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?