That would be a great inclusion.
..in Standard Merfolks.
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Test 30 (or less if you don't play frequently) normal testgames.
Then tell me at what turn u could play Cryptic Command on average. Then tell me if it changed the gamestate, then tell me if you win with cryptic command and how many games u lost because of a Cryptic Command in your openinghand instead of an other (powerful turn 1-3) card.
Also include the decks you played against.
By doing this you can simply say if one card is right for this deck or not, atleast I can.
Of course, context is everything I agree; I only spoke in absolutes for the sake of brevity. I'm really beginning to like your list more and more. I think the main is about as good as it can get (still looking for an alternative to stifle though) and the sideboard is close.
I've made some minor changes due to personal preference, but I don't know if I can really claim a huge difference: 3 deltas/4 islands and -2 "steal shit" slots for +1 law, +1 jitte. When you have the chance to do more testing of your own, I'd love to see results. I want to eventually try and run the best UW and UG decks I can find against a gauntlet of aggro and combo matches to put them to the test.
It was me, and it's entirely not debatable as to whether it was a play mistake, because math says that it wasn't. The board state was that I had six lands and 4 cards in hand, one of which was dead. The relevant cards were Reset, Twincast, and Cunning Wish. I had no Tide, nor did I have access to Tide (no Flash in my graveyard, nothing like that). Here was my thought process:
1. I can Reset and Twincast it, which beats Daze and loses immediately to Force (keep in mind I floated UU).
2. I can Reset and he can choose not to Force (but has it): I have access to 8 mana now. I cast Wish with UU floating and 1 land, leaving 5 open. He Forces, I Twincast Wish. What do I get? The plan is Meditate, obviously, but that taps me out and I'm still dead on board.
3. I can Reset, he can Force, I Twincast with UU floating, I have 6 untapped lands. I could get Meditate and now we're in the same exact position as before.
Conclusion: If he has Force, I lose. If he doesn't, I get access to 8 mana with a Reset on the stack. I get to Wish for Meditate and Meditate, leaving 2 mana floating and a Reset on the stack. From there, I have a shot at winning. Using Twincast as a counterspell was not an option, and my only choice was to proceed as though he was holding Lord of Atlantises and Aether Vials. As he had Daze x 2 + Force, though, I lost.
Yeah, play mistakes from a Solidarity player aren't always easy to figure out :). So you're saying, given the board/hand position, you had to twincast your reset. I can buy that.
I was actually the one defending you in this case :-P. I wasn't sure whether the poster was indicating that you made a play mistake in playing twincast on reset, which is entirely contextual, or that you made a play mistake in not passing priority before twincasting your reset, which you just can't do.
Going to test this build in a heavy, HEAVY red aggro meta because I am a glutton for punishment. I don't have any standstills at the moment and Mutavaults are on their way.
20 Land:
4 Flooded Strand
2 Plains
4 Tundra
10 Island
18 Spells:
4 Swords to Plowshares
4 Ancestral Vision
4 Force of Will
4 Daze
2 Harm's Way
22 Merfolk:
4 Lord of Atlantis
4 Merfolk Reejerey
4 Merfolk Sovereign
4 Sivergill Adept
4 Cursecatcher
2 Sygg, River Guide
15 Sideboard:
3 Rule of Law/Mark of Asylum
2 Jitte
3 Disenchant
2 Sower of Temptation
3 Relic of Progenitus
2 Hydroblast
- A quick word on the janky cards (ie Harm's Way and Sygg, the River Guide): I've wanted to test harm's way since it was first printed and a meta filled with lightning bolts seems to be the perfect meta to do just that. Though I am sure it would be better served as something else I am very curious about how cool it can be. And Sygg the river guide seems like he would thrive in a removal heavy meta. Sure he can slow you down quite a bit, but if you drop him with 2 mana open he will rule a creature standoff.
- Ancestral vision is my standstill replacement because I won't be able to get some until after the tournament. Because no standstill I decided to replace vial with some more business spells, mainly sygg and harm's way. Probably not going to be as good, but I want to see if the deck does any better in a different direction.
- I am a big proponent of the splash version and have been since day 1. The advantages far far outweigh the disadvantages in my opinion. That being said, are their any suggestions for this build, keeping in mind what I already said about the Standstills, Vials, and Mutavaults? I am obviously going for a quicker, less mana denial version given my meta, hence no stifles as well. Thanks for any input.
Anyone tinkered around much with Misdirection? I've had good luck with it thus far. I've misdirected STP's, burn back to Zoo's creatures, Chant back to storm combo, and my personal favorite, tapping an Aether Vial with no counters on it and Misdirecting a Stifle aimed at a turn 2 Dreadnought to it against Dreadstill. My list is as follows.
13 Island
4 Mutavault
3 Wasteland
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Merrow Reejerey
4 Wake Thrasher
4 Aether Vial
4 Standstill
4 Force of Will
4 Daze
2 Umezawa's Jitte
2 Misdirection
SB:
4 Relic of Progenitus
4 Hydroblast
4 Stifle
2 Hibernation
1 Wasteland
I played 2 Misdirection in the SB along with 2 Divert but it was almost never relevant. So I didnt play it anymore.
Taco, I keep swapping between Misdirection and BeB. The hardest part with Misdirection for me has been what to side out in its place. Honestly I have liked exchanging it for FoW. But that is obv pretty damned imperfect.
Finn, I don't know if this is a Captain Obvious statement or something, but unless you're going to be on the play, it's a pretty good rule to side out the Dazes, unless the deck you're playing against is mana light. Siding out FoW seems a little crazy to me, but I can see how it could be correct.
