, and you need to have mana open between main phases for the ninja to ninjitsu anyway, wouldn't curiousity on lavamancer or Wu Scout be better than ninja of the deep hours draw?
edit: devil's advocate
Brennender_Drache
08-14-2009, 04:48 AM
curiosity has some disadvantage:
- It can't beat by himself
- It needs a card more to do the same like ninja
- If the holder dies:
--> 2<->1 for oponnent
--> +1/+1 for Goyf
Octopusman
08-24-2009, 11:37 AM
Here's the list that I tested yesterday:
Land x 20
Flooded Strandx3
Islandx2
Plateaux1
Polluted Deltax2
Tundrax4
Volcanic Islandx4
Wastelandx4
Creature Spells x 18
Aven Mimeomancerx3
Grim Lavamancerx4
Wu Scoutx4
Meddling Magex4
Ninja of the Deep Hoursx3
Spells x 22
Brainstormx4
Dazex4
Force of Willx4
Spell Snarex4
Swords to Plowsharesx4
Umezawa's Jittex2
I am thrilled with this list. I had a blast playing it yesterday and it fared really well against both agro and control.
Played against Merfolk Fish, R/W Rifter, UW Landstill.
Initial impressions, Wu Scout is a beast. I had several Wu Scout -> Meddling Mage plays that were strong. Beatdown with a 3/1 flying/horsemanship Scout FTW, had a Scout w/ Jitte,etc.
Random, but he also replaced a slot I typically have as a 1cc and survived an engineered explosives because of it.
Also, I had several Scout -> Ninjaotdh plays.
I've been tuning this deck for a while now and I'm super pleased w/ the state it's in now.
I felt like I usually had the right amount of draw, answers, and creatures when I needed to. I didn't face daze, but my typical problem of being mana screwed didn't surface yesterday.
I'm liking not relying on vial/standstill atm and using ninja as a draw engine. Mimeomancer definitely allowed me to finish quickly once I established control.
I'm loving this deck! It's a blast and I'm more convinced at splashing red for Lavamancer now more than ever. The guy is a beast.
Besides running basics, what are some possible sideboard options for removing moon/magusotm/back to basics besides blasts?
<3
Mebbe more to come. Not sure when my list will change again though I'm looking to tweak the sideboard and have been seriously considering Null Rod > Needle
hyc8028
08-24-2009, 12:57 PM
Here's the list that I tested yesterday:
I am thrilled with this list. I had a blast playing it yesterday and it fared really well against both agro and control.
Played against Merfolk Fish, R/W Rifter, UW Landstill.
Initial impressions, Wu Scout is a beast. I had several Wu Scout -> Meddling Mage plays that were strong. Beatdown with a 3/1 flying/horsemanship Scout FTW, had a Scout w/ Jitte,etc.
Random, but he also replaced a slot I typically have as a 1cc and survived an engineered explosives because of it.
Also, I had several Scout -> Ninjaotdh plays.
I've been tuning this deck for a while now and I'm super pleased w/ the state it's in now.
I felt like I usually had the right amount of draw, answers, and creatures when I needed to. I didn't face daze, but my typical problem of being mana screwed didn't surface yesterday.
I'm liking not relying on vial/standstill atm and using ninja as a draw engine. Mimeomancer definitely allowed me to finish quickly once I established control.
I'm loving this deck! It's a blast and I'm more convinced at splashing red for Lavamancer now more than ever. The guy is a beast.
Besides running basics, what are some possible sideboard options for removing moon/magusotm/back to basics besides blasts?
<3
Mebbe more to come. Not sure when my list will change again though I'm looking to tweak the sideboard and have been seriously considering Null Rod > Needle
I am the guy who played merfolk with Octopusman yesterday. I have played against his mimeomancer fish many many times. I thought he played really well yesterday. Here are couple reasons:
Wu Scout + Meddling Mage is really really good. He actually used it to stop my key spell such as Standstill or LoA. Finally, there is a reason to use the mage.
I believe Spell Snare was his MVP yesterday. It can counter jitte, LoA, standstill and he fully took advantage of the tempo gain.
Wu Scout + Ninja. I don't remember how many times I lost to this. This combination is very powerful and it allow him to reuse wu scout or meddling mage again. The CA gained from ninja also rejuvenated his hand.
Wu Scout + Jitte = Awesome.
Lavamancer is always a house.
