Since where on the topic..
I would like to repost what i've posted earlier with regards to 1 drops. Currently where if your playing faefolk or full merfolk list the 1 drop consists averagely of only 8-10 cards 4 cursecatcher 4 aethervial 2 tidal warrior.
In my earlier posts i suggested that maybe Mothdust Changeling could be given a chance uping the 1 drop to 11-12 giving you a higher chance of droping a 1st turn threat. I suggested him bec he could boost the countering ability of spellstutter, gains bonus from lords and has an evasion if you need it.
Yes waterfront bouncer seems to be good defensively but the merfolk is slow as it is giving it more utility creatures over offensive ones i think is not the right choice... The deck has on spot removal assuming your running mono blue if you add utility creatures your slowing your damage per turn.
A friend of mine suggested why don't you cut standstill and go all out aggro and up my creature count to 24 instead of 21. I told him that the 3 draw coming from standstill is too good to pass but on the other hand can you cast all of those creatures at once assuming you all get creatures from your standstill draw. No you have limited mana as it is but that would give you a bluff hand and a continous drop of threat every turn. You can do that if your creatures are combat compitent but sadly merfolks have no evasion, no first strike, needs tidal warrir + LoA trick which sometimes doesn't happen constantly.
So the more damage you do early on the better chance you could finish off your opponent and making each crack of his fetch sting more...
Im also leaning towards redcuing my aether vial count to 3 instead of 4 and adding more one drops becuase drawing an aether vial mid to late game is kinda useless

