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  1. Replies
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    Re: [Deck] Merfolk

    I have been splashing red for a long time now and I absolutely must say that running 4 bolts in the main is incredible. It gives you options outside of daze and force. Some turn 1 plays you just...
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    Re: [Deck] Merfolk

    Well perhaps, but if you think about it Standstill costs 2 mana and draws a CONDITIONAL 3 cards. Mindspring would do the same thing for 5 mana, but has the potential for more and is not conditional....
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    Re: [Deck] Merfolk

    Why not play X draw spells such as mind spring? If flooded it draws many cards and can be used for a tempo boost as early as turn 2 or 3.
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    Re: [Deck] Merfolk

    Yes, that is true, but if you cast reejery instead of sygg you get an instant impact vs a potential +1 card. I like sygg a lot, don't get me wrong. However, his power level is too low. If he was a...
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    Re: [Deck] Merfolk

    Sygg is a cool card and nice in theory, but he slows you down a lot for a chance to draw 1-2 cards. That is why we use silvergill. A bigger body and a guaranteed card. It kills your tempo and is...
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    Re: [Deck] Merfolk

    I think that Sygg is good as well, but the reasons that people don't use him I think are:
    1) He is good when you're already winning ( a bit like standstill actually).
    2) Awful when you are losing (...
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    Re: [Deck] Merfolk

    You played with a 4 TNN list?

    Don't Thassa and TNN fight for the same slot?
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    Re: [Deck] Merfolk

    Merfolk is a very good deck to bring into an unknown meta! I would agree with that. I think that in a meta filled with combo your list would be fine, but if you expect creature/midrange the spell...
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    Re: [Deck] Merfolk

    As I've said before and now I see that some of you agree with me. TNN as a 4 of is awkward because you pull lords to put him in. He is a great card, but he ruins a lot of the synergy with the deck...
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    Re: [Deck] Merfolk

    Well it is actually. Against many decks (combo) we are trying to do just that, goldfish. Against aggro decks True-Name improves our matchups considerally. I just really like Merrow Rejereey and...
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    Re: [Deck] Merfolk

    That is exactly what I've been saying! It makes the deck so slow and makes it even more vulnerable to removal. I will miss standstill though. Raw card advantage for virtual card advantage.
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    Re: [Deck] Merfolk

    Um well...because it isn't that amazing in our deck. In gold fishing it is actually slower than our other options. The reason it is good is that it solves some of our most pressing concerns. ...
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    Re: [Deck] Merfolk

    I've officially dropped standstill (again) in favor of this guy and a more aggro/tempo approach. This is my current list:

    Lands:
    20 lands

    Spells:
    4 Force
    4 Daze
    4 Bolt
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    Re: [Deck] Merfolk

    What do you smash face with after having 1-2 of your guys removed from the game and force of willing once? I find myself with very few cards in hand.

    As amazing as this guy is I don't see myself...
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    Re: [Deck] Merfolk

    Man I love playing standstill, but now that I see this guy I may need to cut them to go the aggro route. He seems so good! Cutting standstill really hits our CA though. How do you guys make up the...
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    Re: [Deck] Merfolk

    I know izzet charm has been discussed before, but barring the restrictive red cost (lets assume that it is blue), what would the merits of that be over running a single bolt or a single spell pierce.
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    Re: [Deck] Merfolk

    Is running 2 standstill ever okay? I would either run 3+ or none at all. If you don't get it when you need it early game then you don't want it at all.
    I like runningit md because of all of the...
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    Re: [Deck] Merfolk

    Well originally I was running 4 bolts, but when Thassa came out I had to adjust my list since I wanted to run 1-2 in the main. Anyway, red serves the purpose of accelerating my game. Truth is a...
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    Re: [Deck] Merfolk

    I was running 4, but I had to squeeze 4 rejereeys and 1 Thassa into the main, so that brought them down.
    Sure.

    Side:
    2 Fire/Ice
    2 Submerge
    2 Relic of Progenitus
    2 Tormod's Crypt
    2 REB
    4...
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    Re: [Deck] Merfolk

    No. I'm running a red/blue list and was just too lazy to type out all of the lands.
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    Re: [Deck] Merfolk

    It destroys the curve at 4 mana. When it comes into play you may have already clinched the game or lost it. If you've lost it he doesn't really help that much and if you're winning is he not by...
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    Re: [Deck] Merfolk

    I've been playing bolt for a while now and I love it. Especially with standstill.

    It also gives you access to:
    Fire/Ice
    REB/Pyroblast
    Shattering spree
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    Re: [DTB] Merfolk

    The tech with thief is interesting, but it is a bit too slow. You want them to have a clock (eg playing down more lords). Also the ability comes about turn 3 at the soonest, which gives them a lot...
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    Re: [DTB] Merfolk

    Oh I just looked it up. I thought it was only until end of turn. I apologize. Then it will work in all of those scenarios. But still is it worth it to board in? What are the best/most common...
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    Re: [DTB] Merfolk

    Eh...?

    Choke is static, so it won't really work there...

    Piledriver can be blocked with Mutavault, so there is no issue there. And anyway you should NOT be letting piledriver resolve.

    Why...
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