I see you made around 3 sb changes from the past version (-1 fracturing gust, -1 natural state, +1 dismember)Did you miss spellskite at any time, or did your other stuff make it obsolete?
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Don't forget to add competetive to your deck tags ;DSo what was the sb mistake?What really worked?What can probably be changed into something else?Or do you prefer secrecy :D ?
run mutavault and polymorph?
very interresting mill deck.I can recommend the use of welding jar or some other way to protect the bridge.Also sage of epityr may have a weak vision effect, but it can block. (Or use insolent neonate)
You need ways to draw the crab :D
Here are some more input.mesmeric orb and incresing confusion work well together because of flashback.Mesmeric orb will grow wight of precinct 6 each time it has attacked. (And abberation too)
You only want to play 1 traumatize.If you start, your opponent draws 12 cards while you gather the mana to cast your first. They have 48 cards in library, so you mill 22.After that point however you would pay 5 to mill 11, which isn't profitable, so any excess traumatize you play will actually slow you down after the first, so never play more than 1.
Most of the spells are to heavy for the decks number of lands, if you wanted to go real competitive :D
"Glimmerlands" because people used shiny beads for their vivid lands. Everything was vivid before fetchlands arrieved in modern.I forgot they tapped, though the land panorama fetches taps too :D
what about vivid crag and vivid creek? Should be pretty cheap by now :D
How about the old "glimmerlands" with a couple of colored tokens, that were IT before fetchlands were reprinted?They should have dropped a lot in price due to not being played, and this deck doesn't need to use these lands several times before it wins.
How much does panorama set you back? (I guess it can sometimes cost you a turn)(It does demand a mana to fetch something that comes tapped into play)I would argue for using basiclands alone rather than using panorama if you go for the fast kill.
DEDWARDS:You could build this with only islands and mountains for landmana.Manamorphosis stabilizes the mana well enough and you could finetune it within a short time (6 hours) if you used my techniques.(You've been around long enough to know about them)The minimum requirements to run merfolk (in most formats) is a minimum of 12 islands, which reliably provides UU at turn 2.So start with 9 of each lands, however use proxies for 3 islands and 3 mountains, play a lot of games, where you note each time one of these cards should have rather been the other type of mana. Once a card has been marked 5 more times as one land than the other, change the card permanently.
You need to prepare for semi-combo like death's shadow, affinity, infect and burn, since all are present in today's meta.Maybe pack some chalice of the void's or spellskites in sb.Your secondary problem is most of the "other" combo-decks. You might be able to moon some of them, but not all. Those you can moon are likely to remove anything moonlike, so perhaps spellskite can double it's value in sb.
Drawing the extra card and milling 2 gives you a 3 out of x chances to get unburial rites, while shriekhorn gives you a 6 out of x chance. Also a turn 1 scour adds 2 cards to the grave. It does slow down gurmags though by not going to the grave.
Any thoughts on involving summoner's trap?
Some have started to replace thought scour with shriekhorn. You get to scour three times for a colorless mana, making it easier to play the mana towards other tricks.
Re-reviewing this I remember how capsize used to dominate magic in the olden days, and it fits well into this.It may be combined with a single shelldock isle to really speed up closure.
Sometimes what's sideboard and what's not is a public oppinion rather than actual experience.I have often been amazed by games where I had ensnaring bridge in mainboard and won because people folded due to not having any solutions in main. Then they sideboard for a solution and usually win because my deck cannot win if they get the bridge. Think of lantern control here. Lantern control does not really optimize this way of winning, but has gotten enough tops to be a fringe deck, with ensnaring as a main.Affinity has enough ways to play through a bridge, so if it doesn't beat an aggro deck through sheer speed, it can actually win by controlling the game. As for second game with sideboard, affinity could more or less hijack the sideboard from lantern control and win by being adaptive enough to win.
I've seen some tron beat down affinity with an emrakul or ulamog. Due to 4 pyroclasm and 4 oblivion stone, tron can actually pull through. And there are other decks that can do unusual stuff which ensnaring bridge stops if you can get to 0 cards (Elves, Infect, Hexproof).
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