I always feel mimomancer is a win more card even though he speed up the clock. Changing his critters into 3/1 flying is good, but then he has to get some creature on the board first before taking advantage of its ability.
Here are two video from yesterday:
Game 1:
http://www.youtube.com/watch?v=9zhygRXYLiQ
(Ignore the background noise, I was talking to my friend in chinese.)
Game 2:
http://www.youtube.com/watch?v=t104nSjm1SU
Octopusman
08-24-2009, 01:13 PM
Word.
The game # is correct on the youtube page. The above post there's in reverse order (in before edit ) ;)
Maveric78f
08-31-2009, 06:59 AM
My first reaction seeing this deck was to think that white was subpar. Then I notice that Mimeomancer was white :-/
I really don't think that cutting red is the way to go. Actually, I would reduce white before reducing red in this shell. Mimeomancer + Fire/ice or Grim is too good to be abandonned.
By the way, if you feel that you need more beaters/blockers, then green (or tarmogoyf) is definitely not what you need. You need Jotun Grunt, that can be bounced when it's low in counters with ninja, and that shrinks most threats in the metagame.
The deck I would play :
19 lands
Critters: 18
4 Ninjas (human ninja)
4 Stutters (sprite wizard)
3 Grunts (giant soldier)
3 Mimeos (bird wizard)
2 Lavas (human wizard)
2 Cliques (sprite wizard)
Spells: 23
4 BS
4 FoW
4 Fire/Ice
3 SS (or daze)
3 Lightning Bolt
3 STP
2 Jittes
The pb is that all your 1-butt critters are wizards. I hate to play tribal without tribal interaction. It means that plague is your enemy, and you'd have only FoW to beat it with that list.
Up just to say that this deck is one of the most awesome I've been playing with. It's very fun to play and still winning against most thresh variants, and most decks actually.
In order not to make a post with no content, I'd add that I've been wrong to say that the deck needed jotun grunt. Here is the list I play currently and I'm very happy with.
8 U-fetches
1 island
4 tundra
4 volcanic
2 plateau
Critters: 19
4 Ninjas (human ninja)
3 Cloud of Faeries (faerie, maybe mother of runes would be better for ther curve and in order to ninja turn 2)
4 Stutters (sprite wizard)
3 Mimeos (bird wizard)
2 Lavas (human wizard)
3 Stun Sniper (human archer)
Spells: 22
4 BS
4 FoW
4 Fire/Ice
4 SpellSnare (far better than daze in that specific deck as a protection to fire/ice and pyroclasm)
4 STP
2 Jittes
SB: 15
4 Relics (could almost be MD with all our snipers that could deal with tarmogoyf, but it's in SB mainly in protection against reanimation, wasteland recursion, ichorid, darkblast ^^)
4 Duergar Hedge-Mage (just awesome against almost everything and with ninja it's complete nuts)
4 Burrenton Forge Tender (Devastating dreams, Pyoclasm, Volcanic Fallout, Burn, Gob, Icho, ...)
1 Jitte (aggro, tribal + burn)
2 SoFI (aggro, tribal)
The big creatures aren't that much a problem with 4 STP, 3 snipers, 3 Mimeos, 4 Fire/ice and 2 Jittes.
Waikiki
08-31-2009, 02:57 PM
whats the SB plans against different matchups. Seems hard to me to be pulling cards out.
Maveric78f
09-01-2009, 03:34 AM
From the list with Mother of Runes instead of Cloud of Faeries.