More often than not though I'd side out Standstill, Stifle, a couple creatures, Daze, even a Vial or two, before I move out FoW. It's like, our last line of defense.
What were you playing against? In my last five matches I drew Misdirection six times (I think, might have been seven). Among these six I misdirected a Plow, a Bolt, a Hymn, and the aforementioned Stifle. The other two times I pitched it to a Force once and drew it when the game was already in hand the other time (or Times.)
I think it's stronger main due to its versatility than in board, where it's not really enough of a powerhouse against any one thing to board in. Just an idea though.
Also, yeah, I can't see boarding out Force like, ever.
Has anybody tried using Vindicate in this deck? It seems to be an uber promising spell since Wastelands arent enough to mana screw or slow somebody down and a lot of lists have cut Stifles. Also, Vindicates give you an out against Counterbalance if you dont have an AEther Vial down. Here's what I have so far
// Lands 21
4 Wasteland
3 Mutavault
4 Polluted Delta
3 Flooded Strand
3 Tundra
2 Underground Sea
1 Swamp
1 Island
// Creatures 20
4 Cursecatcher
4 Lord of Atlantis
4 Dark Confidant
2 Silvergil Adept
3 Merrow Reejerey
3 Wake Thrasher
// Spells 19
4 AEther Vial
4 Force of Will
4 Vindicate
3 Daze
4 Thoughtseize
// Sideboard 15
4 Swords to Plowshares
11 cards yet to be added
Dark Confidants and Thoughtseizes are really fucking amazing. Dark Confidants are a better alternative to Standstills and is actually a bad ass in this deck. People throw removal at you all the time, so resolving a Confidant and having it stick is quite frequent. Thoughtseizes also protect Confidant. Thoughtseize is a bad ass addition too. Being able to take out better creatures, board sweepers and such makes this card golden.
Anyways, any opinions?
I'm gonna get it out of the way and go ahead and tell you I expect you'll have problems with your mana base.
Vindicate is nice and everything, but relying on two splash colors to be able to play one card is a very risky proposition, considering Wasteland is one of the most prevalent cards in this format.
I'm a proponent of splashing, or at least trying it out. But I think you're spreading yourself a little too thin. One of the strengths of this deck is its consistency, and the more you splash, the more you sacrifice this consistency, and limit your potential for explosive starts.
3-color Merfolk just feels weird.
Also, there's this card called Standstill. If you're running Wasteland, Mutavault, Aether Vial, and threats? You really oughta run it. The right number is somewhere between 4-6, depending on how willing you are to risk disqualification.
I just picked up the deck this week so forgive any noobiness.
Is it just me, or does this deck seem kinda tight on slots? I usually end up with a 20/20/20 split of creatures, land and spells. from what I see, this deck is pretty set on the core of the deck being:
4 Lord of Atlantis
4 Merfolk Reejerey
4 Silvergill Adept
4 Curse Catcher
4 Force of Will
4 Daze
4 AEther Vial
4 Standstill
18-22 Land (Waste, Islands, Fetch, Duals, Manlands)
If what I've understood is correct, there's 10 slots to really play with. What's the verdict on Sovereign vs Wake Thrasher? I've heard people say that 12 Lords is awesome and I've also heard that Thrasher is an absolute house (and kind of like a Merfolk Piledriver). 4 seems like an obvious number for either, regardless. And how about Tidal Warrior? I've felt that he's been both awesome and awful depending on the match.
Also, what is the general opinion of Kira? Sygg (U/B one)?
Thrasher is ridiculous. He's also the complete opposite of a Merfolk Piledriver. Piledriver is huge when you've got a hoard of Goblins. Thrasher is still pretty big even when all your other Merfolk get taken down.
I'm not a huge fan of Sovereign. Played him, and I see the allure of him, but I just wasn't overly impressed. If I were going to run him, he'd have to be Merfolk 21-24 (And this is possible, I haven't ruled out a 22+ threat build. It's next on my test list.)
When I called him Merfolk Piledriver, I was mostly referring to him being the big scary finisher and the biggest attacker of the deck :P I should have been more clear.
I never even thought about running 12Lord+Thrasher. Usually my last 10 slots (from the "core" i posted) go to 2 Thrasher (only own 2 atm), 2 Tidal Warrior. Then my last 6 are 4 Brainstorm and 2 land or 4 Stifle 2 PD or 2 land.
Anyone have thoughts on Mark of Asylum? Pingveno mentioned it and it seems like a a decent inclusion in a white splash in a burn heavy meta.
He is that.:) He's just a bit better because he can do it fairly well without assistance. Shame he doesn't get protection from red to match the Piledriver's pro-blue.
Whereas I'm not running the splash, so I could easily go 20 land, 4 Daze, 4 Standstill, 4 Force, 4 Vial, 24 Merfolk if I really wanted.Quote:
I never even thought about running 12Lord+Thrasher. Usually my last 10 slots (from the "core" i posted) go to 2 Thrasher (only own 2 atm), 2 Tidal Warrior. Then my last 6 are 4 Brainstorm and 2 land or 4 Stifle 2 PD or 2 land.
Why this over Absolute Law, though? What besides like, Sword of Fire and Ice and Psionic Blast is Mark of Asylum going to protect you from that Absolute Law won't? And Absolute Law lets you swing through red guys as well.Quote:
Anyone have thoughts on Mark of Asylum? Pingveno mentioned it and it seems like a a decent inclusion in a white splash in a burn heavy meta.