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Messages - HolyBird2000

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1
Deck Reviews / Re: [EDH / Commander] Enchantress Prison
« on: April 02, 2019, 05:28:57 am »
Looks nice, I'm assuming Tuvasa is commander.  If so, since you have card draw on a body, if you REALLY want to play prison, throw in Solitary Confinement.  I'm a little confused as to why all your enchantress effects are labeled as ramp, but if you can get out a few of those along with Solitary, you basically can't die as long as you keep it alive.  Kinda gross, you can maybe throw in a monarch card or 2 to help with the draw even more.  You probably should add in a couple Wrath of God-esque effects or something of the like to help you stabilize, but if you don't want to and play enough tutors you could theoretically get stuff going quick enough to block out attacks, a la Ghostly Prison, Sphere of Safety etc.  Otherwise, looks good.  Just a basic, classic enchantress shell.  Enjoy :p (Oh, and Blind Obedience is arguably better than Authority of the Consuls, but I think that's a personal choice).

2
Deck Comments / Re: Standard Merfolk - Comments
« on: January 12, 2018, 01:43:25 am »
not literally tidebinder, as that's not in standard, but Watertrap Weaver or something.  It taps down a creature for 2 turns.

3
Deck Comments / Re: Standard Merfolk - Comments
« on: January 11, 2018, 01:51:16 am »
Cause after playtesting Kumena seems insane and that couple with the fact that I'm OCD and having 1 UG, one 1U and one 1G 2 drop appeals to me, so having more bodies seems decent.  I still am afraid its too slow but I'm more willing to experiment now with how insane Kumena is

4
Deck Comments / Re: Standard Merfolk - Comments
« on: January 11, 2018, 01:49:03 am »
What do people think about cutting branchwalkers for some combo of like waters and maybe maindeck negates or the new tidebinder mage type thing.  Trap weaver or whatever.

5
Deck Comments / Re: UG Merfolk 2k18? - Comments
« on: January 11, 2018, 01:16:23 am »
Yeah, if this is modern its lacking a bit.  For sure harbingers over branchwalker.  Drawing cards is good but vialing in a harbinger can be game saving.

6
Deck Comments / Re: Standard Merfolk - Comments
« on: January 10, 2018, 05:00:00 pm »
I have a second version of this with energy cards if you check my decks.  It just only has like 50 views because this deck is so insanely popular in terms of views and likes and whatnot

7
Deck Comments / Re: Standard Merfolk - Comments
« on: January 10, 2018, 01:47:05 am »
I mean, 4 mana for a 2/2, even with hexproof and a token, is not where I want to be in this format I don't think.  If it slows down significantly to the point where I can draw cards with Kumena and pump up jade guardian then I could see maybe playing it in a climb shell, but currently I don't see that being stronger than just being aggressive with a bit of bounce.

8
Deck Comments / Re: Standard Merfolk - Comments
« on: January 09, 2018, 07:38:47 pm »
Um, I’ve considered the unblockable 1 drop, I think t could be decent but the other cardsnim running are either powerful enough or provide enough interaction that I don’t think I run it. Otherwise, I’d tossed around swift warden but concluded that without vial and with the kinda meh removal in standard ( Except against Ramunap where like half their cards kill my stuff) it’s jsut not worth.  Climb seems to lack a solid target to put it on, as well as seeming slower than just going wide.

9
Deck Comments / Re: Standard Merfolk - Comments
« on: January 09, 2018, 06:01:33 pm »
Um, yeah, I’d say I definitely added new merfolk?  More than half my deck is Rivals I’m pretty sure 0.0

10
Deck Comments / Re: Standard Merfolk - Comments
« on: January 09, 2018, 06:58:03 am »
Aw, thanks Nils :)  Now I feel special.

11
Deck Comments / Re: Merfolk Grindy - Comments
« on: January 08, 2018, 02:16:47 am »
Why more champions over elite?  Makes no sense to me, if you want them to function the same way you can, but you run twice as many merfolk as non-creature spells.  Math doesn’t add up there.

12
Deck Comments / Re: Standard Merfolk - Comments
« on: January 05, 2018, 10:38:55 pm »
Yeah, I have a feeling there will be 3 different iterations of this deck, it’s just a mattaer if seeing which one is optimal.

13
Deck Comments / Re: Standard Merfolk - Comments
« on: January 05, 2018, 09:10:41 pm »
See, at that point we’re getting off the Aggro plan, and UG just doesn’t have the removal to play an even slightly midrange-y game.  I suppose we could splash a little black for removal, but that seems way too hard :-:

14
Deck Comments / Re: Standard Merfolk - Comments
« on: January 05, 2018, 07:53:18 pm »
oh, huh.  Well, it does.  But I updated list to include mimics.  I think this will be a more flexible deck, with Wardens, Kopalas, waters etc coming in and out as meta changes.

15
Deck Comments / Re: Standard Merfolk - Comments
« on: January 05, 2018, 07:42:17 pm »
Um, it does have flash, but that is the card in primary contention to be cut given how crappy removal is in standard atm.  However, removing that would lead to a go wide strategy, which might involve Waters, a card I'm not necessarily super hot on rn. 

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