Re: [CaNGD]Triton's Minions after Monrningtide
Wouldn't Jitte shore up some of your aggro matches? Particularly Goblins?
I'm not surprised Darting Merfolk isn't making the cut, but if you have a control heavy meta, Darting Merfolk merits mention as a creature to consider.
Re: [CaNGD]Triton's Minions after Monrningtide
May I recommend Riptide Pilferer? That card is a house against combo and control (esp. when you get him islandwalk). I've also found that Tidal Warrior isn't that spectacular and it is a possible card for Riptide Pilferer to replace.
Instead of Rishadan Ports, I usually use Back to Basics in the main.
EDIT (Instead of posting again I'll just edit this one): Lego is right, LED's ability is a mana ability. The funky wording is so that you can't declare a spell (from your hand) then sacrifice LED to pay for the cost of the spell therefore not discarding it to LED before you can play it.
Re: [CaNGD]Triton's Minions after Monrningtide
Quote:
Originally Posted by
Finn
Remember that you can repeal a Charbelcher in response to Lion's Eye Diamond activation due to the funky wording on it.
No you can't. LED can only be activated any time you could play an Instant, but that doesn't change the fact that it's a mana ability, and therefor does not use the stack, so it can't be responded to.
Re: [CaNGD]Triton's Minions after Monrningtide
Yep. Lazy me. Pay no attention to the man behind the curtain.
Re: [CaNGD]Triton's Minions after Monrningtide
Quote:
Originally Posted by
Finn
Solidarity: Slightly unfavorable before you board, about even after. Any game you have Aether vial, you are in good shape, so expect the opponent to FoW it if he can. Repeal from the board is everything. Take out the Couriers for it.
You are control.
You're kidding, right?
Boarding Repeal vs a deck with 0 (Zero) permanents seems not a great tech. Spell snare at least counters reset, impulse and remand... seems better. Why are you the control deck? Aren't you trying to bet his face while he tries to take the time to make as many land drops as possible?
Re: [CaNGD]Triton's Minions after Monrningtide
I'd say that the Solidarity matchup is much easier if you just put a clock on them and Riptide Pilferers (if you run them) are a house. I've won some games on the back of a Riptide Pilferer on several occasions (other times on counter-top because I ran them).
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by GreenOne
You're kidding, right?
Yikes! I originally wrote that when Stifle was in the sideboard. It said Stifle. Lemme quickchange that one. Thanks, GreenOne.
Klaan, Riptide Pilferer comes with very high ability. I have used it and liked it. Giving them islandwalk is nuckin futs. The only problem I have is that I can't afford to put something like that in the main (though if the deck went up to 28 Merfolk, I almost definitely would include a couple) and the other sb slots are for really important problems. He solves a problem the deck does not have. It's almost win-more
Re: [CaNGD] Triton's Minions after Monrningtide
So let me get this straight. You're an aggro deck of the least aggressive color in magic, and have absolutely no means in your maindeck to get rid of a creature?
This doesn't strike me as a fantastic plan for winning damage races.
EDIT: Oh, and, good decks run good cards, to quote the motto of Card Quality Advantage. There is absolutely no reason there shouldn't be 3-4 Jittes in Sideboard at least, if not maindeck.
Re: [CaNGD] Triton's Minions after Monrningtide
Run Back to Basics and more islands. You're monoblue, for christs sake.
Re: [CaNGD] Triton's Minions after Monrningtide
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
technogeek5000
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
I think yes.
Re: [CaNGD] Triton's Minions after Monrningtide
Soooooo... how does this deck do against a resolved Goyf?
-Slay
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Slay
Soooooo... how does this deck do against a resolved Goyf?
-Slay
Stifle it?
In all seriousness, it appears right now that it cries. That's why I would run B2B. You STEAMROLL thresh in that case, and 4c Landstill is also a joke.
I also hear that Jitte isn't bad against goyf.
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Mental
I think yes.
No, it still only reduces it by {1} since it is written in one line. (See Augustine)
Also, good write-up Finn.
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by Slay
Soooooo... how does this deck do against a resolved Goyf?
Quite well, thank you.
Oh, you want specifics.
Game two, you have Repeal and especially Seasinger for him. Game one, you are dealing damage faster than Threshold mostly. In my testing I was the Thresh player facing off against Alex playing this. When I got a Goyf in early, I could usually get enough hits in to make a good game of it. When I did not get my licks in early, the Merfolk came on too fast. Honestly, I had a hard time getting green mana on my main phase in a lot of games, and that was enough to keep me off my return fire.
Him:tap the Tropical during upkeep with Port
Me: Play Polluted Delta
Me: sac Polluted Delta for...
Him: Stifle
Me: FoW
Him: Daze
This kind of crap.
This delay leads to the problem that you can't count on being able to block them since its so easy for them to get islandwalk or tap your blocker. And the merfolk player can easily drop 4 of them on about turn 5. So you are on clock. Yeah, Tarmogoyf was usually the biggest guy out there. But even in the games when I got to pound with him (seeing a Seasinger vialed in at eot after I play him is depressing), it was rarely as much damage as was coming back.
I played UGr for the tests. I think that UG Threshold would have done better.
