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  1. Replies
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    Re: [DTB] Merfolk

    Here are the two problems with Spell Snare, in my book.

    1. Merfolk isn't what most people consider a tempo deck. It plays nothing like RUG Delver lists. Merfolk is pretty much close to a true...
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    Re: [DTB] Merfolk

    Switch decks or metagame back harder.

    Goblins is always going to be Merfolk's nightmare matchup. If Cavern/Lackey doesn't slaughter you, Piledriver will, whether on the offense or the defense.
    ...
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    Re: [Deck] Merfolk

    Having your creatures countered was never an issue? Are you serious?!

    Let's take a look at a few points here.

    1. Force of Will is everywhere in this format.
    2. Daze is everywhere in this...
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    Re: [Deck] Merfolk

    If you have to ask, you clearly need to just play more magic. Reejerey's amazing. Tapping down blockers wins games. Untapping lands wins games. Untapping Vials wins games. The versatility and power...
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    Re: [Deck] Merfolk

    Friend of mine borrowed my deck and took down a local tournament with the following list:

    12 Island
    4 Wasteland
    4 Cavern of Souls
    2 Mutavault

    4 Aether Vial
    4 Force of Will
    4 Daze
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    Re: [DTB] Merfolk

    Graveyard hate really depends on what decks are prominent. If you're expecting Manaless Dredge, your Crypts and Surgicals won't be enough, because you more likely than not lost game one. You'll want...
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    Re: [DTB] Merfolk

    Trying a weird version out. Cut Coralhelm and moved Dismember to board for a land, 2 Sovereigns, and 3 Jace, the Mind Sculptors. I'll let you guys know how this works out.
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    Re: [DTB] Merfolk

    Agreed. Pretty sure the occasional double blue screw doesn't near outweigh an inferior Lord who can't pitch to Force.



    That's actually what I used to run. Or a 3/3 split, rather, as I...
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    Re: [DTB] Merfolk

    You won't catch crap from me about it. I'm also contemplating cutting Coralhelm Commander. I'm finding he's just too slow. I keep wanting anything with an instant Lord boost unless I'm mana flooded...
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    Re: [DTB] Merfolk

    I'd mull it regardless of whether I knew that I was playing TES. Your chances of a better six are much higher than your chances of drawing into enough disruption quick enough to stop them. And in the...
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    Re: [DTB] Merfolk

    Won locals last night, though managing to play a lot of the same decks. Beat Hive Mind 2-0, BUG Landstill 2-0, some amazing crazy Protean Hulk deck with Footsteps of the Goryo and Through the Breach...
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    Re: [DTB] Merfolk

    Here's why I'm not.

    1. I wouldn't play Perish or Engineered Plague. They're too narrow and/or slow compared to other options.
    2. Because of point 1, vulnerability to Wasteland knocking me off an...
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    Re: [DTB] Merfolk

    I'm actually contemplating shipping my Surgical/Tormod's split for Leyline of the Void. And yes, for the love of God, I know it's terrible if you topdeck it. Here's my reasoning for trying it,...
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    Re: [DTB] Merfolk

    Anybody else actually sat down and tried Phantasmal Image? I'm trying it in place of Sovereign and kind of liking it. There are less things than you think that target-kill the guy when the thing...
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    Re: [DTB] Merfolk

    Playing all or none is never and has never been a valid argument for any card except for weird ones that depend on having multiple copies in your deck, like Rite of Flame or maybe something with...
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    Re: [DTB] Merfolk

    That's ridiculous logic. Why not just 2 or 3? The 4 or 0 logic never really applies to things. What if you could play 20 Standstills? Does it become 20 or 0?

    Any Standstills improve matchups where...
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    Re: [DTB] Merfolk

    Standstill might be getting better in the current metagame, which has gotten pretty good at stopping the "Guys, well-timed disruption, win" plan. Enough so that I've backed off Merfolk as my top deck...
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    Re: [DTB] Merfolk

    Daze with one mana open doesn't actually "kill" Hive Mind. The opponent can just aim their Daze copy at their own Pact in an absolute worst case scenario.
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    Re: [DTB] Merfolk

    Hive Mind isn't that hard of a matchup. For a deck that trounces 80% of the format, Merfolk's in the 20% Hive Mind doesn't want to see in skilled hands. Spell Pierces in sideboard help a ton. Just...
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    Re: [DTB] Merfolk

    I am indeed tinkering with just keeping Force out against certain zoo builds. As for other aggro, depends on the aggro and I haven't tested this at all at this juncture. I can't think of another...
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    Re: [DTB] Merfolk

    Re Forces: I'll say this. Until you start trying siding out Force of Will, you won't realize the merit behind it. I'm pretty sure it hasn't even been a year since I argued against ever doing it. Now...
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    Re: [DTB] Merfolk

    Adaptive Automaton is stupid to even be considered when we aren't packing 4 Sovereign anyway. Sovereign at least pitches to Force.

    Won locals tonight. Managed to beat Affinity 2-1, Zoo 2-0, Death...
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    Re: [DTB] Merfolk

    Are people seriously discussing Turn to Frog? What a terrible card. I wouldn't play this over Dismember if it cantripped.

    Dismember kills. Period. One colorless to kill 90+% of the creatures in...
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    Re: [DTB] Merfolk

    Good report. Neat list.

    1. I almost never side out a Daze on the play. I will sometimes on the draw. It usually depends on what I have to board in, how bad missing a land drop could hurt me, and...
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    Re: [DTB] Merfolk

    Depends on what you have to board in. I tend not to.

    When I board, I'm bringing in usually 8 cards. 3 Spell Pierce, 1 Daze, 2 Surgical Extraction, 1 Tormod's Crypt, and either a second Crypt or a...
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