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  1. Thread: [Deck] Merfolk

    by SlopeeJ
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    Re: [Deck] Merfolk

    mutavault is losing a lot of power and turning off your opps wasteland is pretty good. Being able to cast your creatures is a little bit better than playing manlands
  2. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I don't understand why you wouldn't want to play caverns, do you know how awesome it is to not have to be set back a turn waiting for vial. For example instead of doing nothing turn 2 with vial on...
  3. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I have been messing with my list more and I am thinking commander has to go/get cut down. When he first was spoiled I thought he was to mana intensive and it is a blow out when you spend so much to...
  4. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I have been testing more and with 8 Lords of Atlantis and Images I think the deck needs a way to give them islands, at least in the sb. Ether a Udrop creatures or cards like Aquitect's Will.
    ...
  5. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    Just test the card, it is the same reason why merfolk runs mostly free counterspells. When other decks are brainstorming we are trying to cast fish and win the game. Same goes for stifle and all the...
  6. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    This isn't standard, you don't need 24 lands unless you are counting the mutavault as just creatures. 20-21 lands is right for the deck, but def needs more UU sources

    Have you actually tested...
  7. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I don't think the storm copies do, just the original for 1 mana
  8. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
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    2,145,351

    Re: [Deck] Merfolk

    No one has tried trickster because it is terrible, cursecatcher is the best one drop and probably always will be. Cursecatcher is to good vs dredge, storm, and control. I would go down to 3...
  9. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I def don't see how you can run maze of ith in a deck that plays 12-13 islands and 4 wastelands/mutavaults unless you are cutting 2 of the colorless lands. I would much rather have mutavaults and...
  10. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    The problem with this is if he actually ran good cards his deck would be better. I agree tweaking the deck to your liking, but their is a reason some cards are not played. There are people our there...
  11. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    I thought you were talking about Maverick, and you are right Team Italia is a tough matchup. Both of those matchups are far from an automatic loss. I just think Merfolk needs to play more creatures...
  12. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [Deck] Merfolk

    How about playing cards to help vs the matchup?
  13. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    image doesn't target so I don't see how mother is a problem? She can also only target creatures they control. Am I noob or something?

    The problem with stifle has always been the same. First...
  14. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    The problem with those cards (spell pierce, snare, stifle) is Merfolk runs to much colorless mana. You probably need a minimum of 15 islands to successfully cast a spell and hold the U open for...
  15. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    purge def isn't a good suggestion over gut shot. I am not sure gut shot is playable, but psychic purge is not playable at all... Actually that card is pretty terrible.
  16. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    I would cut a tundra and island for 2 more fetches, doesn't seem like you have enough ways to get white and you only want to get the tundra when you need it. Maybe even 2 tundras for more...
  17. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    The point still stands and is valid. 1ofs are pretty bad esp without card draw, but I would say it has to do with the 3 dismembers for 4 creature removal or 7 with the submerges. Still seems like 2...
  18. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    Rug shouldn't be a problem, hibernation and kira are just good vs them. Stoneforge is the problem, pretty broken card when they keep printing better equipment
  19. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    I'm not sure why you are saying this? Who cares about hive mind if you counter your own pact. The whole point was you don't lose the game because your pact is countered (their copied pact)

    If you...
  20. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    If you have cursecatcher out, hive mind can't win unless they have multiple pacts or even daze with 1 mana open. You cursecatcher/daze your copy of pact and then pay 1 mana for their copy of daze or...
  21. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    I think you need force of will vs zoo, sure the 2/1 can be bad card disadvantage but the effect on the board state more then makes up for it (if played correctly). Examples would be you have 2 lords...
  22. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    Is this really true? I am not sure I would agree, unless you said maybe if you drop vial then daze their play then wasteland etc. The key card is vial. But you are on the play go island go, you daze...
  23. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [CaNGD] Triton's Minions after Monrningtide

    Dismember is awesome, until you play a deck with lightning bolt/zoo or can't kill the fatty beating you. Dismember awesome or can be bad. I play 3 kira so now when mirror boards in dismember I love...
  24. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    Yes comes back in just like it was

    Edit

    Did you guys see that massacre gives all creatures -2? Is that good in a deck full of 2/2s, even with lords?
  25. Thread: [Deck] Merfolk

    by SlopeeJ
    Replies
    7,998
    Views
    2,145,351

    Re: [DTB] Merfolk

    I use to win a lot of tournaments with Merfolk with 4 swords main. The problem is there really isn't room now with the printing of commander and now misstep. I refuse to play without standstill and...
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