The Magical Ninja Deck Chef #8: Murmaider II: The Water God
October 31st, 2009 by
TheMissingNin
I couldn’t for the life of me pick a Card of the Week. I tend to talk about a lot of cards in these articles, and I can’t seem to pick one that I have thought about outside of the pool of cards I’d be using to build the deck. It’s senseless repetition really.
This week I revisit an old deck I built on the high of a really fucking awesome metal album, and if I seem somewhat unenthused at any point, assume that my original intention to rebuild came 4 weeks ago, and since then the lust has lessened, but nevertheless, it is complete…
======================================================================= Concept
Remember a while back when I mentioned that a deck can be built on any concept beyond the magicverse? Be it movie, TV show or song can most of the time be translated into a deck concept. Some concepts write themselves.
Many years ago I discovered Metalocalypse. a flash animated TV show based on the fictional lives of the most amazing metal band in existence: Dethklok. My first encounter with them was actually in song form, on the track list of the original Guitar Hero in the form of Thunderhorse.
Their music is comical though masterfully sewn together by the melodic death metal of the show’s creators; this in turn spawned the Dethalbum, which brings us to the first song on it’s track list, and the song on which our deck will be built. Murmaider. Lyrics HERE. Take a listen:
Merfolk and Equipment with a hint of death. Perfect. Just like This:
But that was all a couple of years ago and since then I’ve already put together a Murmaider deck, and you know what: it tested pretty well. It was mono-blue, every Merfolk in the deck was also a Rogue, allowing for some of the subtype trickery from Morningtide, and adds to the dark flavour. And it had some nice generators of colourless mana to speed up the equipmenting, with a minor theme around Artifacts.
Not to say that the deck didn’t have it’s problems, It’d often get flooded of colourless mana and It’d be a struggle to keep the card advantage going once my hand was empty.
Now it’s 2009, Zendikar is in our grasp, and now I have a bounty of cards from an old Timespiral/Lorwyn standard legal Merfolk deck to cannibalize and integrate, along with whatever has come out since then. There’s also the inspiration from the new Dethalbum II song, Murmaider II: The Water God. Take a listen:
So to add to the original concept I’d like add a Water god to the deck, something that causes utter pain when it hits the table but only to my opponent, only one or two off for the funsies, check the Card pool for my options.
======================================================================= Card Pool
The Murmaiderers
Sygg is a perfect 1 or 2 off that really helps the card advantage when I’m able to swing for more than 3 unblockable per turn, which the deck should manage no bother. I really like the hybrid mana ‘Folk in the card pool, they add that nice touch of death metal to the proceedings.
He’s an oldie that got an upgrade to Merfolk Rogue status in a recentish oracle update. Rather deadly in against some control decks if he gets through, and uses up some excess colourless mana to activate his ability.
In the original deck he was a bit of a placeholder for future ‘folk, but nowadays he’d sit nicely in the sideboard against any heavy green decks. He’s got a pretty high power and toughness for a Merfolk too.
Like the thief, can be really good against certain control decks. All she needs is a little evasion and she’s as good as a hyppie. The morph is pretty useless, but it doesn’t hurt.
Just imagine this dude equipped with a loxodon warhammer. I draw 4 cards, gain 4 life and you take 4 damage. Also ties into a minor Islandwalk theme I could implement.
I suppose it’s the best ‘folk-rogue the deck has access to. But I doubt I’d manage a milling subtheme in the deck.
Builds up some card advantage, but doesn’t really fit with the theme, and I don’t think I’d be able to use the graveyard to any great effect. Also isn’t a great attacker.
An absolute star, 4-off for sure. Probably the best thing to equip with absolutely anything.
Interesting finisher, but by the time I’ve hut 6 mana, all my dudes should be evasive enough as it is.
Not a Rogue, but he boosts up the other dudes in the deck, and with him I can get some epic evasion down if I play off an Islandwalk subtheme.
Like the Lord, does the business pretty well of boosting my dudes, But he’s a Soldier and not a Rogue, which keeps him off the shortlist. Tap ability is pretty good too, tapping blockers or untapping land.
