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Thread: [ZEN] Rumor Mill

  1. #861
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    Re: [ZEN] Rumor Mill

    Probably playable in Merfolk:

    [name unknown] U
    Creature - Merfolk ?
    Whenever an opponent shuffles his or her library, you may put a +1/+1 counter on ~.
    1/1

  2. #862
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Wrath_Of_Houlding View Post
    Like:

    Supermanland

    Tap: Add to your mana pool.

    3: Supermanland become a colorless golem creature until end of turn with power and toughness equal to the number of lands you have in play.
    this needs flying too
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  3. #863
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by sco0ter View Post
    Probably playable in Merfolk:

    [name unknown] U
    Creature - Merfolk ?
    Whenever an opponent shuffles his or her library, you may put a +1/+1 counter on ~.
    1/1
    Wow. That's a mono-blue guy with a tribal creature type that will often be on par with Wild Nacatl. Holy wazoo. Pair it up with Path to Exile and it almost becomes reliable. It would also be fun (but it won't happen) if Portent showed up again alongside this fellow. Don't know if there's much else that can be used to pump him - Ghost Quarter?
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  4. #864
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    Re: [ZEN] Rumor Mill

    Combos extremely well with Rootwater Thief. Too bad Rootwater Thief sucks.

    Very strong in the early game, less impressing later. But still, a very potent 1-drop.

    Quote Originally Posted by Nihil Credo View Post
    Don't know if there's much else that can be used to pump him - Ghost Quarter?
    The way it's worded, you can use any card that searches their library (e.g. Extirpate) because they are forced to shuffle it afterwards.

  5. #865
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    Re: [ZEN] Rumor Mill

    He is certainly much better than merfolk's current 1 drop.

  6. #866
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by quicksilver View Post
    He is certainly much better than merfolk's current 1 drop.
    Disagree. The deck is not in need of another situational vanilla beater.

  7. #867
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Nightmare View Post
    Disagree. The deck is not in need of another situational vanilla beater.
    Perhaps not, but cursecatcher is just so bad.

  8. #868
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Nightmare View Post
    Disagree. The deck is not in need of another situational vanilla beater.
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  9. #869

    Re: [ZEN] Rumor Mill

    I'd imagine there'll be manlands in Worldwake, since it's called "World" "wake", as in the world waking up. Although it might also be "wake" in the sense of "the disturbance left in the water behind a boat."

  10. #870

    Re: [ZEN] Rumor Mill

    New Merfolk

    Caller of Gales U
    Merfolk
    1U, T: creatures you control gain flying until end of turn.
    1/1

    A new one-drop to go with cursecatcher? Or useless since LoA makes your guys unblockable vs. islands already?

  11. #871

    Re: [ZEN] Rumor Mill

    Quote Originally Posted by morgan_coke View Post
    New Merfolk

    Caller of Gales U
    Merfolk
    1U, T: creatures you control gain flying until end of turn.
    1/1

    A new one-drop to go with cursecatcher? Or useless since LoA makes your guys unblockable vs. islands already?
    One toughness? Check!

    Ability requires it to tap as part of the activation cost? Check!

    Doesn't have haste? Check!

    Nope, I'm not feelin' it here. Even if you can protect it with counters, the decks where you'd want the non-islandwalk evasion the most are typically packing red.

    EDIT: Also kinda worse in many ways that that one Merfolk that taps to make a land into an Island until EOT.

    Also, the just-spoiled 4/4 flying, pro-white Vampire is hilarious. Too bad it really wants you to be playing tribal Vamps, otherwise it might have been playable.

  12. #872

    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Aggro_zombies View Post
    One toughness? Check!

    Ability requires it to tap as part of the activation cost? Check!

    Doesn't have haste? Check!

    Nope, I'm not feelin' it here. Even if you can protect it with counters, the decks where you'd want the non-islandwalk evasion the most are typically packing red.

    EDIT: Also kinda worse in many ways that that one Merfolk that taps to make a land into an Island until EOT.

    Also, the just-spoiled 4/4 flying, pro-white Vampire is hilarious. Too bad it really wants you to be playing tribal Vamps, otherwise it might have been playable.
    I don't know what you expect from a 1 drop but he's actually pretty good, even game breaking in the right situations.

  13. #873

    Re: [ZEN] Rumor Mill

    I'm most excited about...

    Disfigure B
    Instant
    Target creature gets -2/-2 until end of turn.

    and

    Spell Pierce U
    Instant
    Counter target noncreature spell unless its controller pays 2.

    Disfigure in particular (It's a 1cc Instant removal against Goblins, Merfok, Elves that's also really good in the mid/late game for black aggro decks as a combat trick, they block your attacker with a slightly bigger creature, you respond by shrinking their blocker. Innocent Blood was only playable as an answer to turn one Lackey if your deck didn't run creatures, and even then it wasn't instant speed.)

  14. #874

    Re: [ZEN] Rumor Mill

    The new vamp reminds me a lot of Ihsan's Shade. Almost fucking impossible to kill because it's black, has high toughness, and pro white.

  15. #875

    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Stall_19 View Post
    I don't know what you expect from a 1 drop but he's actually pretty good, even game breaking in the right situations.
    So is Tidal Warrior, but that has the advantage of not costing mana to use. In a deck that wants to send its Mutavaults along with the team and still keep mana up for counters, this can actually be important.

    EDIT: Sovereign tapping to make Thrasher unblockable also forces through a fuckton of damage. I don't think Merfolk's problem is evasion so much as it is dealing with red.

  16. #876

    Re: [ZEN] Rumor Mill

    If red's the issue, then fetchlands + single Tundra + absolute law seems pretty solid as a solution. either that or Chill. Or blue blast.

    I'm not familiar with merfolk, but how does it have a problem with Red with the options it has to deal with red decks?

  17. #877
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    Re: [ZEN] Rumor Mill

    Yup, Verdant Catacombs has some hot art. Not as hot as Scalding Tarn (can we just agree that this is the best looking Legacy Land? I mean, it looks better than the rest of the fetches and the rest of the duals), but still pretty awesome.

    http://www.wizards.com/magic/tcg/art...ndikar/spoiler
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  18. #878
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    Re: [ZEN] Rumor Mill

    that scalding tarn is gonna look awesome as a foil
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  19. #879
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Stall_19 View Post
    I don't know what you expect from a 1 drop but he's actually pretty good, even game breaking in the right situations.
    Every card should be gamebreaking, otherwise why are you playing it. I think you want to play cards that are gamebreaking in the most situations. This guy might be ok, idk.

  20. #880

    Re: [ZEN] Rumor Mill

    Rings of Brighthearth/Deserted Temple/Magosi, The Waterveil

    is a 3 card "3+6" mana combo. 3 mana for the rings, and 6 mana in that it costs 3U, plus 2 land taps in order to go infinite. The upside is that 2 of the combo peices are lands, meaning that the deck does not need to be designed around this combo.

    So you need to find a deck that doesn't mind adding 4 CITPT U producing lands, 4 colorless lands (that don't do much else otherwise), and however many Rings of Brighthearth you want to run (probably only a couple, and a sufficient amount of search).

    I mean, you can probably run this in some sort of blue control deck, though you won't be able to run B2B, and your Vedalken Shackles is going to look a lot less effective.

    I'm sure that somewhere, some time, some deck is going to want something like this, but I can't think of it right now.
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