Fish

Started by Bman0121, May 10, 2013, 09:22:58 AM

Previous topic - Next topic

Bman0121


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

Bookmeister

This is not a standard deck.

Opticarrow8

Misty rainforest definitely not standard.

Kagain123

No it looks like it was misposted. This is a modern deck. Very nice btw.

DeathlyFoiend

Why no Mutavaults and why use The Zendikar counter spell over Mana Leak?

Bman0121

Quote from: DeathlyFoiend on May 10, 2013, 11:31:09 AM
Why no Mutavaults and why use The Zendikar counter spell over Mana Leak?
Mutavault i forgot about and deprive is straight hard counter no getting out of it

InfinitiveDivinity

Why even run fetches?

Rigeld


InfinitiveDivinity

Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.

DeathlyFoiend

Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.

InfinitiveDivinity

Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PM
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.
I 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.

DeathlyFoiend

Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PM
Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PM
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.
I 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.
The 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.

DeathlyFoiend

Quote from: DeathlyFoiend on May 10, 2013, 07:37:39 PM
Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PM
Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PM
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.
I 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.
The 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.

Bman0121

Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PM
Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PM
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.
I 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.
Well honestly thinns out 2 lands the fetch is out and the fetched is out

DeathlyFoiend

Quote from: Bman0121 on May 10, 2013, 10:35:26 PM
Quote from: InfinitiveDivinity on May 10, 2013, 07:33:39 PM
Quote from: DeathlyFoiend on May 10, 2013, 07:25:13 PM
Quote from: InfinitiveDivinity on May 10, 2013, 06:42:18 PM
Quote from: Rigeld on May 10, 2013, 06:28:12 PM
Thinning.
The benefit is so ridiculously small though, unless you use about 5 in a single game. I really don't think you need them.
Remand, 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.
I 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.
Well honestly thinns out 2 lands the fetch is out and the fetched is out
The 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.