Originally Posted by
Sims
I wouldn't quite go that far. The deck definitely has some cards/decks it hates to see but it's really dependant upon draws/builds/players. I haven't had problems with Rock builds, for isntance, because running out a quick lock piece can screwthem hard. Sure, deed could be a problem, but how are they playing Deed through a turn 1-2 Blood Moon? Their Mox Diamonds don't do much against Trinisphere, etc. I understand that depending on the draw it can be hard matchup, but if you know they're on the rock, why are you keeping a disruption weak hand? Same with Zoo, you can easily beat their 1/1 and 2/2's once you drop a moon. Pyrokinesis or FTK from the board shine here, as naturally does the maindeck components of Chalice and Trinisphere. Pridemage is hard to cast in a deck where most people only run 1 of each basic (if that) and you're turning off their fetches on your first or second turn.
Survival requires your sideboard.. You need Needle and possibly ratchet bomb to beat it, but you still have a fighting shot depending on the version. I would think here that U/G and G/W/b ooze versions would be easier than G/W, but that's just based on my play experience.
The primary reason i put this deck down and picked my Merfolk deck back up was because my meta started learning that they lost to blood moon and either began playing more basics, or switching decks to mono/dual colored decks with high basic counts. Tribal decks are beatable but are a pain in the ass, and I've started seeing more of them lately. So as has been said before, when the meta becomes hostile and doesn't allow your primary lock components to function at their peak, pick up a different deck for a while.