The Water Gods
Probably the top contender, he’s blue/black, he’s unblockable without assistance, and he hits my opponent’s hand. Plus he looks really badass.
I like her more for the extra card draw than her potential power/toughness. The only thing being that the previous incarnation of the deck emptied it’s hand rather fast, so she might hit the table at low or even no power/toughness at all.
Dominus of Fealty
A very manipulative dude, but I dunno, I’m just not feeling it with him.
I kind of see her hurting my side of the table as much as my opponents, more so if I’m playing against a creatureless deck.
The Unspeakable
Highly flavourful, but costs too much and his effect on Arcane magic is something I don’t think I could fit into the deck, unless I add in the cards for his mini-combo (Reach through Mists, Peer Through Depths, Sift Through Sands). Too Much.
With a little bit of discarding on my behalf she probably wouldn’t be without her reduced cost. But she’s pretty flavourless, a 5/6 flyer may be pretty good but I don’t think it fits the theme.
Artifacts
Overall a very cheap card, one to play, one to equip. It doesn’t boost on my opponents turn, and I’d have to make sure I could drop at least one land a turn to make it worthwhile. 2 land would be rather impossible in this deck.
One of the reasons there are so many Rogues in the deck. Shroud and a power boost is a great thing to give what should be an already unblockable creature. In the deck for sure.
It would be easy to argue this as one of the best pieces of equipment ever printed, so this is in for sure. The trample doesn’t matter so much as the power boost and the utterly invaluable Lifelink, and all for a rather manageable price.
A well and truly banned card in many formats for it’s sheer power in weenie decks of any colour to provide massive card advantage. Another top contender for the best piece of equipment ever printed, but I’d rather my creatures survive the equipment process. You can’t argue with this card much though.
Provides the Riptide Pilferer ability to any creature for a relatively cheap cost. doesn’t grant evasion, but that shouldn’t be a major problem.
Probably my most favourite piece of equipment, just for the sheer flavour of the card. One off for sure. May also take the place of the Water God if it turns out to be rather clunky.
I used a lot of Bonesplitters in the old deck, but I’d easily pay an extra mana for a small boost of toughness. Best dropped on turn 1, followed by an equip-ee on turn two.
Sword of Light and Shadow / Sword of Fire and Ice
They’re abilities work pretty well against control decks, Fire and Ice inparticluar. But they’re rather expensive and I don’t have any sitting in my folder. Would certainly like to try them both out as one-offs.
A truly fearful piece, and has been restricted in a couple of formats. Should work really well in a deck that bypasses the creature line of defence. I’d almost want to put two into the deck despite it’s legendaryness.
You know, I don’t think the deck really needs this.
Other Helpful Spells
Easily sideboarded against a true blue opponent, and should draw me a card most of the time. Works better than any land type changing Aura.
Notorious Throng
An utterly amazing finisher If I can pull one off for 6 mana, otherwise it should make a bunch of blockers to give me some more time.
Might be good as a one/two off to search out an Artifact, or even an Artifact Land if I’m desperate.
You can’t build a mono-blue deck without even contemplating a Cryptic command or two. It’s power is maximum.
Like a Mini Cryptic Command it does many useful things. Forces a discard, Kills or Boosts a creature, and enables evasion all for the budget price of one blue mana. It tested well in the old Murmaider deck, so it might make a repeat appearance.
A Trove of Card Advantage Generators
In addition to what my Merfolk can give me, it would be great to have an additional source of card draws. Ancestral Vision is a great investment for later, but an utterly dead card in the late game, the same goes for Ior Ruin Expedition. Jace Beleren ensures you an extra card a turn and also distracts opponents. Mind Spring might be a fun one-off for the deck. Think Twice is a favourite of mine, and I’ve mentioned it many a time. Thirst for Knowledge works well in a deck full of artifacts. And Treasure Trove, whilst pricey, sticks around for use whenever the mana is available.