Quote:
Originally Posted by technogeek5000
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
B2B is an idea that has been floated a lot. But I can't force it through early unless I play Chrome Mox. Now that isn't a terrible idea, but then my good matchups - the really good ones now, are the same ones that B2B is going to hose. Only I am not using any cards to accomplish this. Stifle, Port, Wasteland, Tidal Warrior all do something else as well. Landstill is the exception. B2B would beat on that hard. But where do you fit that card in such a tight deck? Do I change the mana base to suit it, and stick it in the sb? That's a terrible plan. Nope, all things being equal, I will take my licks from Landstill (which is still a pretty good matchup, mind you), and keep the consistency against everyone else.
Oh, and Banneret does not reduce the cost by 1 for each creature type mentioned, not that it matters here.
Quote:
Originally Posted by Tacosnape
So let me get this straight. You're an aggro deck of the least aggressive color in magic, and have absolutely no means in your maindeck to get rid of a creature?
This doesn't strike me as a fantastic plan for winning damage races.
EDIT: Oh, and, good decks run good cards, to quote the motto of Card Quality Advantage. There is absolutely no reason there shouldn't be 3-4 Jittes in Sideboard at least, if not maindeck.
Yes, an aggro deck of the least aggressive color. The fact is that Seasinger could effortlessly be placed in the main deck. Or Waterfront Bouncer. But if the creature I fear is more expensive than about 3 mana, my opponents are going to have a hard time resolving it before the game is out of hand. Now, Tarmos still get played, but the two decks that I played in testing that ran Tarmos were both really good matchups anyway. Lackey was a big problem, and I admit that freely. And I can see where Mangara could be. Seasinger and repeal got moved to the side because they weren't necessary. The common win scenario of turn 5 explosion has been doing the work. Hey, I could be wrong in the end. God knows I hate not having outs, but against the decks I have seen so far, this is the best setup IMO.
3-4 Jittes in the board is quite reasonable. Spell Snares come out..I guess. I want more time to find out the strong and weak matchups before deciding.
Re: [CaNGD] Triton's Minions after Monrningtide
I would definitely not go the way you are taking Finn with Morningtide. The first thing I'm not sure about is the real ability of the Banneret. The cards that are cheaper aren't the ones that are both wizard and merfolk? The wording you use is not the one I've used to see (for some reason mtgsalvation is down at this moment and I cannot check myself). I remember something like that:
Stonybrook Banneret
1u
Creature - Merfolk Wizard
Common
Islandwalk
Merfolk and Wizard spells you play cost 1 less to play.
#51/150
1/1
If you are right, I'm sorry to announce the definite death of the merfolk adventure (mine and yours), because it means that the analog goblin one is simply a cheaper warchief, that perfectly fits in the goblin curve (2cc has always been the weakest link of gobs).
If you are wrong then this Banneret is a crap, so tidal courier is. The real good merfolk according to me are the sage of fables and maybe the "jester merfolk" if confirmed (and even though, I fear it's too slow for legacy).
This guy is good. It's almost a +1/+1 and it makes card advantage.
http://www.wizards.com/magic/images/...viinkvz_EN.jpg
Re: [CaNGD] Triton's Minions after Monrningtide
Well Maveric, I'm pretty sure the wording "Merfolk spells and Wizard spells" is correct (that's what it says on MTGS anyways), and I really don't see why they would make it different from the goblins one.
Sage of fables, a good merfolk? Sorry, can you say that again? You realize of course it says "Wizard", and not "merfolk". So let's see, how many good merfolks are conveniently also wizards... I only see one, and that is silvergill adept (which would be played one turn earlier than the sages anyways).
Other than that Finn, I like this new concept. I think how well you do really depends on your starting hand, but I'm sure you can do some pretty awesome plays (reejerey + banneret is sick). Since you play so many creatures (like goblins), maybe distant melody could be a way to refill your hand (other than courrier). I think goblins would certainly play it if it was red... Also, opposition could be fun. But I guess that if you've managed to put a bunch of creatures into play, you're already winning, so it's a bit win-more (applies also a bit to melody).
Re: [CaNGD] Triton's Minions after Monrningtide
It's slower than Goblins, and Weaker than thresh...
Why play it?
Re: [CaNGD] Triton's Minions after Monrningtide
About banneret I checked the scans and yes it's a cheap warchief. My biggest concern is that it's a very strong card foк goblins, which implies the raise of gob players (it's a very bad MU for merfolks) and also the raise of anti-trial cards (plague/pyroclasm/etc...) which is also an issue.
Quote:
Originally Posted by
Maëlig
Sorry, can you say that again? You realize of course it says "Wizard", and not "merfolk". So let's see, how many good merfolks are conveniently also wizards... I only see one, and that is silvergill adept (which would be played one turn earlier than the sages anyways)
I always thought that confidant was the best merfolk, err sorry, I mean the best card in the merfolk decks. By the way, are you confirming that banneret is bad?
Quote:
It's slower than Goblins, and Weaker than thresh...
Why play it?
Because it's stronger than goblin and faster then thresh?
If you want real arguments (I mean not as fake as yours) in favor of merfolks follow the link => http://www.mtgthesource.com/forums/s...ead.php?t=8097