LankeOnLuck

135 Decks, 197 Comments, 44 Reputation

Brave the elements/dramatic rescue/gainsay/mizzium skin/negate/rootborn defenses/gift of immortality/indestructibility are all good cards for defending your creatures.

Bident of Thassa could be pretty good at just refilling your hand, so if they do use a board sweep, you already have a full hand again ready to be played.

Just some suggestions that came to mind :)

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Posted 11 November 2013 at 22:43 in reply to #410821 on Blue-White Heroic

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Good point

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Posted 11 November 2013 at 16:00 in reply to #409530 on Hyper Budget (Black)

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16 creatures in the deck, 12 with heroic... You might not always get to play your heroic creatures without them being removed with burn or kill spells, so just make sure to keep something for that at all times. Counterspells might be a problem too. Not the absolutely strongest deck against control (which is what I'm currently playing) but I'm sure it would be just fine or even good against like 95% of all the other decks.

All in all, the deck looks fine, just make sure to play smart and you win ;)

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Posted 10 November 2013 at 18:51 as a comment on Blue-White Heroic

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was about to say this, drop 6 cards, add 2 lands and you have at least a bit better chance at casting stuff. Probably will never get to cast it even then because you have no card draw to get to your lands at a reasonable pace.

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Posted 08 November 2013 at 09:44 in reply to #410334 on Sanimancy

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or you just, you know, use intimidate creatures and walk around it. Having this deck go up against a non budget deck would be unfair to begin with, and I don't think a whole lot of budget decks will run multicolor black and then something else in perticular, at least not something that is too dangeous (given that it's budget).

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Posted 08 November 2013 at 09:14 in reply to #409603 on Hyper Budget (Black)

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you could also put in, like, 1 or 2 islands, just so you could randomly cast the "far" part too. Almost all black cards in the deck only require 1 black mana, so having 1-2 islands wouldn't hurt you, really. Even 3 or 4 might be ok, but that's going a bit far imo.

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Posted 08 November 2013 at 09:11 in reply to #409530 on Hyper Budget (Black)

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Agree with this. Don't see this deck ever needing 22-23 lands.

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Posted 07 November 2013 at 08:39 in reply to #410053 on R/U Budget Burn

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<3 Love grixis control! In other words, love this deck! :D

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Posted 07 November 2013 at 00:13 as a comment on I Don't Like your Everything

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well, in that case it'd be better to just suggest Cursecatcher rather than adding one drops. It makes it sound as if you're sugesting other 1 drops are worth having in the deck.
I agree though, Cursecatcher is really good. Wish I had a playset of them for my mer deck..

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Posted 04 November 2013 at 12:45 in reply to #407337 on Modern Merfolk Devotion

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fair enough

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Posted 04 November 2013 at 09:12 in reply to #407215 on Modern Merfolk Devotion

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Merfolk decks usually end up with a bunch of 2 and possibly 3 drops and that's because there's not a whole lot of good 1 drop merfolk. I can think of one atm and that's Cursecatcher

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Posted 31 October 2013 at 00:42 in reply to #407337 on Modern Merfolk Devotion

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so, if the elementals are an added bonus, then you're basically saying that you're playing the card because it's a 4 for a 2/1 pro red? That's pretty bad imo.
You don't think of the elementals as an added bonus, they're what makes or breaks the card and in this case, you're throwing it into a merfolk deck where you could have countless of other things that would work better with your overall deck.
Besides, the only thing that matters for devotion is that card and it doesn't fit it's tribe.

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Posted 31 October 2013 at 00:41 in reply to #407215 on Modern Merfolk Devotion

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Thassa, cryptic command and some way of giving islandwalk is a must in the mainboard. Thing is, Master of Waves is not meant to be played in a merfolk devotion deck, he's meant to be played in a blue elemental devotion deck.

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Posted 27 October 2013 at 02:57 as a comment on Modern Merfolk Devotion

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Not really aggro, that's more of a combo card. The mana it costs to play the Prophets is a lot and you require a merfolk to champion to play it (can turn out fr the better in some cases). It's a rediculously good threat though.
In terms of it being a combo card, you want to make the prophet unblockable and have a token summoning card to spawn tokens to sac.

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Posted 23 October 2013 at 12:41 in reply to #343451 on Merfolk Lightbringer Tokenspam

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This would be eaten alive by more serious players. Some players are on budgets, ya know.

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Posted 16 October 2013 at 07:33 in reply to #404291 on Merfolk Deck

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Spreading Seas > Sea's Claim

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Posted 15 October 2013 at 11:22 as a comment on Merfolk Deck

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except making your opponent draw their entire deck.

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Posted 15 October 2013 at 08:49 in reply to #404251 on Draw 2 Death

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Archangel of Thune makes Azorius Charm's first mode actually good. The Archangel is also really good on its own. Sphinx's Revelation also gives counters.
You don't have any lifelink creatures, sure, if that's enough for you to not run it, it's up to you.

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Posted 02 October 2013 at 15:54 in reply to #400746 on Bant Control

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There are many ways for the enemy to simply remove spreading seas. As a merfolk player myself, I always go up against someone who has ways of removing them. This is because people will start to figure out ways to remove them. Although it will work in the beginning, you'll find yourself not having enough enemy islands for your army to be unblockable. Having at least 1 Will is neccecary. (3 is too many though, that you are correct with).
Although he doesn't have any way of tutoring them, so he might be better off without them.

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Posted 24 September 2013 at 11:29 in reply to #398524 on Humans are odd.

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Livewire Lash + Gigadrowse

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Posted 19 September 2013 at 13:36 as a comment on Necrotizing Fasciitis

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