There are plenty of blue spells across the game that bounces a permanent to it’s owners hand. Into the Roil is my current favourite, since it can draw me an extra card if need be. Echoing Truth works very well against token generating decks and many rush decks that play often plays a lot of the same creatures. Boomerang is the original and works on everything, whilst Unsummon does creatures for just one blue mana. Æther Burst gets better over time, but only if you run a playset. And Repeal may cost allot, but also draws me a card and can target any permanent. Any of these cards are worth some slots in the deck. It’s a cheap way to get rid of something that’s in your way.
Again, another staple of a mono-blue deck are counterspells. For this deck I’d like them to be cheap and create a bit more of an advantage for myself. Remand is my favourite, but looses juice as the game goes on. Essence Scatter and Negate are straight and to the point, albeit rather situational. Delay hits everything, but it assures a return in a three turns. And Broken Ambitions also hits everything, and the deck should make enough colourless mana to support it.
The best direct damage spell a mono-blue deck has access to. Mostly to take care of pesky creatures.
Land
Minamo, School at Water’s Edge
I keep bringing it up in my blue decks because it’s basically an island anyway, except that it can untap a Sygg in a pinch.
Works best with landfall decks to make sure there’s at least one drop a turn. Otherwise, like Minamo it’s an island
One off. Good against those rare pesky red or white deck that packs a lot of artifact hate.
Cloudpost
An amazing source of colourless mana. A little better now that mana burn doesn’t exist.
Dreadship Reef
Storage for later.
Soaring Seacliffs
Grants a little evasion, but hits the table tapped. I’m unsure about this land’s usefulness.
Temple of the False God
Another source of colourless mana, but can be a pain in the ass if you’re mana screwed.
Vesuva
Basically considered as additional access to a Cloudpost or otherwise hits the table as a tapped island.
An island that is found by Fabricates and saved by Academy ruins. Why not?
=======================================================================
So let’s throw something together and get playtesting.
| "Murmaider" Version 2.0 Mono-Blue Tribal - Vintage Legal |
| Land x22 1x Minamo, School at Water’s Edge 4x Cloudpost 3x Vesuva 14x Island Creatures x17 1x Ghastlord of Fugue 3x Cold-Eyed Selkie 4x Lord of Atlantis 2x Sygg, River Cutthroat 3x Riptide Pilferer 4x Inkfathom Infiltrator Instants and Sorceries x10 3x Aquitect’s Will 2x Notorious Throng 3x Cryptic Command 2x Ancestral Vision Enchantments and Artifacts x11 3x Trusty Machete 1x Tatsumasa, The Dragon’s Fang 1x Umezawa’s Jitte 3x Cloak and Dagger 3x Loxodon Warhammer |
The thing I know that is going to suffer in this build is the lack of support cards, only 8 slots are available due to the high content of equipment. But if I see any immediate change it would probably be the creature board, which might need to be a little closer to 20. The question is what cards will need to be cut to achieve this.
Nevertheless, let me do some playtesting and get back to you.
=======================================================================
So I did my usual playtesting rounds with the Planechase decks and some of my other more powerful decks. The thing that shined through to me the most is that V2.0 has alot of problems with decks hosting alot of spot removal a hefty dose of Shroud should help this in the long run. Secondly, I would need to cut down on a whole bunch of the more expensive cards in the deck – specifically Cryptic Command and the Ghastlord. Finally, The deck needs an overall better board of support cards – specifically for removal.
But what about the positives? For starters Aquitect’s Will is alot better than I initially thought. specifically to do with turning my Cloudposts into also Islands, which helps so much with the heavy Blue Mana requirements of some of the cards. Cold Eyed Selkie can be an absolute monster card-drawing machine with a simple attachment of a Cloak And Dagger, it’s the perfect turn 3 play (if I can go Turn 1: Aquitect’s Will, Turn 2: Cloak And Dagger, Turn 3: Selkie). Tatsumasa was alot more useful than the Ghastlord in every way – so he gains reigning title of Water God. A near unkillable 5/5 flyer with easy access to a Loxodon Warhammer isn’t so hard to get out when I’ve got Cloudposts out the wazoo.