Against Gob:
-4 Stutter
-4 SpellSnare
-X Ninjas
+4 Burrenton
+3 Equipment
+1+X Duergar
Against Ichorid:
-4 SpellSnare
-1 Jitte
-4 Ninjas
-3 Mimeo
+4 Relics
+4 Burrenton
+4 Duergar (for needle)
Against Ugr Tempo Thresh (only mongoose+tarmo as beaters):
-4 FoW (card disadvantage is never justified in this MU)
-3 Mimeo
-2 Stun Sniper
+4 relics
+4 Burrenton (fire/ice and pyroclasm are evil)
+1 Jitte
Against Bant thresh with counterbalance:
-3 Mother of runes
-1 Fire/Ice
+4 Duergar
Against Aggro Loam:
-4 Stutters
-4 Fire/Ice
-2 Lavamancer
-1 Ninja
+4 Relic
+4 Burrenton
+3 Equipment
Against burn:
-2 Lavamancer
-3 Mimeomancer
+4 Burrenton
+1 Jitte
Against TES or ANT:
-4 STP
+4 Duergar
Against zoo:
-4 Stutter
-3 ??? (FoW, ninjas, MoR)
+4 Burrenton
+3 equipment
Waikiki
09-01-2009, 04:07 AM
Thnx that has been very helpfull. Use the 3 mother of runes aswell. They kick ass. Also do you think 2 lavamancers are enough? I try to stick in 3
@ sb vs zoo
Sprites counter alot of cards or even make the opponent play burn on it. Isn't it better to side out the snipers since they never kill anything
Looks like a hard matchup
Maveric78f
09-01-2009, 05:08 AM
@ sb vs zoo
Sprites counter alot of cards or even make the opponent play burn on it. Isn't it better to side out the snipers since they never kill anything
Looks like a hard matchup
I don't know this MU well, but I can say that snipers are good at stalling and at opening the way to ninja. Maybe it's utopic to think that Mimeo will remain in play long enough to transform any creature, but once Mimeo is in play the Sniper gives the game. I'm really not sure that this MU is that much difficult because we play a lot of anti-creatures, and probably enough to give us the time to equip for the win.
All in all, the best cards to side out are maybe the ninjas and the FoWs.
Waikiki
09-01-2009, 05:10 AM
I think the ninja also got the evasive advantage to come in eot and equip + swing on your own turn.
Maveric78f
09-01-2009, 05:29 AM
I think the ninja also got the evasive advantage to come in eot and equip + swing on your own turn.
You meant the Sprite, because Ninja is dyssynergetic with equipments actually...
Waikiki
09-01-2009, 05:34 AM
Yes indeed my bad
Ive been really amazed about the major synnergie the deck has. Just to give your ninja a counter to be 3/1 flying is really kick ass.
My guess is that landstill is a very hard matchup for us
Octopusman
09-11-2009, 02:26 PM
I'm doing more testing with this list on Sunday and I will probably play it or a slight variant in a tournament later this month.
Land x 20
Flooded Strandx3
Islandx2
Plateaux1
Polluted Deltax2
Tundrax4
Volcanic Islandx4
Wastelandx4
Creature Spells x 18
Aven Mimeomancerx3
Grim Lavamancerx4
Wu Scoutx4
Meddling Magex4
Ninja of the Deep Hoursx3
Spells x 22
Brainstormx4
Dazex4
Force of Willx4
Spell Snarex4
Swords to Plowsharesx4
Umezawa's Jittex2
I may try stutters in the scout spot if he doesn't continue to blow my mind.
more to come.
Brennender_Drache
09-13-2009, 06:14 AM
with much testing I noticed that we lose very easylie against stuff with Fire//Ice, Pyroclasm and other burn. So I would play 4 Burrenton Forge-Tender or mother of Runes in sideboard and 4 spell snare because it protects you from pyroclasm and fire.
Tacosnape
09-13-2009, 11:53 AM
I like the idea of Aven Mimeomancer. It's the rest of this deck that's struggling. The whole Cloud/Spellstutter Sprite/Ninja engine is weak. And there is absolutely no way I wouldn't have four maindeck Meddling Mages in this.
Also, in sideboard, Seal of Cleansing >> Disenchant. On the play or midgame, Seal can come down before a face-crushing Standstill or Counterbalance, both of which are near lethal against you.
Hanni
09-13-2009, 01:07 PM
Rather than re-invent the wheel, take my old U/W/b Fish shell and reconfigure it to use Aven Mimeomancer. As in, drop Avengers, drop Grunts, run Mimeomancer instead. CounterTop should be considered (not sure if it would fit properly, but should be considered), and I'd probably say that some number of Vindicate main would make sense.
The red splash doesn't seem worth it, outside of the awesomeness of Grim Lavamancer. Fire//Ice is awesome when Mimeo is down, but beyond that it's not so hot. StP and PtE > Burn, this isn't an aggro tempo deck that needs the reach.
AngryTroll
09-13-2009, 07:07 PM
I like the idea of Aven Mimeomancer. It's the rest of this deck that's struggling. The whole Cloud/Spellstutter Sprite/Ninja engine is weak. And there is absolutely no way I wouldn't have four maindeck Meddling Mages in this.
