Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
1maarten1
I dont really like courrier. Its so slow in my eyes and if you actually play it ur throwing ur counters on the bottom of your library. I'm going to test ponder and tidal warrior. Anyone comments?:laugh: Im going to figgure out a nice sideboard later :wink:
~Maarten
Please, just think about the bolded statement for a second. The only thing it does is thin your deck, so there will be less Merfolk and more counters for you to draw (not that this matters due to lack of shuffle effects but just for illustration). So you won't draw less counters, that makes no sense, you will even draw more in the very long run.
Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
djeyjey
How about "Chain of Vapor" ?
Ok, you can say it's risky to get your Vial bounced but it could fit well in the LD/mana disruption plan ???
Play chain of vapor and risk to get one of your win-cons bounced while you need to remove a blocker and beat with a merfolk ? Echoing truth /RRiver solves this problem greatly, chain of vapor is antisynergic as hell in a deck which packs creatures as win conditions. Leave it in ichorid , or in Storm decks.
Re: [Deck] Triton's Minions after Monrningtide
This build just won an 88 player tournament:
4 Aether Vial
4 Cursecatcher
4 Tidal Warrior
2 Manta Riders
4 Silvergill Adept
4 Lord of Atlantis
2 Sygg, River Cutthroat
4 Merrow Reejerey
2 Wake Thrasher
4 Force of Will
3 Daze
3 Standstill
2 Echoing Truth
3 Mutavault
3 Wasteland
2 Rishadan Port
11 Island
SB: 3 Tormod's Crypt
SB: 3 Mind Harness
SB: 3 Hydroblast
SB: 2 Pithing Needle
SB: 2 Hurkyl's Recall
SB: 1 Echoing Truth
SB: 1 Rebuild
Looks pretty iffy to me, but hey, it won.
Re: [Deck] Triton's Minions after Monrningtide
First of all, this is my first post.
I'm italian. As far as I can tell, my English level is the worst you've ever seen. My apologize in advance.
I played Merfolk in Standard for a few days: enough to remember that I don't like Standard anymore but that I still like Merfolk and the "Fish" decks they can form!:smile:
So I started to build this deck. I like it. It will be my "main" deck, I'm quite sure.
This is my take:
Creatures (22)
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
4 Cursecacther
3 Tidal Courier
3 Tideshaper Mystic
Spells (19)
4 Force of Will
4 Daze
4 Standstill
3 Aether Vial
4 Stifle
Lands (19)
4 Wasteland
3 Mutavault
3 Rishadan Port
9 Island
Sideboard (15)
3 Relic of the Progenitus
2 Tormod's Crypt
3 Wipe Away
4 Blue Elemental Blast
1 Hydroblast
1 Rebuild
1 Hurkyl's Recall
I think's that's a lot to fix, expecially in sideboard. Main is ok for the moment. My only few doubts are:
- Standstill: maybe Brainstorm could be a better choice?
- Tideshaper Mystic: It isn't always necessary, so two are enough? (-1 Tideshaper +1 Tidal Courier?)
- Something to take out to make room for the fourth Vial.
Hope this can help!
Hope you can help!
Re: [Deck] Triton's Minions after Monrningtide
Ciao Luca (son italiano anche io),
I 've brought merfolks to some tourneys and i think i can give you some advices. It's always good to see that someone picks up merfolks.
First, aether vial is an absolute 4-ofs. It wins games alone if cast in the early turns , so you want to see it as soon as possible.
Tideshaper mystic is shit, there's another merfolk which works in a greater way and its name is tidal warrior.
Tidal courier is quite crappy, since merfolks does not haave the same goblins/elves speed, so you wont' be able to vial/cast it before the 4th turn ( excluding dazes), and revealing 2-3 merfolks ( on average) won't be as "fast-advantaging" as with the aforementioned tribes.
Lord, Adept and reejereys are all 4-ofs.
Wake thrasher is a must include, you could also run 4 of them, but since it's a 3 drop and it's quite poor in defending, i owould say 3 is the right quantity. It's the merfolks which allows o increase consistently the damage race.
daze, force and possibly stifle are a must, all in the full set.
For the mutavaults, well there are several ways of thought about this card, iìm still not fully convinved by it, but it seems to be great in (almost) every tribal deck.
If you'll join tourneys in the area of Milan we'll probably meet.. :wink:
Re: [Deck] Triton's Minions after Monrningtide
Thanks man! Your comment is very useful! I'll soon post an updated list.
Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Illissius
This build just won an 88 player tournament:
4 Aether Vial
4 Cursecatcher
4 Tidal Warrior
2 Manta Riders
4 Silvergill Adept
4 Lord of Atlantis
2 Sygg, River Cutthroat
4 Merrow Reejerey
2 Wake Thrasher
4 Force of Will
3 Daze
3 Standstill
2 Echoing Truth
3 Mutavault
3 Wasteland
2 Rishadan Port
11 Island
SB: 3 Tormod's Crypt
SB: 3 Mind Harness
SB: 3 Hydroblast
SB: 2 Pithing Needle
SB: 2 Hurkyl's Recall
SB: 1 Echoing Truth
SB: 1 Rebuild
Looks pretty iffy to me, but hey, it won.
