Yea, it's pretty rough.
I'm trying Uw 'folk out with P2E main and Absolute Law SB to attempt to make the matchup a little better.
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You can't run path to exile when your main strategy is wasteland, daze, cursecatcher etc. If you want to make the red matchups better run 3 kira and blue blasts in the sb. How does absolute law improve the matchups? which?
Guys, I have a question regarding cursecatcher. Can I sac him to counter nothing? The judges here in my country said he can't. But I always get the impression he can be sacked to himself to response bridge from below trigger. I need explanation from the pros here.
@Bahamut: From what I can tell, Commander is the single cards that puts Merfolk on a whole new level. I strongly advise never to cut or side him out. Besides that, I only run 12 lords and get to use Reejery quite often.
Coralhelm Commander isn't as great as he's given credit for. He suffers from Nantuko Shade syndrome - You have the potential to spend six mana or so only to have your guy disappear for between 1 and 2 mana. As many games as Coralhelm wins by sailing over the enemy, he'll also lose you some for mana investments. Lord of Atlantis, Silvergill Adept, and Merrow Reejerey are all stronger, and should usually stay in longer than Coralhelm.
Also, if you're running into worlds of Tarmogoyfs and Knights of the Reliquary, Mirror Matches, and/or lots of Emrakul-packing decks, Waterfront Bouncer has been ungodly good for me. He clears the path, He turns Silvergill into Blinking Spirit with digging abilities, is ridiculous with Merrow Reejerey, and he makes the mirror ridiculous by being a huge weapon for Standstill superiority, screwing with combat math and Islandwalk, making opposing Jittes ridiculously difficult to connect, and if you can stick a Vial, he's at least some kind of an answer to Llawan. Also, you know those lategame Vials and Dazes and excess Islands that cost you games that you're ever so close to winning? He turns quite a few of them into wins.
who likeys that cryptoplasm...ME!!!
I find that if you need to get rid of Bridges, counter your own spells. Something like Adept, LoA (Since they don't run islands) or even another Cursecatcher. Also these three are the easiest for you to pay the one colorless, as they cost 1-2. I have even sacced one when casting FoW.
My friends and I are fairly new to competitive Merfolk and are having trouble with early hand disruption. Here's a situation I run into a lot:
Turn 1 Game 1 on the draw Thoughtseize against you with this opening hand, knowing your opponent could hold a T2 Hymn to Tourach:
Daze, Force of Will, Aether Vial, Coralhelm Commander, Island, Island, Wasteland
Should I have mulled before getting to T1, or should I force the Thoughtseize?
What about on the play with Island and Aether Vial as my first turn and my opponent casts Thoughtseize:
Daze, Force of Will, Coralhelm Commander, Island, Wasteland
Should I daze and count myself lucky that I can stop the hymn with Force if it comes?
A/-77
Situation 1: Let them take a card. Its not worth giving up 2 with FoW when they will more than likely take your vial. You should never mull that hand.
Situation 2: Same thing, let them take you FoW. Cardwise, using FoW takes 2 cards (itself plus one) but the thoughtseize just takes one.
That seems pretty wrong, you always force that because any player will take the vial and if they don't I would say they are bad. Merfolk lives and dies by vial. I would pitch the commander to have daze on their turn 2 and then wasteland. Then you should draw fish or standstill to replenish your hand. You want vial to resolve every game
I agree with the second, you don't really care once you resolve vial with daze backup. They should take force and then you can still daze there next play. No reason to lose daze and a land or force +blue card when they are just going to take 1 card
Since Coralhelm is your only creature, might it be better to Daze the Thoughtseize in Scenario 2 because they could just take that? Not that I necessarily mind them taking 1 of 24 creatures, but it might slow me down considerably.
Or is the assumption that 1 for 1 is ok, as long as it isn't a Vial?
This is a matter of opinion of course, but if you daze you're losing a land drop which is pretty big esp if you plan on wastelanding them. I don't find the thoughtseize to be that scary there, but if you daze you are losing a card and a land drop. Then you have nothing for there turn 2 play which could be something a lot stronger like hymn or bob. And as you stated if they take your creature you still have daze/waste and force to slow them down which will give you a chance to draw something.
Getting hymn on turn 2 would be pretty bad after you dazed there. I think they would probably take your force, then you daze their turn 2 play leaving you with coralhelm. Lots of different scenarios could happen, that is what makes magic fun
Scenario 1 - You let Thoughtseize resolve. Two Islands and a Wasteland mean losing your Vial here isn't that huge of a deal. Depending on what they're playing, you may lose the Coralhelm and/or the Force here, also. Early hand disruption is a nightmare for Merfolk, and if you see a ton of it, you should seriously consider Brainstorm.
Scenario 2 - I'd Daze the Thoughtseize. You have no draw in this hand, and any resolved Thoughtseize is likely to rip your Coralhelm Commander away. Missing the land drop isn't that big of a deal given that you've already stuck the Vial.
Has anyone considered running something like Spectral Shift in the SB?
In addition to allowing LoA to affect anyone, it does the same with Llawan, while turning off your opponent's Llawan. Turns Choke against your opponent too. Allows you to block Piledriver, as well as turns Perish on Red in the Black run versions. Lets Mind Harness grab anything. Can turn off MoM, or Perish to White. Stops Boil, and effectively counters Pyroblast too.
Eh...?
Choke is static, so it won't really work there...
Piledriver can be blocked with Mutavault, so there is no issue there. And anyway you should NOT be letting piledriver resolve.
Why would ANYONE in their right might board in perish against you?
No one runs boil.
Spell Pierce counters pyroblast as well...and more.
I think that takes care of just about everything. :)
He's talking about altering your Perish.
However, applications are too little to be a viable sb card. You mention a lot of "cute" interractions but this is not the kind of card want to commit sb space on. But props for thinking outside the box.