Fish 60 cards, 0 sideboard 4 {Misty Rainforest} 15 {Island} 3 {Scalding Tarn} 22 lands 4 {Silvergill Adept} 3 {Merrow Reejerey} 4 {Lord of Atlantis} 4 {Coralhelm Commander} 3 {Cursecatcher} 4 {Master of the Pearl Trident} 22 creatures 4 {Deprive} 2 {Echoing Truth} 4 {Æther Vial} 3 {Condescend} 3 {Remand} 16 other spells Sideboard Notes: Any suggestions |
Quote from: DeathlyFoiend on May 10, 2013, 11:31:09 AMMutavault i forgot about and deprive is straight hard counter no getting out of it
Why no Mutavaults and why use The Zendikar counter spell over Mana Leak?
Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PMThe comparison is just that you can draw a better card later on while Remand actually draws you a card. They do opposite things. 1 thins the deck not by drawing, but by narrow searching. The other draws from the deck while slowing down your opponent. Usually you would run them in actual 2 color decks such as R/U and U/W Fish. Personally, I don't think they are necessary for it, but some Fish players would argue that the -1 dead draw sometimes helps the game more than it doesn't.Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: DeathlyFoiend on May 10, 2013, 07:37:39 PMQuote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PMThe comparison is just that you can draw a better card later on while Remand actually draws you a card. They do opposite things. 1 thins the deck not by drawing, but by narrow searching. The other draws from the deck while slowing down your opponent. Usually you would run them in actual 2 color decks such as R/U and U/W Fish. Personally, I don't think they are necessary for it, but some Fish players would argue that the -1 dead draw, when you want a threat or an answer, sometimes helps the game more than it doesn't.Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PMWell honestly thinns out 2 lands the fetch is out and the fetched is outQuote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: Bman0121 on May 10, 2013, 10:35:26 PMThe fetch is already out, so it doesn't thin from the deck. Thinning is when you fetch or draw outside of your opening seven and mulligans. Even when you draw after your draw step, it isn't called thinning.Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PMWell honestly thinns out 2 lands the fetch is out and the fetched is outQuote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.
Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PMI agree with you, it's just the only reason I can see.Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PMI really don't see the comparison to {Remand}. {Remand} is literal card advantage, whereas the fetches are just land thinners. Sure it causes the deck to have 1 less land, but the land count isn't all that low to start with. I'll just agree to disagree, I just personally wouldn't run 'em.Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PMRemand, simple. It gets you better card advantage. These basically are remands with the advantage, which is low, but it is something and you are increasing chances with your deck drawing. They also allow for a better turn one start with better advantage.Quote from: Rigeld on May 10, 2013, 06:28:12 PMThe benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Thinning.