He's saying that against decks like zoo, you can bounce a turn 1 Nacatl, or if they're on the play, a Pridemage. But I agree, seems too narrow.
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He's saying that against decks like zoo, you can bounce a turn 1 Nacatl, or if they're on the play, a Pridemage. But I agree, seems too narrow.
hmmm...tried the coralhelm out tonight, and not to overly impressed yet. needs more testing, but it seems like I spend so much time investing on his ability when I could be just smashing their faces in with the wake thrasher
I have been liking it. I almost always have available mana for him. He becomes 4/4 permanently so is less likely to get burned out. But the part I really like is the flying. The Merfolk needed some flyers for the Zoo match up and others. I found him to be a power house.
How the hell are we supposed to sideboard against the Lich matchup? That motherfucker Cavius's science is just too tight, I can't crack the code!!! Arghhhhh!!!!!!!!!!!!!!!!
Please keep that ass-hat crap out of serious threads of this sort. There are so many stupid people in possession of disinformation in this world. There is no reason to artificially promote noobs and lurkers to stupid status on a joke as unfunny as this one.
What are thoughts of running SoFI in the SB instead of Jitte. I have never really been that impressed with jitte and it seems that the only mainstream matchup I bring Jitte in is the mirror. I have yet to test it, but in theory the protection from red would help us with the goblin matchup.
Pretty standard List. Just thought I would throw it out there.
3 Coralhelm Commander
4 Cursecatcher
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
3 Spellstutter Sprite
Creatures [22]
4 AEther Vial
4 Daze
4 Force of Will
4 Standstill
2 Umezawa's Jitte
Spells [18]
13 Island
4 Mutavault
3 Wasteland
Lands [20]
that list isn't standard at all. You need 4 wasteland and more lords
Reading through a lot of the posts, I noticed that many fellow merfolk players were testing with a 13 island build because of problems with blue mana in opening hands.Quote:
u need 4 wasteland and more lords
Since I opted away from the mana denial build including stifles, I figured it would be more productive to test 4 mutas over 4 wastes. Whether it is the right decision or not, I am hoping it still fits with the goal of what the deck is trying to accomplish.
As for the lords, I could put in 2 soveriegns where the jitte spots are, but the deck seems to be working fine without another clunky 3 slot. Coralhelm has been amazing in testing, as he becomes virtually a blue tombstalker in one-two turns.
considering the only things shifted around are the flex slots and one wastelands (which are all filled with acceptable replacements and nothing retarded or whacky), Calling it a "pretty" standard list still seems acceptable.Quote:
that list isn't standard at all.
Seems not as good as Jitte. SoFI isn't a bad card but everything you want it to do against Goblinescue decks Jitte does at least just as well (if not better) at one mana less. Pro red is far less relevant when you are equiping on turn 4 when you could already have an active Jitte.
I would't call it it a standard list, imo its a unconventional list because spellstutters are not main stream (yet). I think a standard list would be running ET and Jitte in the flex spots. However I am too running spellstutters right now and as i have found them to be sex on a stick. It has amazing synergy with mutavault and vail and can shut down reanimator and makes most spells a 2-1.
thats what i came to the conclusion on as well. Its good, but jitte is turn two vs SoFI turn three with is really important in establishing board position vs aggro matchups because you dont really have that much time before you get pwn'd.
Here is the list that i'm giving my noobie friend to use tomorrow night while i struggle to learn countertop prog
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Merrow Reejery
3 Coralhelm Commander
4 Spellstutter Sprite
3 Daze
4 Force of Will
4 Standstill
4 Aether Vail
2 Jitte
12 Islands
4 Mutavault
4 Wasteland
Sideboard
3 Spell Pierce
3 Submerge
2 Relic of Progentious
2 Tormod's Crypt
1 Blue Elemental Blast
1 Hydroblast
1 More Jitte
2 Propaganda
Right now ET and Prop are battling it out. I am leaning towards Prop because its helps out more with our harder matches as compared to ET which is more versatile. I already have creature bounce in Submerge so it would be essentially redundant as 95% of the time I use it to bounce creatures. The only reason why ET would be better is because it takes out tokens, but on the other hand, Propaganda essentially prevents from tokens from swarming you (along with their non-token creatures). The only main situation where I would like ET is vs Blazing Archnon. I hope to prevent getting to that point via GY hate/counter spells to stop them.
If you're running Spellstutters, give serious thought to Riptide Laboratory. It enables blocking/pseudovigilance tricks with Cursecatcher and Mutavault, a soft lock with Spellstutters, a draw engine with Silvergills, and, if you go a bit farther and add a vendilion clique or two, recurring hand disruption. Pairing any of these with a Vial is even more disgusting. You can probably shave an island and a mutavault if you do, because it's more virtual creatures since you can save some from removal.
The only thing with adding in riptide laboratory is that becomes another colorless source, and the list is already pretty skimpy on the blue sources.
I have to agree with sprites being sex on a stick. They singlehandedly have won me many g1's against landstill and bant because they wait for my attack phase to stp and it gets eaten by a sprite.
I have tested labs and i didn't like it. It costs 4 sources (3 lands and Vail) to pick up a spellstutter/adept and play it again and i wanted to use these 4 sources of power to develop board position.
For reference, a Merfolk/Faerie build that came 1st of 38 recently:
http://www.deckcheck.net/deck.php?id=34628
4 SS, 2 Clique, 21 land including 2 Lab.
I run a version with 4 SS and no laboratory, and no clique. I have to ask. how important is the clique. It seems that it is good, but we already have a good matchup against many of the decks that it will help.