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Thread: [Deck] Merfolk

  1. #3681

    Re: [DTB] Merfolk

    Quote Originally Posted by Tru3z3rox View Post
    The problem that keeps coming up with bouncer is the lack of haste. What if you need to bounce someone NOW to alpha strike?

    Other than the fact that he is subject to removal I LOVE him. I still prefer ET over either.
    Well, it's not exactly haste, but vialing him in end of turn is almost the same thing, assuming your opponent doesn't have spot removal available.

  2. #3682
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    Re: [DTB] Merfolk

    Yes, but my point is that you cannot use him THAT TURN (which you may need to).

  3. #3683
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    Re: [DTB] Merfolk

    New list-

    4 catchers
    4 adepts
    4 LoA
    3 Coralhelm
    4 Reejerey
    2 Kira
    2 Wake Thresher

    3 Standstill
    4 Vail
    4 Daze
    4 FoW
    2 ET

    12 Islands
    4 wasteland
    4 mutavault

    sidebaord-
    2 Hydroblast
    2 BEB
    3 Crpyt
    2 Threads
    2 Jitte
    3 Spell Pierce
    1 Wake Thresher

    I put wake back in because most U matchups are starting to focus on long game and having ways to deal with our fishies. Wake has the ability to win the game with one swing. It may be a win more, but sometimes that extra turn you give them is all they need to top deck something and win.

  4. #3684

    Re: [DTB] Merfolk

    Quote Originally Posted by DukeDemonKn1ght View Post
    You could always try cutting Rushing River for the fourth Mutavault, I think it would probably be worth it actually. Stifle is definitely a meta call, and you're the only one who can say whether or not it's still good in your meta, but it can be kind of dead I've found. The sideboard seems pretty standard-fare. I'm guessing there are a lot of nonbasics in your meta, since you're using Stifle and Back to Basics.


    In unrelated news, now that Reanimator is somewhat of a big deck, it seems to me like Gilded Drake might be worth reevaluating, especially in versions of the deck that run a few bounce spells somewhere in their 75. Thoughts?
    Quote Originally Posted by strife2 View Post
    Here's the list of the BoM IV winner (498 players) :

    Campeón - Omar Rohner - Merfolk

    4 Coralhelm Commander
    4 Merrow Reejerey
    4 Merfolk Sovereign
    4 Lord of Atlantis
    4 Cursecatcher
    4 Silvergill Adept
    2 Kira, Great Glass-spinner
    4 Force of Will
    4 Daze
    4 Aether Vial
    1 Mishra's Factory
    4 Mutavault
    4 Wasteland
    13 Island

    SB:
    3 Tormod's Crypt
    1 Umezawa's Jitte
    3 Mind Harness
    3 Dispel
    1 Blue Elemental Blast
    1 Hydroblast
    1 Threads of Disloyalty
    1 Seasinger
    1 Llawan, Cephalid Empress

    He's playing 16 lords and 22 lands !
    What's your opinion about the list ?
    Link?

    Will test Kira + Sower combo today. Kira by itself is sick now if you steal with Sower and Kira is in play then there is no F way that that critter goes back to your opponent!

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  6. #3686
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    Re: [DTB] Merfolk

    Wake Thrasher without Merfolk Sovereign? That is just asking to be chump blocked. You cannot have one without the other. I don't really like thrasher anyway. No combat tricks (this can be argued for coralhelm too) and no benefit to the team.

    Seriously no standstill?! Where will the card advantage come from?! And please don't say brainstorm.

  7. #3687
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    Re: [DTB] Merfolk

    Its its no blocked your looking at at least 7 damage though

    (PS- I heard it has island walk too sometimes)

  8. #3688
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    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    Its its no blocked your looking at at least 7 damage though

    (PS- I heard it has island walk too sometimes)
    If you're in a situation where Wake Thrasher has islandwalk and the opponent has islands, the Thrasher is probably overkill, since you've most likely had quite a while to beat their face in. And Lord of Atlantis kinda has a giant target on his head from the moment he hits the field in any matchup where the islandwalk is relevant.

    If your creatures aren't getting blocked, you have enough permanents to really make Thrasher hit hard, and the opponent doesn't have removal to keep himself from taking that much to the face: again, it's overkill, since he's probably more or less screwed anyway.

    I'm really not a fan of Thrasher, I tried him out and it seemed like he was always either completely ineffective or just taking a completely beaten opponent out a turn earlier. While it's nice to give them one less turn to draw an answer, there's an opportunity cost for that. Personally, I'd rather take the chance on that one extra topdeck being a problematic card, and use those slots to help create the position where my opponent only has one topdeck before he loses.

