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Title: Merfolk, Fairies, or Wizards? best blue creature type?
Date Posted: Wed Feb/02/11 at 10:48am

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

Most colours have several Creature types...

black has zombies and vampires.
red has goblins and dragons.
green has elves and treefolk (i guess? ...) .
white has soldiers and kithkin.

but blue has merfolk, fairies, AND wizards...
which creature type is the best?

and, for which colours.. which creature type for each colour would you say is the best?

Date Posted: Wed Feb/02/11 at 11:07am

Turbine
Posts: 10194
Joined: 26-Oct-09

I believe you are referring to Tribal creatures.
Date Posted: Wed Feb/02/11 at 12:19pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

Yeah, whatever :P ...

same thing
Date Posted: Wed Feb/02/11 at 2:44pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

"white has soldiers and kithkin."

I'm going to go on a hunch and guess that you haven't been playing magic for more than 3 years? Gah, I hate kithkins.
Date Posted: Wed Feb/02/11 at 3:13pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

nahhh, only started playing about  a year ago :P ...

kithkin was just the only white creature type i could think of...
forgot about kor
Date Posted: Wed Feb/02/11 at 3:15pm

gericault5
Posts: 2788
Joined: 13-Oct-09

Let's not be to hard, after Lorwyn its easy to understand how kithkin are a tribe.

As for the question of the three mentioned merfolk, fairy, wizards-Is it the best is ones personal preference but wizards are by far the strongest of the 3.  over their collective history wizards got the largest variety of skills and abilitys especially if you look at the wizards of onslaught block.

As for the other color-basing it on the tribes predominate color and my personal believes

White-clerics-soldiers are nice with good pumps, but i prefer the damage prevention/lifegain most clerics exhibit

Green-beasts-green is all about strength and ferocity, as individual memebers of the tribe beasts exhibit those characteristics more then the other green tribes, elves are all about numbers there unity puts them more white, the fact they live in forests is the green aspects

Red-Goblins-fast, efficetive and self destructive whats not to like

Black-Zombies are probally the strongest, getting the most support over the years, though I prefer skeletons with their regenaration effects or scepters with their disruption, though they are both minior tribes.
Date Posted: Wed Feb/02/11 at 3:16pm

ghjkilh
Posts: 9
Joined: 24-Jun-10

merfolk are the best. i mean think. they keep making better and better cheifs, sio they probably will make a merfolk planeswalker soon.

 
Date Posted: Wed Feb/02/11 at 3:48pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

the blue tribes i guess kinda depend on your play style?
fairies have lots of flash and controlly-ness,
merfolk are the fastest,
but wizards can overall do the most,
they can counter, draw cards, stop your opponent from doing stuff, etc...

Date Posted: Wed Feb/02/11 at 3:57pm

rav514
Posts: 329
Joined: 02-Dec-10

Alright here goes.

Best races by color: (in no particular order)

(I'll rank each of the five best by playability farther down.)

1. BLUE = Merfolk
The faeries are really good if you mix black. It might even be better with the black. Since were talking mono color here the
merfolk win. Wizards are nice but way to slow. Honorable mention
to vedalkin as coming along nicely.

2. Green = Elf
If there was ever any doubt. Though as a surprise runner
up check out creature type "snake". A lot of stuff came out in the
Jap sets that makes them a viable race to play. Hydras also deserve a mention here.

3. Red = Goblin
Big surprise here. j/k. There really isn't much else. You have orcs and dwarves but i have yet to see anyone make a deck out
of those and be competitive with the other races. Giants probably
get second here but they are a really unwieldy race. Too expensive
even with a reducer. Dragons are a much more multi color race to
be included in mono red. SRY dragon fans!!

4. White = Soldiers
Another shocker i know. There are just to many thing you
can do with soldiers to give it to any other race. Angels get a
mention here and knights might be angling for the top spot in this
color with the new set.

5. Black = .....RATS!!
You really cant go wrong if you prefer zombies or
vampires. Both have been made into brutal decks. But the old
school million rats in a deck was sic and the jap sets have added some new ones with a cheap ninja ability just makes it worse.
Plus, if you didnt have enough to worry about, they just got
infect.


Alright, now that i probably pissed half of you guys off,
Lets rank the five best and get the rest of you mad.

My rankings are based on what races i believe would win the most
games heads up. Any of the following races could easily kick the
living crap out of the others in any given draw. This is what i
believe would happen over a large sample of games.