This sounds right. Has anyone considered Cold Eyed Selkie in the Ninja's slot? You don't have to pick up your two drop, he has evasion, and he's a lot better than Ninja with Aven Mimeomancer or Jitte. He even dodges Counterbalance like a pro.
That leaves the creature base looking more like this:
3 or 4 Grim Lavamancer
4 Meddling Mage
3 Cold Eyed Selkie
3 Aven Mimeomencer
That leaves you a set of creatures short, and your three drop slot is a little full, which is too bad for Vendilion Clique. You're already in URW solidly, so Dark Confidant and Tarmogoyf can be ruled out if you are set on keeping the manabase at three colors. That means your reasonable choices are (and really, come on, Wu Scout is cute with Ninja and Mage, but he really isn't good enough for slots) :
Duergar Hedge Mage (ok, he costs three, but he's awesome. Nails Counterbalances, Jittes, all sorts of stuff. Let's add two.)
Spellstutter Sprite
Serra Avenger
Ethersworn Canonist
Gilded Drake
There's probably some more good options that escape me, but I think I'd build the creature base something like:
4 Grim Lavamancer
4 Meddling Mage
2 Gilded Drake/Ethersworn Canonist
3 Cold Eyed Selkie
3 Aven Mimeomancer
2 Vendilion Clique/Duergar Hedge Mage
2 Jitte
4 Bolt
3 Lightning Helix
4 Brainstorm
3 Daze
3 Spell Snare
4 Force of Will
3 Flooded Strand
3 UR Fetch
3 Tundra
3 Volcanic Island
2 Island
1 Mountain
1 Plains
4 Wasteland
That's 61 cards, so cut one...um...something. If you want to run 19 lands instead of 20, I think it needs to be a Wasteland that goes, not a colored source.
Octopusman
09-16-2009, 12:38 PM
I can test selkie.
I wouldn't knock wu scout till you've tried it. I found him to be amazing again playing a ton of games last Sunday. I used him to successfully name lots of potent stuff with Meddling Mage and got solid card draw with him and ninja. I'm very aware of the minuses though. As mentioned before he is a force to be reckoned with when wielding jitte for the horsemanship. There were several games where my needling for 1 or 2 a turn was enough secure the victory.
I like selkie, but I'm a little concerned about the 3cc. However against non-blue he'll be a game ender once there's a feather counter on him.
Much respect to Hanni -- I'm not sure mimeomancer cuteness makes the UWb version any better. I haven't tested it so I don't know but I'm inclined to doubt it.
I like the black, but I like red in this even if it's just for the lavamancer. He is just TOO good. I've done so much testing and the normal response to my casting a lavamancer is "oh nooooooooooooooooooooooooo!" because he just kills too many things for card advantage and can blast to the face.
It might be reinventing the wheel for Legacy considering UWb is the most appreciated. UWb has done well in vintage too. Perhaps there are other incentives to playing red like with the hedge-mage. So I'm going to continue to justify red.
With mimeomancer just bringing evasion, beats, and some synergy with other cards, I think there should be a control focus as someone else said it's a "win more" card. It speeds up the clock, but as we all know this gets wrecked by fire, pclasm, etc.
I run 4 spellsnare and I'm never dropping these. They are too good!
I've been finding that I have a ton of answers and solid control. I like the card drawing that ninja has been doing for me and it's semi-proven, however it might be better to have even more answers by dropping beats/tricks for control.
I've been trying to stay away from counterbalance, but I'm starting to think that if I can't get card advantage from a control-creature source it might be worthwhile to mess around with counterbalance. I don't see room for top though unless I drop 3ninja for 3 top and 4 scouts for 4 cb. Fish's strength lies in its utility creatures and this is even more so considering the mimeomancer theme.
I'm going to look for some hidden gems. I did a lot of testing with mother of runes and even then she is just a tad too slow. This deck just needs some passive creature protection to prevent game enders like volcanic fallout out of nowhere when you don't have a mage chanting it.
Let me know if anyone else tests the scout. It's hard to appreciate it on paper, but I stand by my first hand experience. I know I'll miss it if I take it out but I'm very open to discussing options and considering more criticism. Maybe dropping Red is a good move... red blasts in the board have been clutch though.
Maveric78f
03-04-2010, 09:10 AM
Up just to say that this deck is one of the most awesome I've been playing with. It's very fun to play and still winning against most thresh variants, and most decks actually.
