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Posted: Mon Jun 27, 2005 1:52 am
-i built a tribal-zombie deq, once pretty decent for a budget deq. 3nodding
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Posted: Mon Jun 27, 2005 1:57 am
1313.EXE -i built a tribal-zombie deq, once pretty decent for a budget deq. 3nodding Zombies work really well together. One of the best games of magic i have ever seen in Tribal play was a BW Cleric vs a B Zombie. WoooW... What a clash. Zombie won.. and simply because the Cleric deck had land cycled a few cards more then the Zombie one razz It's also one of the only matches i watched people reach an empty library for.
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Posted: Mon Jun 27, 2005 11:04 am
Caesious 1313.EXE -i built a tribal-zombie deq, once pretty decent for a budget deq. 3nodding Zombies work really well together. One of the best games of magic i have ever seen in Tribal play was a BW Cleric vs a B Zombie. WoooW... What a clash. Zombie won.. and simply because the Cleric deck had land cycled a few cards more then the Zombie one razz It's also one of the only matches i watched people reach an empty library for. I've played in a game like that, BW Clerics won though. Damn Mask of Law and Grace..
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Posted: Mon Jun 27, 2005 12:47 pm
my favorite tribe has to be Merfolk. They were so much fun to play. I usually ran U/R, and used Lord of Atlantis.
something like..
Land: 20 4 Shivan Reef 8 Island 8 Mountain
Creatures: 20 4 Merfolk of the Pearl Trident 4 Manta Rider 4 Razorfin Hunter 4 Lord of Atlantis
Spells: 20 4 Lightning Bolt 3 Foil 4 Daze 4 Winter Orb 4 Fire/Ice 1 Force of Will
but that was back when I only owned 1 force of will.
I like tribal decks, and I think they can be fun. However, there are many good strategies that can keep one in check (Wrath of God, Counterspells, Burn, Black Creature Kill like Tsabo's Decree or Engineered Plague) that they're not a problem.
I think it's important to have tribe decks for the game. It's flavorfull, can be fun, and not overly-powerful (although many would despute that with elves and Wellwisher, but I digress).
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Posted: Mon Jun 27, 2005 12:52 pm
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Posted: Mon Jun 27, 2005 1:22 pm
yeah, Captain Spamarific. Merfolk. Lord of Atlantis is a good ******** card, and it's way more powerful than any of the other pump lords (elvish champion, for instance..costs 3). If you're going to post, please make it something constructive!
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Posted: Mon Jun 27, 2005 2:48 pm
metaljesse yeah, Captain Spamarific. Merfolk. Lord of Atlantis is a good ******** card, and it's way more powerful than any of the other pump lords (elvish champion, for instance..costs 3). If you're going to post, please make it something constructive! Hooray for Merfolk!!! My merfolk deck consists of ; 4 lord of atlantis 38 merfolk of the pearl trident 22 island Its actually pretty effective.(And yes I know its not legal. ninja )
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Posted: Mon Jun 27, 2005 3:38 pm
metaljesse yeah, Captain Spamarific. Merfolk. Lord of Atlantis is a good ******** card, and it's way more powerful than any of the other pump lords (elvish champion, for instance..costs 3). If you're going to post, please make it something constructive! -aha!ha! i just can't stop laughin' on ppl. who uses merfolk's. lol
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Posted: Wed Jun 29, 2005 12:12 am
1313.EXE metaljesse yeah, Captain Spamarific. Merfolk. Lord of Atlantis is a good ******** card, and it's way more powerful than any of the other pump lords (elvish champion, for instance..costs 3). If you're going to post, please make it something constructive! -aha!ha! i just can't stop laughin' on ppl. who uses merfolk's. lol And what's wrong with merfolk? They're synergistic, their lord is powerful, they are more cost-efficient than wizards, they allow for more options with deckbuilding (mostly because of their low cost and no need for constant resources), and are really good with Winter Orb. Give me a good reason for merfolk to be bad, and whatever, but I've never had much of a problem against anti-tribal strategies with a Fish deck. I mean...I'd prefer this to a deck like Zombies, mostly because of it's ability to handle the opponent's threats very well.
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Posted: Wed Jun 29, 2005 10:11 am
metaljesse 1313.EXE metaljesse yeah, Captain Spamarific. Merfolk. Lord of Atlantis is a good ******** card, and it's way more powerful than any of the other pump lords (elvish champion, for instance..costs 3). If you're going to post, please make it something constructive! -aha!ha! i just can't stop laughin' on ppl. who uses merfolk's. lol And what's wrong with merfolk? They're synergistic, their lord is powerful, they are more cost-efficient than wizards, they allow for more options with deckbuilding (mostly because of their low cost and no need for constant resources), and are really good with Winter Orb. Give me a good reason for merfolk to be bad, and whatever, but I've never had much of a problem against anti-tribal strategies with a Fish deck. I mean...I'd prefer this to a deck like Zombies, mostly because of it's ability to handle the opponent's threats very well. merfolk are good. they do kind of pale when it comes to finishing. most other tribes have a finisher (except for a couple) or have the means to make a finisher. but then again if you have four lords and are using say some of those nice blue land-changer cards... whoops you have an island and all my creatures are now unblockable. the other tribes with lords have the problem of getting through (except for zombies cause of fear, and elves ccause of trample and mass numbers). oh right as to your earlier comment about the wellwisher making elves too powerful. you forgot thetimberwatch elf. he seems like more of a threat if your opponent is smashing you.
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Posted: Wed Jun 29, 2005 11:29 am
-well merfolk synergy is pretty decent, but not enough to bash a goblin-biddin'. 3nodding
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Posted: Wed Jun 29, 2005 12:11 pm
1313.EXE -well merfolk synergy is pretty decent, but not enough to bash a goblin-biddin'. 3nodding it does depend on what merfolk versus what goblins are in the deck. plus what spells are in the deck. red has some old counterspells (blue) and all those invasion cards that did massive damage to a color (like blue). the merfolk do have counters and someof the best control cards in the game. so when it comes right down to it it is not the creatures but the spells that are in the deck
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Posted: Thu Jun 30, 2005 1:02 am
wellwisher 1313.EXE -well merfolk synergy is pretty decent, but not enough to bash a goblin-biddin'. 3nodding it does depend on what merfolk versus what goblins are in the deck. plus what spells are in the deck. red has some old counterspells (blue) and all those invasion cards that did massive damage to a color (like blue). the merfolk do have counters and someof the best control cards in the game. so when it comes right down to it it is not the creatures but the spells that are in the deck -the argument is 'bout tribal not spell's. sweatdrop
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Posted: Fri Jul 01, 2005 9:47 pm
1313.EXE wellwisher 1313.EXE -well merfolk synergy is pretty decent, but not enough to bash a goblin-biddin'. 3nodding it does depend on what merfolk versus what goblins are in the deck. plus what spells are in the deck. red has some old counterspells (blue) and all those invasion cards that did massive damage to a color (like blue). the merfolk do have counters and someof the best control cards in the game. so when it comes right down to it it is not the creatures but the spells that are in the deck -the argument is 'bout tribal not spell's. sweatdrop But it's the deck, not the creatures alone, that make the tribal theme work. Sure..you could play a goblin deck with no lands or spells..but it might not work too well. Lol, even with lotus and every piece of mana-accel you got, it still wont' work. Merfolk are ment to be utility, and support the role as a win-condition for a control-esc deck. The Forces, bounce, and whatnot are what really win the game. Some fishies with a Lord of Atlantis are what bring your life from 20 to 0.
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Posted: Sat Jul 02, 2005 9:13 am
-no land's wtf!!? sweatdrop
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