#5 goes to .... Soldiers.
A very versatile race but takes to long to get it done. The
cheaper cards don't hang with the cheaper cards of the other
races. Captain of the Watch?? Great card, 1 mana to expensive.
Martial Coup?? Awesome but 7 to wipe the board? All of the other
races can kill by turn 6 if its an agro deck. Now you have to
devote card slot to extra mana. Yes you got Elspeth, but it still
not always enough to save you.

#4 goes to ........Rats( I probably should say black)
Dark rits plus cheap creatures plus doom blade plus infect
or other sic abilities of zombies or vampires is mean deck. The
main problem is limited abilities to supplement their draw. Also
the casting cost can get a little high on some creatures.

#3 Goes to ........Goblin
The goblin is a very solid deck that combines almost all
of the features you need to dominate a game. Cheap creatures with
Haste; the ability to drop creatures for free, and cheap direct
damage. The higher and cooler Casting cost creatures become much
easier to play when you don't have to pay for them. Plus the
ability to pull off the Recruiter plus charbelcher combo is
practically crazy. Multitude of ways to win. very nice. It can
even replenish its hand with wheel of fortune or Sensation
Gorger. So how did this race not get up any higher? Well you cant
get your butt beat regularly by number 2 if you want to be
higher.


That being said # 2 is....... Merfolk
Lets see,
the ability to draw when casting a merfolk or combat damage..Check

Counterspells................................................Check

Cast for almost free.........................................Check

Reduce your casting costs....................................Check

Mill if you want.............................................Check

Take and extra turn if you want..............................Check

Drop creatures for free .....................................Check

Make creatures Unblockable ..................................Check

The merfolk are probably number 1.5 actually. In my experence
they go even up with the elves. About 50/50.

Number 1 is the elves.

The elves can do everything the merfolk can do except counter
spell, mill, and take and extra turn. Add that with cheaper
creatures, crap loads of mana, deathtouch, and regenerate makes
the elves a little more versatile that the merfolk. They also
have more creatures with almost repeat abilities than the merfolk
do. So if you want 6 mana producing elves you can do that. Its
harder to find repeats with the merfolk. The elves can also deck
thin a lot easier than the merfolk. For the little bit of control
they give up, they got a lot of cheaper creatures, more mana, and
useful abilities. They can throw elves at you knowing you can
only counterspell one or two. Spending 3 to counter a 2 to 4 cost
spell is still a loss for blue since they probably got 10 more
mana and 3 or 4 more elves. Oh, and they have a plainswalker,
just in case.

To give everyone a little back ground we tend to play
tribal decks. Currently we run a Goblin, 2 Merfolk decks, 2 Elf
decks, Faerie, Vampire, Giant, Soldier, and a Scarecrow.

The main winners are the Agro Merfolk, Both Elves, and Goblin.
The other deck are quite good but not on the same level. All 4 of
those deck are capable of a 3 turn kill under rare circumstances.
They average about 5.5 with the exception of the goblin which is
about a 5. Even though the goblin is a hair faster, it doesn't
recover from being messed with as well(Counterspelled or
whatever). Right now its about and even split between the Elves
and merfolk with the Goblin the only one close to them.

Ps. As a side note the most feared of all of those decks is the
Scarecrow even though its not a true tribal. Casts for free,
draws to replenish, counterspells, and destroys any permanent
when its casts. Usually pops off around 4th turn and starts
destroying stuff which shuts any deck down.

Edit: Changed Spacing so it was readable. Your going to have to
deal with my horrible spelling.

[Edited by rav514 on 2/Feb/11 at 4:06PM]

[Edited by rav514 on 2/Feb/11 at 4:09PM]

[Edited by rav514 on 2/Feb/11 at 4:13PM]
Date Posted: Wed Feb/02/11 at 6:07pm

shakii23
Posts: 5711
Joined: 08-Sep-09

I still would go for wizards...
Date Posted: Wed Feb/02/11 at 7:02pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

yeah,
one time with a wizard deck...
i got it to the point that my opponent couldnt play anything without me countering it JUST by tapping wizards to counter it.
Date Posted: Wed Feb/02/11 at 7:16pm

gericault5
Posts: 2788
Joined: 13-Oct-09

just want to mention alot of the cards that make merfolk and fairies viable options are also wizards.
Date Posted: Wed Feb/02/11 at 8:01pm

Pal-of-Lim-Dul
Posts: 1148
Joined: 24-May-10

I'm signing on with Wizards for Blue. Definitely a "Mother may I" kind of deck.

