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how many colors are too many in a merfolk deck?



 
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tfunk1940



Joined: 28 Feb 2007
Posts: 64

PostPosted: Thu Jul 31, 2008 4:01 pm    Post subject: how many colors are too many in a merfolk deck? Reply with quote

the block merfolk deck has 3 and the mana is fine. so i wanna know if i can get away with 4 in standard.

thoughts?
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xiko



Joined: 28 Sep 2004
Posts: 14

PostPosted: Thu Jul 31, 2008 4:05 pm    Post subject: Reply with quote

6 is too much
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tfunk1940



Joined: 28 Feb 2007
Posts: 64

PostPosted: Thu Jul 31, 2008 4:06 pm    Post subject: Reply with quote

so your saying i should play 4c merfolk tomorrow?
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Reich



Joined: 19 Jun 2006
Posts: 62

PostPosted: Thu Jul 31, 2008 5:03 pm    Post subject: Reply with quote

Make it 5 and add coalition victory obv.
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ransom3



Joined: 01 Oct 2007
Posts: 174

PostPosted: Thu Jul 31, 2008 5:14 pm    Post subject: Reply with quote

It would be helpful if you posted a decklist at least, otherwise it's difficult to help you. Depending on what cards you are playing, it may or may not be plausible.
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tfunk1940



Joined: 28 Feb 2007
Posts: 64

PostPosted: Thu Jul 31, 2008 5:21 pm    Post subject: Reply with quote

i didnt have a list. my friend just said that i wouldn't do it. i just built it.

4x Flooded Grove
2x Yavimaya Coast
3x Secluded Glen
3x Wanderwind Hub
4x Vivid Creek
1x Vivid Grove
3x Reflecting Pool
2x Mutavault
2x Island
24

4x Stonybrook Banneret
4x Silvergil Adept
4x Lord of Atlantis
4x Merrow Reejerey
2x Sygg, the River Guide
4x Chameleon Colossus
2x Sower of Temptation
1x Oona, Queen of the Fae
25

4x Cryptic Command
4x Nameless Inversion
3x Sages Dousing
11

all i have for the sideboard so far:
4x Thoughtseize
2x Hurricane Effect
9x?
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Acid_Christ



Joined: 28 Aug 2004
Posts: 567

PostPosted: Thu Jul 31, 2008 5:25 pm    Post subject: Reply with quote

4c. BLue for folk obv, black for Inversion/Thoughtseize, r/g for Firespout.
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Juanito_



Joined: 27 Jul 2008
Posts: 3

PostPosted: Thu Jul 31, 2008 10:50 pm    Post subject: too many tap lands... Reply with quote

you have too many lands that comes into play tapped... for standard that's really slow...and i don't think you could still play mutavault playing 4 colors...

try this:
4 adarkar wastes
4 wanderwine hub
4 flooded grove
2 treetop village
3 faerie conclave
2 underground river
2 reflecting pool
2 urborg, tomb of yawgmoth
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tfunk1940



Joined: 28 Feb 2007
Posts: 64

PostPosted: Thu Jul 31, 2008 11:29 pm    Post subject: Reply with quote

the mana is actually fine. i was testing it earlier. i don't play any turn one plays so i don't mind the come into play tapped lands. i don't play any one drops, because cursecatcher doesn't do anything except block on turn 2.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1442

PostPosted: Fri Aug 01, 2008 3:00 am    Post subject: Reply with quote

11 cip tapped lands are too many nevertheless. That is like half your lands! I think the maximum is 6 if you want to drop something from turn 2 and forward, and have no acceleration.
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Middleman



Joined: 20 Jan 2005
Posts: 55

PostPosted: Fri Aug 01, 2008 4:00 am    Post subject: Reply with quote

11? You are aware those are Lorwyn dual lands not Invasion duals right? Wanderbrine Hub is never coming in tapped unless you don't need the mana. Secluded Glen is untapped a bit less than a third of the time (11/36 spells are faeries). That makes it more like 7 cip tapped lands. Quite manageable when you don't run any 1 drops.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1442

PostPosted: Fri Aug 01, 2008 4:17 am    Post subject: Reply with quote

If that is fine for you, then sure.

You should make room for some kind of draw, though. Ponder, preferably, since you would want to fix mana. I think Sygg isn't necessary, and perhaps sowers to the side? Also one or two Aquitect's Will would be good in there. Basically a normal Merfolk build with Colossus and Nameless Inversion/Thoughtseize.
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Shagrath



Joined: 24 Feb 2005
Posts: 212

PostPosted: Fri Aug 01, 2008 4:45 am    Post subject: .. Reply with quote

Splash red for demigod and green for oversoul of dusk plz!
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Trotsky1



Joined: 12 Apr 2005
Posts: 941

PostPosted: Fri Aug 01, 2008 7:14 am    Post subject: Reply with quote

I think if your deck has six or more colours in it then thats without a doubt one too many otherwise with the current mana fixing if your willing to sacrafice a bit of speed you can play upto five. However trying to add a sixth colour is greedy and also plain out right insane, now I play my magical indigo card mwwhaHAHAHAHAHAHAHAHAHAH.
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tfunk1940



Joined: 28 Feb 2007
Posts: 64

PostPosted: Fri Aug 01, 2008 11:59 am    Post subject: Reply with quote

so no sixth color?
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