  9. #3689

    Re: [DTB] Merfolk

    Quote Originally Posted by Q 221 View Post
    If you're in a situation where Wake Thrasher has islandwalk and the opponent has islands, the Thrasher is probably overkill, since you've most likely had quite a while to beat their face in.
    That's not true at all. Test Wake Thrasher before saying it only good later on. I swing with it as a 7/7 along with a couple of 2/2s on the fourth turn very consistently, where as without a Wake Thrasher, by best move that turn would be to swing with a a couple of 2/2s. Thrasher is awesome. Yes he can be chumped if you don't have islandwalk, but very few decks these days play a ton of creatures. If they're chumpblocking it, odds are, they are chumping with something like a Tarmogoyf or a Tombstalker in the current metagame.

    You don't need Soverign for Wake Thrasher to be good. So what if Thrasher gets chumped once? Your opponent is out a creature so you netted card advantage regardless and all your other creatures probably got through fine thanks to your opponent having to chump Thrasher rather than block and kill something else. Thrasher and Soverign compete for the same slot, and I've found Thrasher to be the far better finisher in that slot.

  10. #3690
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    Re: [CaNGD] Triton's Minions after Monrningtide

    I understand that Zoo and Goblins are bad matchups on paper, but sometimes you'll have to face them. The plan against Zoo seems easy in priniciple, although execution is harder: hope for manascrew, especially if you're packing Stifles, and hope for a bunch of lords to get out of removal range. Possibly board in blue blasts and graveyard hate after sideboard?
    Goblins seems more difficult to me. They can play the aggro role better than you, and they can play the control role better than you with their long-term card advantage and superiority in creatures. But it seems from SCG5k data that Merfolk pilots are actually doing respectably against Goblins. What's the strategy for this matchup? Get an active Jitte or die? How do you board? Just Jittes and blue blasts?

  11. #3691
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    Re: [CaNGD] Triton's Minions after Monrningtide

    Quote Originally Posted by lordofthepit View Post
    Goblins seems more difficult to me. They can play the aggro role better than you, and they can play the control role better than you with their long-term card advantage and superiority in creatures. But it seems from SCG5k data that Merfolk pilots are actually doing respectably against Goblins. What's the strategy for this matchup? Get an active Jitte or die? How do you board? Just Jittes and blue blasts?
    Maybe try Propaganda/Ghostly Prison? I know I hate being across from either of those when I'm playing Gobs. If you're playing white, you could try CoP:Red or Sphere of Law. I'm not a Merfolk player, but I know Goblins have trouble killing enchantments, and SB Anarchy doesn't kill Propaganda.
    Quote Originally Posted by FakeSpam
    EDIT: 2 mods post in this thread. Where's Matt P when you need him.

    EDIT2: I love men......

    right here buddy...

  12. #3692

    Re: [CaNGD] Triton's Minions after Monrningtide

    Serious question:

    I found out that a while back someone said that the best way to play coralhelm commander was as a 3/3 flying for UU then 1 then 1.

    But some people, most notably in the UWT thread are freaking out that merfolk now magically has "16 lords."

    1.) How common (rough % of merfolk decks) are actually the full "16" lords?
    2.) How inhibitting is the overall cost of 6 to get a lord out of coralhelm commander?
    3.) How is it threatening to have an overall cost of 4 for a merfolk 3/3 flying?

    Also, I should note that silvergill adept is actually one of the few creatures that would be played outside of merfolk if it dropped all its tribal affiliations (no merfolky additional cost, etc.)

    Why would anybody (as I've seen people say they do) ever run less than 4?

    I see justifications of this based on "feeling" that they're bad. I want real reasons, either analytical or based on data is fine.

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    Re: [CaNGD] Triton's Minions after Monrningtide

    Quote Originally Posted by pater View Post
    Maybe try Propaganda/Ghostly Prison? I know I hate being across from either of those when I'm playing Gobs. If you're playing white, you could try CoP:Red or Sphere of Law. I'm not a Merfolk player, but I know Goblins have trouble killing enchantments, and SB Anarchy doesn't kill Propaganda.
    Absolute Law is just 100 times better against Gob!

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    Re: [CaNGD] Triton's Minions after Monrningtide

    Merfolk has become unfavored against ANT? How do we improve this?

  15. #3695
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    Re: [CaNGD] Triton's Minions after Monrningtide

    @ pi4meterftw

    I found out that a while back someone said that the best way to play coralhelm commander was as a 3/3 flying for UU then 1 then 1.
    Are you agreeing this is the best way to play it?

    I think it is a more complicated card; when to play and curve out CCommander is fairly context specific. I will agree that you want to try (when possible) to curve out by jumping 2 levels at a time. You still have to take into consideration how you might spend your mana in the following turns, the removal you expect, blocking requirements, etc. Cards like Spell pierce and Stifle also change how you curve it out.

    1.) How common (rough % of merfolk decks) are actually the full "16" lords?
    Very uncommon, imho. Will that change? I don't know. Even if it was best to move to the full 16 lords, I highly doubt it would be recognized given the social inertia behind the traditional approach to this deck (as far as a Legacy archetype can have a tradition). I would not metagame assuming Merfolk would be built with 16 lords for now.