In order not to make a post with no content, I'd add that I've been wrong to say that the deck needed jotun grunt. Here is the list I play currently and I'm very happy with.
8 U-fetches
1 island
4 tundra
4 volcanic
2 plateau
Critters: 19
4 Ninjas (human ninja)
3 Cloud of Faeries (faerie, maybe mother of runes would be better for ther curve and in order to ninja turn 2)
4 Stutters (sprite wizard)
3 Mimeos (bird wizard)
2 Lavas (human wizard)
3 Stun Sniper (human archer)
Spells: 22
4 BS
4 FoW
4 Fire/Ice
4 SpellSnare (far better than daze in that specific deck as a protection to fire/ice and pyroclasm)
4 STP
2 Jittes
SB: 15
4 Relics (could almost be MD with all our snipers that could deal with tarmogoyf, but it's in SB mainly in protection against reanimation, wasteland recursion, ichorid, darkblast ^^)
4 Duergar Hedge-Mage (just awesome against almost everything and with ninja it's complete nuts)
4 Burrenton Forge Tender (Devastating dreams, Pyoclasm, Volcanic Fallout, Burn, Gob, Icho, ...)
1 Jitte (aggro, tribal + burn)
2 SoFI (aggro, tribal)
The big creatures aren't that much a problem with 4 STP, 3 snipers, 3 Mimeos, 4 Fire/ice and 2 Jittes.
Digging up this thread to include Stoneforger Mystic. Stun Sniper MD is definitely not good enough. I do think that Duergar Hedge-Mage is good enough to be played MD.
Lands: 19
4 Scalding Tarn
4 Flooded Strand
1 Island
1 Plains
1 Moutain
3 Tundra
3 Volcanic Island
2 Plateau
Critters: 20
1 Ninja of the Deep Hours (Human Ninja)
3 Mother of Runes (Human Cleric)
4 Spellstutter Sprite (Sprite Wizard)
2 Aven Mimeomancer (Bird Wizard)
3 Grim Lavamancer (Human Wizard)
4 Stoneforger Mystic (Kor Artificier)
2 Duergar Hedge-Mage (Dwarf Shaman)
1 Mistblade Shinobi (Human Ninja)
Spells: 21
4 Brainstorm
4 Force of Will
3 Fire / Ice
3 Spell Snare
3 Swords to Plowshares
2 Umezawa's Jitte
2 Sword of Fire and Ice
SB: 15
2 Relic of Progenitus
1 Tormod's Crypt
1 Swords to Plowshare
1 Path to Exile
2 Duergar Hedge-Mage (Dwarf Shaman)
4 Burrenton Forge Tender (Kithkin Wizard)
4 Meddling Mage (Human Wizard)
Oiolosse
03-04-2010, 05:16 PM
I think that grunt and grim do not belong together, too anti-synergistic. \
Patron wizard? You have quite a bit of wizards and although this dude is UUU he rocks.
Man lands? The counter would stay after turn, and besides a 3/1 flying factory is cool! If you are lucky you could make it a 4/2, not too shabby.
forceofwillhk
03-05-2010, 06:23 PM
When Aven Mimeomancer first came out, I thought of goldfishing with it!
I think it's a pretty fun card.
Would [card]Cold-Eyed Selkie[/cards] be better than Ninja in this case?
You basically draw 3 each turn! at least you draw 1 too!
Brennender_Drache
04-11-2010, 09:49 AM
Man lands? The counter would stay after turn, and besides a 3/1 flying factory is cool! If you are lucky you could make it a 4/2, not too shabby.
You can't do this. When ability goes on the stack, you must say the targed. And at this time, mishra isn't a creature. And you can't activate it before ability goes on the stack.
the list of maverick is very cool :D, but why you play the random mistblade and ninja?
And i think that 4 stoneforge is too much, you don't want to see 2 of them in one game i think?
And how was your experience with the deck?
With what oponents you testet? Canadian ********, Zoo, ANT, Eva green, ProBant?
Benjammn
04-11-2010, 02:51 PM
To add to the idea of all the wizards you have, what about Riptide Laboratory as a 1-2of? Bouncing Lavamancer/Memeomancer in response to removal is tech and reusing SSS is pretty nice too.
Brennender_Drache
04-11-2010, 03:41 PM
yes, in my lists there is allways a 1 off riptide. I think in Maveric's list cut a plateau for it..
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