This deck won a 35player tournament on sunday. They are quite similar
http://www.deckcheck.net/deck.php?id=21768
Mainboard:
12 Island
4 Cursecatcher
4 Daze
4 Merrow Reejerey
4 Wasteland
2 Wake Thrasher
4 Silvergill Adept
4 Force of Will
3 Stifle
4 Aether Vial
3 Mutavault
4 Lord of Atlantis
4 Standstill
2 Tidal Warrior
2 Rishadan Port
# 60
Sideboard:
3 Back to Basics
2 Umezawa's Jitte
2 Tormod's Crypt
4 Blue Elemental Blast
4 Relic of Progenitus
# 15
Re: [Deck] Triton's Minions after Monrningtide
Just 2 Wake Thrashers? Aren't they the Merfolk Piledrivers?
Re: [Deck] Triton's Minions after Monrningtide
Two Ports? Two Tidal Warriors?
You either go with the mana denial strategy, or you don't. Don't half-ass it with two-ofs. Sure, it won. But unless it does so repeatedly, it's nothing more than an anomaly.
Re: [Deck] Triton's Minions after Monrningtide
Working around your comments and posts, and after some searches around the net, I came up with this:
Creatures (21)
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
4 Cursecacther
3 Tidal Warrior
2 Wake Thrasher
Spells (20)
4 Force of Will
4 Daze
4 Standstill
4 Aether Vial
4 Stifle
Lands (19)
4 Wasteland
3 Mutavault
3 Rishadan Port
9 Island
Sideboard (15)
3 Relic of the Progenitus
2 Tormod's Crypt
3 Wipe Away
4 Blue Elemental Blast
1 Hydroblast
1 Rebuild
1 Hurkyl's Recall
I figured out that the structure was ok. After a few test I felt the lack of Wake Thresher and I saw how "heavy" is Tidal Courier.
Now it's time to watch at sideboard. Any comment?
Re: [Deck] Triton's Minions after Monrningtide
Wipe away isn't that great choice for an aggro-control deck, i'd go -3 wipe away and +3 echoing truth ; furthermore, i'd even consider to put them MAINDECK because merfolks monoblue version don't have any removal.
Other sourcers previously suggested adding rushing river, but i somehow doubt about its speed, being a 3- cost card and requiring sometimes to pay the kicker cost ( which may seem to be little -disadvantage, but a land in an aggro control deck is alqays fundamental).
For the rest, I like the sideboard, it's quite balacned for facing the critical Mus. Perhaps i would try Divert , to use against black based decks and similars as rock, eva green...
Wake thrasher should be in 3x in the maindeck, Imho.
Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Cabal-kun
Two Ports? Two Tidal Warriors?
You either go with the mana denial strategy, or you don't. Don't half-ass it with two-ofs. Sure, it won. But unless it does so repeatedly, it's nothing more than an anomaly.
New top, 67 players
1st - Aleix Dosta - Merfolks
Maindeck:
11 Island
3 Mutavault
2 Rishadan Port
3 Wasteland
4 Cursecatcher
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
2 Sygg, River Cutthroat
4 Tidal Warrior
2 Wake Thrasher
4 Æther Vial
3 Daze
2 Echoing Truth
4 Force of Will
4 Standstill
Sideboard:
4 Blue Elemental Blast
1 Echoing Truth
2 Hurkyl's Recall
2 Mind Harness
2 Pithing Needle
3 Tormod's Crypt
1 Umezawa's Jitte
http://www.lamaquinadeltemps.com/for...ad.php?tid=783
Re: [Deck] Triton's Minions after Monrningtide
Wow, that lists appear as a bit .."odd" to me (it seems to be more oriented toward a "blue goblins" philosophy with that huge amount of merfolks.. and the black sygg is surely unusual), but it got 1st in a 67-men tourney, so maximum respect.
EDIT: hey guys, i got a bit on deckcheck and merfolks are really kicking asses ! 22 decks , with the last 2 having reached the first position in 2 big tourneys !! OMFG this deck will become the next tier1, I always felt it, and now i'm quite confidant.
Just a thing, i noticed that the more recent lists are playing mutavaults instead of wasteland#4 and/or 1-2 ports. Has anyone tested if the 'vaults are worth this change ?
Re: [Deck] Triton's Minions after Monrningtide
Piloting a Merfolk deck, I often wish I had after-wrath affects besides FOW, and some more stuff to sit under standstill (AfterWrath now available in stores near you!). Course if you have the mana denial that doesnt really matter...
Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Piceli89
Just a thing, i noticed that the more recent lists are playing mutavaults instead of wasteland#4 and/or 1-2 ports. Has anyone tested if the 'vaults are worth this change ?
Again, I'll say that with Wasteland and Ports, you either want 4 or none. Don't half wing it with mana denial cards.
And yes, Mutavault is very worthwhile. I'm surprised that people haven't picked up on it sooner. The cost of making your mana base a little more vulnerable is worth being able to win games against control decks by saving a Lord of Atlantis in your hand, Vialing it EOT after they clear the board, and then swinging with Islandwalking* and pumped Mutavaults, or just pumped Mutavaults.
Edit: You can point out how many decks are doing well with that 2-3 setup, but that doesn't mean that's the reason. You could stick 2 Apocalypse Chimes in Thresh and still win +50 people tournaments. Does that mean the Chimes suddenly made your deck nuts? Really now. It's more the power of the rest of the deck shoring up a poor mana denial suite then the other way around.
Re: [Deck] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Cabal-kun
Again, I'll say that with Wasteland and Ports, you either want 4 or none. Don't half wing it with mana denial cards.
You can say that as many times as you wish, but still it isn't true. You are screwing up your manabase. If you are stuck with no or just one Island in the early game, it can endanger your aggressive plan. Therefore I play 4 Waste and 2 Ports - and no Vaults.