Re: [CaNGD] Triton's Minions after Monrningtide
I played this last night, borrowing it from a friend. I hadn't really played it recently, but I played it in the past and enjoyed it. This was the list used was something like this:
Creatures
4 Coralhelm Commander
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergil Adept
3 Cursecatcher
1 Kira, Great Glass-Spinner
1 Merfolk Sovereign
Spells
4 Mental Misstep
3 Force of Will
3 Daze
3 Dismember
Artifacts
4 AEther Vial
Lands
13 Island
4 Mutavault
4 Wasteland
1 Mishra's Factory
Sideboard
3 Hydroblast
3 Llawan, Cephalid Empress
2 Energy Flux
2 Spell Pierce
2 Submerge
2 Umezawa's Jitte
1 Dismember
Round 1 vs Mirror
Dismember was a house
2-0 (1-0)
Round 2 vs Mirror
Dismember was still a house
2-0 (2-0)
Round 3 vs Show and Tell
So many lords and counterspells won it for me
2-1 (3-0)
Round 4 vs Bant
Dismember was not as good here, but I was able to slow him down a lot
2-0 (4-0)
Round 5 vs NO RUG w/ Bloodbraid Elf
I scoop him in. Im a nice guy, what can I say
0-2 (4-1)
So, Dismember was amazing. 3 Llawan helped a lot. Jitte is really good. May be better than Kira/Sovereign in the main right now. I enjoyed the deck a lot and hope to play it at an SCG 5K soon.
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
videogamer99
Round 1 vs Mirror
Dismember was a house
2-0 (1-0)
Round 2 vs Mirror
Dismember was still a house
2-0 (2-0)
Take note of this, Merfolk players with an unnatural attachment to Submerge.
Went 4-0 in Locals tonight. Playing my same maindeck list as usual, with a weird SB full of a bunch of random 1-ofs to try out. I also tried 4 Spell Pierces, which is my new favorite SB card, but then got in three aggro matchups and only got to use them one time. Whatever.
Round 1 - Brian playing UGB Dredge/Madness/Weird hybrid something.
Game 1 I counter two Careful Studies. He plays Islands while I beat him to death. No idea what he's playing, so I bring in yard hate under the assumption that Careful Study means something's hitting the yard.
Game 2 I counter yet another Careful Study. He ramps up land and hardcasts Deep Analysis, while I make dudes. I still overwhelm him without seeing what he's playing. Might make it more difficult when I face him tomorrow night.
Round 2 - Jerath playing Modern D&T.
I win the die roll and lead with an Island, Cursecatcher. He plays Plains, Vial. I let it hit due to how fast my hand is, and this turns out to be a good move, as he has a second Vial a couple turns later. And lots of land. I Force the one thing he hardcasts (A Squadron Hawk), and Misstep his one STP, and my guys crash through.
Game 2 I Misstep an Aether Vial and he gets mana stuck. By the time he stabilizes, I have guys. Lots and lots of guys.
Round 3 - Larry playing Zoo
I mulligan to six and keep a two-lander with a Silvergill. Larry has two things. Lands and dudes. I have to Wasteland a Taiga to keep two Kird Apes, a Loam Lion, and a Nacatl from steamrolling me, then get stuck hunting another land and die being unable to drop my guys out fast enough to stabilize.
Game two, I mull to 6, he thinks a long time about going to 5, but stays at 6. I stick an Aether Vial, he gets stuck on one land with me having a wall of Mental Missteps and guys.
Game three we both end up mana flooded after decent starting hands. He keeps drawing land. I get a Silvergill with an active Jitte, but he topdecks a Krosan Grip like a champion and eats my four counters. Ugh. Fortunately he hits land after that, I Dismember his Tarmogoyf (So sexy) and topdeck two straight Reejereys to seize control. I manage to win with his top card being a much needed Path to Exile.
Round 4 - Chase playing UWB Doomsday Show
Game 1 I go Mutavault, Vial with an Island in hand. He Missteps. I Misstep. He Missteps. I don't get a Vial. He then Thoughtseizes me to make the situation worse. But I get beats in with my Mutavault, and a Reejerey finally joins the show, and by the time he gets Show and Tell, he's way too low on life for Emrakul to be scary.
Game 2 I try to Force a turn 3 Plague, he Forces back, and due to lack of air conditioning I somehow don't think to sacrifice my Cursecatcher. Gah. (I really don't earn my rating sometimes. Just ask Majikal.) I drop a Coralhelm and panic-level him to 2, then Chase gets to 5 lands and sticks Plague #2. Coralhelm goes big, a 1/1 Reejerey sticks, and I beat him with subpar-sized Lords and Mutavaults while he's still hunting for Show and Tell.
Thoughts for the evening:
-Going 4-0 on die rolls with Merfolk wins tournaments. I can't even think of the last time this happened. It's been at least a year.
-Dismember is amazing. It's also amazing at not appearing when I have an aggro matchup. But it's still amazing.
-Cursecatcher belongs on the top 5 creature in Legacy list. Every matchup I played, Cursecatcher influenced my opponent to ridiculous degrees.