    Of the 13 tournament placing Merfolk decks since the release of CCommander, only 4 ran him. Only 1 played 16 lords.

    2.) How inhibitting is the overall cost of 6 to get a lord out of coralhelm commander?
    It isn't difficult. Vial and Reejery provide very real shortcuts. You'll find CCommander efficiently soaks up unused mana. And, past turn 4, he's usually the best topdeck available. Generally, I have CComander at Lord status 2 turns after I've hardcasted him and 1 turn after I've Vialed him into play. Circumstances can easily dictate otherwise though. He doesn't really slow the gameplan down, imho -- he does increase the threat density nicely though.

    3.) How is it threatening to have an overall cost of 4 for a merfolk 3/3 flying?
    The strength of the deck has very little to do with stand-alone threat value. Part of CCommander's value to the deck is that he is actually a great stand-alone threat.

    With just 2 level counters on him, he is immediately the largest creature in the deck for defense. Offensively, he's only outclassed by Wake Thrasher, but he's got evasion that is really useful against decks where we can't Islandwalk (and opponents are rarely capable of chumpblocking him like Wake Thrasher).

    My opponents seem to find them very threatening. While against blue decks, only Lord of Atlantis sees more removal. Against non-blue, he is the number one target of removal. I certainly think he's up there in threat value with Lord of Atlantis and Cursecatcher.

    Also, I should note that silvergill adept is actually one of the few creatures that would be played outside of merfolk if it dropped all its tribal affiliations (no merfolky additional cost, etc.)

    Why would anybody (as I've seen people say they do) ever run less than 4?
    Few would seriously consider running less. And, as related to the previous set of questions, CCommander is one of the other Merfolk cards that I would possibly play outside a merfolk deck.




    peace,
    4eak

  16. #3696

    Re: [CaNGD] Triton's Minions after Monrningtide

    Quote Originally Posted by pi4meterftw View Post
    Serious question:

    I found out that a while back someone said that the best way to play coralhelm commander was as a 3/3 flying for UU then 1 then 1.

    But some people, most notably in the UWT thread are freaking out that merfolk now magically has "16 lords."

    1.) How common (rough % of merfolk decks) are actually the full "16" lords?
    2.) How inhibitting is the overall cost of 6 to get a lord out of coralhelm commander?
    3.) How is it threatening to have an overall cost of 4 for a merfolk 3/3 flying?

    Also, I should note that silvergill adept is actually one of the few creatures that would be played outside of merfolk if it dropped all its tribal affiliations (no merfolky additional cost, etc.)

    Why would anybody (as I've seen people say they do) ever run less than 4?

    I see justifications of this based on "feeling" that they're bad. I want real reasons, either analytical or based on data is fine.
    I've just heard of the 16 lords build, but I'm going to test it out this weekend a bit. I've actually been liking the Coralhelm Commander a lot more than I originally thought; the 4/4 body makes him the best topdeck available and I'm sure after enough testing, most of us will say that a single topdecked Commander won several games. It's really easy to get him to level 4+, and even levels 2-3 is good because of flying.

  17. #3697
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    Re: [CaNGD] Triton's Minions after Monrningtide

    @ Tru3z3rox

    Merfolk has become unfavored against ANT? How do we improve this
    I don't think the decks have changed all that much. Perhaps ANT players are becoming better at piloting against Merfolk. In my experience, even against great pilots, if ANT is an unfavorable matchup, it is only by a slight margin.

    If you want to metagame further against ANT, I suggest maindecking Spellstutter Sprite or Spell Pierce (which should be in your sideboard otherwise). Obviously, you invoke opportunity costs to strengthen your ANT matchup.



    peace,
    4eak

  18. #3698

    Re: [CaNGD] Triton's Minions after Monrningtide

    Quote Originally Posted by 4eak View Post
    @ Tru3z3rox



    I don't think the decks have changed all that much. Perhaps ANT players are becoming better at piloting against Merfolk. In my experience, even against great pilots, if ANT is an unfavorable matchup, it is only by a slight margin.

    If you want to metagame further against ANT, I suggest maindecking Spellstutter Sprite or Spell Pierce (which should be in your sideboard otherwise). Obviously, you invoke opportunity costs to strengthen your ANT matchup.



    peace,
    4eak
    Don't forget thorn of amethyst.

  19. #3699
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    Re: [CaNGD] Triton's Minions after Monrningtide

    Quote Originally Posted by pi4meterftw View Post
    Don't forget thorn of amethyst.
    Jeff is right. Thorn is amazing. Pierce is also fantastic. Spellstutter sprite is meh comparitively.

  20. #3700

    Re: [CaNGD] Triton's Minions after Monrningtide

    What about just cursecatcher, daze, force of will and a fast clock? I haven't tested thorn but reading the card it seems that it makes daze and force cost 1 more. Pitching a blue card or returning a land then paying one seems really bad.

    There are not better cards vs combo that don't take away our best weapons?


    edit even spell pierce for 1u seems pretty terrible with the thorn out

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