For Red, I'm going goblins coz you can send them to slaughter and not care one bit about how many of them die ;)

White, If you can get them out fast enough, Angels.

Green is Elves all the way.

Black, I'm still hurting from the Vampire deck my friend has. It's a real pain in the neck...
Date Posted: Wed Feb/02/11 at 8:44pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

What about slivers?

out of the multi-colour tribes...

i'd have to say, slivers is the craziest o-o ...

the only others that come to mind... are fairies (theyre also black, not just blue...)

and clerics which are also black as well as white.

(and warriors, but theyre more of a minor tribe...)
Date Posted: Wed Feb/02/11 at 9:24pm

shakii23
Posts: 5711
Joined: 08-Sep-09

For white, i'll go for soldiers... i still have the memory of soldier deck beating my deck... what's so good about it is you can build it on a budget...

For black, vampires... no need to think about that...

For red, i'll say, for tribal, goblins...

For green, hahaha... no second thoughts it's elf... snake comes in second...

[Edited by shakii23 on 2/Feb/11 at 9:26PM]
Date Posted: Wed Feb/02/11 at 9:52pm

rav514
Posts: 329
Joined: 02-Dec-10

The problem with wizard vs merfolk is wizard is behind the speed curve angaist the agro version. Against the mill version it works fine. The agro version can still counterspell and since you have island it doesnt need to get half of its creatures into play. Agro merfolk don't need to protect LoA angaist wizards, i'll rely on the banneret or Cold eye selkie, Both island walk on their own. I'd rather have the rejereey anyway. If you want to counter those fine i let LoA give the scrubs island walk and hit you. The agro merfolk are cheaper to cast than your counterspells and wizards you rely on. The ones that are not are probably in the merfolk deck. Whoever said the wizards and merfolk use a lot of the same cards is so true. Both will use control, wizards just use more and it costs them turns to get that into place.

The bottom line is this; If you plan on controlling the game at about 7th turn on you take Wizards. If you plan on winning the game by 7th turn you take merfolk. Not that wizards wont try to control earlier; it just wont be able to against the merfolk till about then. By then their dead.
Date Posted: Wed Feb/02/11 at 10:14pm

shakii23
Posts: 5711
Joined: 08-Sep-09

More like you're a new player to MtG... you favor merfolks over wizards... maybe because most wizards today are low-powered compared to the old wizards...

Wizards are mainly used for control... while merfolk for aggro... well, sort of...
Date Posted: Thu Feb/03/11 at 12:58am

master chancellor
Posts: 68
Joined: 22-Nov-10

My money goes to the wizards, I am also one, har har har.
Date Posted: Thu Feb/03/11 at 6:45am

rav514
Posts: 329
Joined: 02-Dec-10

Huh? I've been playing since Unlimited. Wizards are cool and a lot of
fun. They just lose heads up to merfolk. Merfolk are CHEAPER. Pumpable,
Can counter, and can island walk you. Thats a nasty combo to deal with
even for wizards. What are you going to do? 1st counter, 2nd turn
counter twice; 3rd, counter unsummon? Highly unlikely, Are you going to
be more selective and try to stop their extra drawing? or their reduced
casting? Or them dropping creatures for almost and sometimes free? How
much can you stop by 5th turn. I've seen them do ALL OF THAT BY
FIFTH!!!!!! Not to mention they try and control you by changing you
mana supply around and counterspelling. I don't think you fully
understand what merfolk can do and how fast they can do it. Which do u
let stay? There is and old rule about counter control decks, you cant
stop everything and sooner or later you have to man up and fight.

Unless you run a lock combo of coarse. Further more, both the merfolk
and faeries are viable decks on the tourney circuit. The wizards are
not. Please don't mistake me. Their are a ton tourney of decks with
wizards in them, but none are mono blue wizards only. Not like the
merfolk. faerie is blue black usually. that's a fun deck.
Date Posted: Sat Feb/05/11 at 3:29pm

MorbidAnimosity
Posts: 557
Joined: 18-Apr-10

OH, just remembered...
a few minor tribes.
cephalids, thrulls, and warriors.



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