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Type: Posts; User: stuckpixel

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  1. Replies
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    Re: [DTB] Merfolk

    It's only good if you can keep them low on lands to keep them off color.

    For example, it won me game 1 vs Goblins, after wasting a few of his lands and then throwing it on the single red source he...
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    Re: [DTB] Merfolk

    Limited testing from tonight proved to be 'eh' at best. Ran 3x main. There were times where Stifle would have been better, and there were times I was happy to have seas.

    If I decide to keep them...
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    Re: [DTB] Merfolk

    That was my thought as well - and that's what I'm going to be giving a whirl tonight. I do like that worst case, you pay 2 to draw a card. A dead Stifle in hand is basically only good for FoW-fodder....
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    Re: [DTB] Merfolk

    Has anyone tried Spreading Seas in the main in this deck? It seems like it would support our Mana Denial concept, cantrip, and give us a means to islandwalk.

    This does cost more than say...
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    Re: [DTW] Merfolk

    Ideally, you have enough damage on the board to either win in 2 attack phases, or at least come dangerously close.

    Sleep in your pre-combat phase, attack, they take their turn with tapped...
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    Re: [DTW] Merfolk

    Has anyone playtested sleep, either maindeck or out of the board? It seems like it'd be a solid card against other aggro decks to effectively timewalk them and hopefully get enough damage through to...
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    Re: [DTB] Merfolk

    The problem, as Duke mentioned in the post just before yours, is people play around stifle if they realize they're facing down merfolk. As such - that means you are going to have effectively 3-4 dead...
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    Re: [DTB] Merfolk

    If a card is important to see in a game, running 1 in 60 gives you the least possible chance to draw it.

    Probability of drawing a card in your opening 7 (approx):

    1/60: 12%
    2/60: 21%
    3/60:...
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    Re: [DTB] Merfolk

    I strongly dislike running singletons of cards that are seen as important (the one exception being Minamo - because you don't want to have to sac lands for no reason).

    If you want to use Jitte,...
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    Re: [DTB] Merfolk

    I'm running 21 presently in my deck and I am loving it. I'm running 4 Vault, 3 Wasteland, 2 riptide and 12 island.

    While it does negate the possibility of going B2B in the board (which can be a...
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    Re: [DTB] Merfolk

    What about Sower of Temptation - if you're going to go Fae-Folk, certainly this guy warrants discussion sideboard, if not maindeck.

    It's a control-magic in a dude that you can bounce and replay...
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    Re: [DTB] Merfolk

    Bit of fun Tech from mtgsalvation (courtesy of dapoonk's decklist) for all you wake thrasher fans - Minamo, School at Water's Edge - basically makes your wake thrasher a nantuko shade.

    The...
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