Let’s take a look at the current-final version of the deck:
| "Murmaider" Version 2.1 Mono-Blue Tribal - Vintage Legal |
| Land x21 1x Minamo, School at Water’s Edge 4x Cloudpost 2x Vesuva 14x Island Creatures x17 4x Cold-Eyed Selkie 4x Lord of Atlantis 1x Sygg, River Cutthroat 3x Riptide Pilferer 4x Inkfathom Infiltrator Instants and Sorceries x10 3x Aquitect’s Will 3x Notorious Throng 3x Into The Roil 3x Piracy Charm Enchantments and Artifacts x11 2x Neurok Stealthsuit 1x Tatsumasa, The Dragon’s Fang 1x Umezawa’s Jitte 4x Cloak and Dagger 3x Loxodon Warhammer |
The only new card on this list, that I haven’t mentioned so far is Neurok Stealthsuit. It acts as a just in case if I don’t happen to be drawing into any Cloak and Daggers. Their alternative equip cost also works well as a minor counterspell, providing I have enough Blue mana – and they cheaply attach to a Lord of Atlantis, who doesn’t benefit from the free equip of the rogue equipment, and he’s usually such a blatant target I couldn’t not aim to shroud him.
Whilst through playtesting, pretty much every part of the deck got cards shifted in and out of it, but the Instants and Sorceries of the deck changed up the most. The Ancestral Visions are gone – because a Cold-Eyed Selkie can draw me many more cards, and usually without so long a wait. The Cryptic Commands are out due to their high cost – the deck doesn’t often see 4 open mana during my opponents turn, and the 1UUU cost is really colour heavy for this deck. The extra Notorious Throng helps as a finisher, I was tempted to put in 4, but I lacked the Room. The Piracy Charms are mostly used to get in a little discard, unless I know my opponent is rolling with some kind of epic weenie deck.
As for a sideboard, I’m pretty stumped. This is a super-casual deck in every sense, so a sideboard isn’t really needed. If there was one, I’d have to up the permission spell count a bit, and have an on hand set of Merrow Reejerys.
Adding a second colour, which I have contemplated somewhat, It would have to be Black. Whilst I wouldn’t be adding it for any creatures whatsoever, it would be great to have some removal of my own (besides the mini-removal of Piracy Charm) and I would completely add a stronger element of aggro-discard to the deck. Duresses, Doom Blades and Mind Shatters to be specific. Another boon of the colour – ressurection – would be welcome also, as Mass removal is even more devestating to the deck than spot, and all blue can do is hope to counter, and not even thing of dealing with the aftermath.
=======================================================================
So there you have it, Magic Morphed Murmaider. I apologise for both the lateness and the quality of this weeks (though it’s really this month’s) installment of my deckbuilding escapades. The reason being that It’s taken me a month to get round to starting it and finishing it, and there was a little sour patch in the middle there where I wanted to give up. But as you see I got round to it in the end.
I mentioned on another post, but I’ll reiterate. The Deck Chef is now going to be a Fortnightly thing from now until, well probably the release of the next set. This should give me some time to further refine my ideas and to de-saturate the content on the blog a bit, and maybe talk about some goddamn videogames for a change.
Regardless, to make up for a month of no Deck Chef, I’ll try and get one out next week if I can. Where I’ll be exploring the possibilities of pure Black Green putridity in the current standard environment – as suggested by reader Yanosh.
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Like what you saw? Want to Contribute? Then please send me your ideas, requests, or your experiences testing the decks that I’ve posted. I’ll be happy to cook up just about anything I’m asked, in any format - All I need is a decklist or an idea to start things off. Remember that I’m not building competitive decks here, I’m aiming for the fun and functional, or even the most budget of decks. email me at themissingnin@hotmail.com or leave a comment on this post (please remember that if you email me, please make it clear in the subject line what you’re emailing me about, or else I will kill it with my mighty delete button, and if you leave a comment on the site and it doesn’t appear immediately, know that it’s probably been picked up by the wordpress filter and I will approve your comment asap). Also, the more I’m sent the more I’ll have to talk about! ‘Nin Out!
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