-Bounce spells were weak. The one random Needle was weak. The one Null Rod I had, in post-match screwing around against D&T, was great at shutting off Sword of Fire and Ice, and made Batterskull just an annoying dude to deal with rather than a game-ending problem.
-Divert is earning strong sideboard consideration for me. Divert reflects STP. Divert reflects Hymn. Divert reflects Bolt. Divert makes Mental Misstep target Divert. It's seeming better the more matches I play.
-Stoneforge Mystic is a problem. The card is seriously everywhere in Legacy right now. Absolutely everywhere.
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 blanking cards in their hand.
Divert is one of those cards (merfolk loves these type of cards) that really sucks or is just a total house. I'm sure everyone can decide when it sucks and when it doesn't. I don't think merfolk has the U mana open to justify using it, for me it's in the same boat as spell snare. So basically it is awesome early game, when merfolk "doesn't" really have U available and sucks late game. I had a lot of success running misdirection, hitting hymns/bolts etc Again game breaking when awesome even pitching a card or complete suckage.
Which bounce spells are you referring to as weak?
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
videogamer99
I played this last night, borrowing it from a friend. I hadn't really played it recently, but I played it in the past and enjoyed it. This was the list used was something like this:
Creatures
4 Coralhelm Commander
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergil Adept
3 Cursecatcher
1 Kira, Great Glass-Spinner
1 Merfolk Sovereign
Spells
4 Mental Misstep
3 Force of Will
3 Daze
3 Dismember
Artifacts
4 AEther Vial
Lands
13 Island
4 Mutavault
4 Wasteland
1 Mishra's Factory
Sideboard
3 Hydroblast
3 Llawan, Cephalid Empress
2 Energy Flux
2 Spell Pierce
2 Submerge
2 Umezawa's Jitte
1 Dismember
Round 1 vs Mirror
Dismember was a house
2-0 (1-0)
Round 2 vs Mirror
Dismember was still a house
2-0 (2-0)
Round 3 vs Show and Tell
So many lords and counterspells won it for me
2-1 (3-0)
Round 4 vs Bant
Dismember was not as good here, but I was able to slow him down a lot
2-0 (4-0)
Round 5 vs NO RUG w/ Bloodbraid Elf
I scoop him in. Im a nice guy, what can I say
0-2 (4-1)
So, Dismember was amazing. 3 Llawan helped a lot. Jitte is really good. May be better than Kira/Sovereign in the main right now. I enjoyed the deck a lot and hope to play it at an SCG 5K soon.
Close. There's four Daze and twelve Islands. Also, there's one Force of Will in the board and only two Hydroblast.
And yes, Dismember is an absolute house in the mirror and all our bad matchups. The week before, I beat Junk, Team Italia, and Affinity because of Dismember. Last time I checked, those are among our worst matchups. In fact, this list is 8-1-0 in matches not including IDs or videogamer99 scooping someone in since I added Dismember. If you're not running Dismember in the main, you're doing it wrong.
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Tacosnape
Game 2 I try to Force a turn 3 Plague, he Forces back, and due to lack of air conditioning I somehow don't think to sacrifice my Cursecatcher. Gah.
I first just want to say that I really enjoyed reading your report. This quoted section above gave me a good chuckle.
Quote:
Originally Posted by
Tacosnape
-Divert is earning strong sideboard consideration for me. Divert reflects STP. Divert reflects Hymn. Divert reflects Bolt. Divert makes Mental Misstep target Divert. It's seeming better the more matches I play.
I had been toying around with Misdirection for this same purpose, when one of my friends who has more merfolk experience suggested Divert. I haven't tested it yet but it seems like it could really be worthwhile. I would wager 1 for 2ing people on removal/discard or 1 for 3ing on Hymn could prove to not only generate virtual card advantage, but also also in some instances just out rightly turn a game into a blowout.
I would also like to discuss the Stoneforge/Batterskull/SoFaI problem. You were exactly right in your post the SFM is everywhere right now. I honestly think that maindecking Dismembers and sideboarding pithing needles and or null rods are the way to go. Null Rods can really help shut down pesky equipment and also can help sure up affinity, painted stone, and mono artifact decks. Pithing Needles can do the same thing but are a bit more flexible. My testing has not be real intensive but that is what I have been working with at the moment.
Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Tacosnape
Take note of this, Merfolk players with an unnatural attachment to Submerge.
I still firmly believe in Submerge, even though I play Dismember, Submerge can be such a back-breaking tempo play from your side that the opp simply can't catch up to you. Granted, it can only "kill" a creature if your opponent plays a shuffle effect, so this won't happen often, but even early in a game, having them draw the same Noble Hierarch can be worth it. Most of the time, I save my Submerges for those "oops, I win" situations, when you out of nowhere win the damage race by removing one of his blockers/threats.
My generic Merfolk sideboard would probably be:
3-4 Spell Pierce
3 Submerge
3 GY hate (Crypt, Extraction)
2 Jitte (unless they are present in the MB)
3 Metagame slots (extra Dismembers, Kira, REB, Sower etc. etc.)