Originally Posted by
Piceli89
Instead of sounding like an arrogant ass-because honestly that's what you sound, you can be good but that does not justify it- and say "oh lololol i'm 6-0 against Merfolks if you can't do it too you're weak in playing uw tempo", let's examine some points:
-Standstill is dangerous if you're not under your own vial or even if you have a Mother out, and they can play it out on turn 2 with Daze/cursecatcher protection. You should know that vial + Standstill, if you do not have an aggro creature out, is going to inevitabilly give them advantage.
-I don't know against whom you have played, but most of the recent Merfolks build run 12 lords, which mean that approximately 60% of the creatures they hit , is going to give them bonus. Plus, certain builds also run 2 Wake thrashers, which becoe huge quickly. You also have your own fatties, but differently from theirs, they have several restrictions, in lasting not very much (grunt and sphinx) or in requiring some times to be dropped (avenger).
-You point out that jitte is a safe win, but what you are forgetting is that they're playing Jitte, too. If one sticks for them , you're not going to be in a great shape too, given the huge number of x/1s this deck plays. Even a Jitted cursecatcher can give several problems, and most of all Mutavault+Jitte is a huge threat, since it can't be Mothered and, if blocked, it will kill the majority of your creatures, if not blocked, it's going to take your mothers and Wayfarers. And you don't always have wasteland for that matter. they can blank yours with the legendary rule; of course you can too, but their creatures tend to grow biggers and overwhelm yours even without jitte, if you don't manage to find a good number of Stps and they're not that bad to crush all their armies onto your Avenger+Mom.
Of course you have Wayfarer for Mutavaults. But sometimes you're undecided whether to Wasteland your own tundra to blanck lord of Atlantis, or waste their Mutavaults. And other times, activating Wayfarer without losing time and mana to be invested on your creatures seems impossible.
-Sovereign can hurt if it pushes one if dudes taking your last lives. This happened to me more that once, despites me having double Angel trying to recover their initial assault.
-Fathom Seer is golden in this matchup, but when you're on the draw sometimes he's just too slow, and eats Daze easily. I know that we shouldn't play it tapping out completely, but sometimes you can't wait and just take the risk of getting it countered, because Lord of Atlantis turning their guys unblockable makes it VERY easy for them to race you.
-4 Swords to Plowshares isn't always enough to face, as i was saying, 12 pump effects.
It will be unquestionable that you are better players than me and all the stuff, but despites your win streak, Merfolks is not really one of those "that easy" matchup, at least for me. I'd rather play against Pro Bant thatn face it. They have several dangerous cards, and sometimes you just open hands that are too slow or badly equipped to fight something like "t1 vial, t2 vial@1 dude, t3 vial@2 lord-swing, t4 vial@3 another dude swing vialing another lord, t4 vial in another lord, swing for massive damages bypassing your Wayfarer and your Mother".
It's ok that Forbiddian has posted videos on Youtube where he crushes Merfolk, but honestly, his opponent was making fucktons of mistakes. I tend to play against good people, without being unrespectful.
I'd appreciate every much if we could call an experienced Merfolk player (say, Tacosnape, I don't know), and record some videos with him playing a classic list (12 lords, 2 Jittes, 20-21 creatures) against UW tempo. I have the feeling things wouldn't go 6-0.