Interesting responses. I also went back and found your deck thread at the old site and read through it for more insight.
So I'm with you on the depowering aspect. I'm not looking to see how ruthless I can make the deck. So obviously, I'm not going to touch Aluren
. Personally, I am going to stay away from Intruder Alarm
as well, as it feels very much like Paradox Engine
and I think that creates the unpleasantly powered scenario. I was surprised that you depowered and kept those, as I feel that those tend to create more degeneracy than Earthcraft
being either bad or unpleasantly oppressive makes sense. Likewise, I can see how Empress Galina
creates more unpleasantness than it's worth.
- I certainly see how this isn't quite doing what I want. Merfolk Cost reducers are only minimally needed, so that aspect underwhelms. And sure, it's great that you're going to get an extra card when you have a fish on top, but in that situation you are already happy. It's when you aren't drawing a fish that you are hurting and would want the card to help you.
I see your point on Thada Adel, Acquisitor
and Cold-Eyed Selkie
. I'm not sure I'm with you on the conclusion. If I'm going for max-streamlining, probably cuts. However, in situations where things aren't running perfectly, I think both these cards open up other angles of attack. I'll have to play more, but I suspect these two improve both fun and versatility, despite being slightly suboptimal.
I absolutely get the concept of running 1-drop, 2-drop into turn 3 Kumena, Tyrant of Orazca
. I just don't see how that can be a consideration when you are running only 3 1-drops. Also, I keep coming back to the list having too few merfolk. Once you get going, it's fine obviously, but don't you find yourself sputtering more than you'd like? The fish shortage is probably why you find yourself having to spend 5 for Silvergill Adept
. And yeah, at 5 mana he sucks. But at 2 mana, and one of that being generic, he's kinda gas.
Best 1-drop fish for this deck:
1. Benthic Biomancer
2. Enclave Cryptologist
5. Dakra Mystic
6. Tidal Warrior
/ Reef Shaman
- more valuable if you run islandwalk creatures beyond the lords
7. Unblockables - Mist-Cloaked Herald
/ Triton Shorestalker
8. Sandbar Merfolk
Other considerations: Rootwater Diver
if you have the artifacts that need some support. Cosi's Trickster
and Jungle Delver
for the ability to increase in size (which usually isn't needed because of the general doing it).
I don't know that I need more than the top 3 or would go beyond 5. It's not like I ever see a shortage of islands around.
So if Sea Scryer
is pretty good, I have to think Cryptolith Rite
is too. (Obviously, important that you aren't cutting it close with the number of merfolk). It's obviously not the degeneracy of Earthcraft
, but thats fine. I know how much I love Kiora's Follower
which is untapping lands for mana more often than not. Once the engine starts running, the bottleneck seems to be mana, and turning all my dudes who constantly untap into mana generators has to help deal. Sure, it creates the dilemma of whether you are tapping them for mana or for more cards, but those are the fun kind of problems to have.
does seem sweet now that I think about it more. Degenerate with things like Intruder Alarm
, but even with me choosing to forego that card, Merrow Reejerey
tricks or additional other triggers might make it worthwhile.
More to think about I suppose. I may have to update and streamline my list.