There's also the option of Dominating Lucid as well. Doesn't die as easily as Seasinger, but takes some additional mana investment.
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btw if anybody suddenly doesn't know it yet, Wake Thrasher is going to become a little better after coming cancel of mana burn. not that great improvement but can be useful if we haven't mutavaults in play. i mean, on the battlefield:smile:
I've been trying this guy out lately. I think he's better than Tidal Warrior:
Reef Shaman :u:
Creature - Merfolk Shaman
Tap: Target land becomes the basic land type of your choice until end of turn.
0/2
More useful against blue decks than Tidal Warrior. Even with 0 power, I still think it's worth it over Tidal Warrior.
Here's the list I've been using so far:
12 Island
4 Mutavault
4 Wasteland
4 Cursecatcher
4 Lord of Atlantis
4 Merrow Rejeerey
2 Silvergill Adept
2 Inkfathom Infiltrator
2 Reef Shaman
2 Wake Thrasher
4 AEther Vial
4 Force of Will
4 Daze
4 Standstill
4 Stifle
Still worth it. It's still a 1 CC Merfolk which triggers Reejerey's ability. Turning a blue deck's land into an off-color land is huge.
This is "win-more" strategy... and also pretty backwards logic. Think about it, why would you want to wait for Reejerey (a three drop) in order to play a one drop?
Also, I know the difference between a 1/1 and a 0/2 seems pretty small, especially since you trade off for a better ability, but consider this: This is an Aggro-Control deck. Above all else, you need to be able to win by counting to 20 damage. As such, having each and every creature being capable of doing damage on their own, even if it's just one damage, is crucial.
Lord of Atlantis and Reejerey are essentially good because they change your 1/1's into 2/2's, etc... Not because they make some little dude who was just sitting there, color-fucking one land a turn if you're lucky (or more likely, being used as a chump blocker), suddenly into a 1/3. They're good cards because they make your creatures (which are pretty abundant) deal more damage, not because they make them start dealing damage.
Let me put it another way as well: No one really plays Tidal Warrior any more these days unless they are either trying to focus on mana disruption (which I hear is becoming less of an effective strategy), or unless they are trying to fill a few slots (which are generally pretty tight in this deck, seeing as most builds use about the same 50 cards or so as a starting point).
When you include a card in the main-deck, you basically are saying "This card fulfills this particular role in this deck better than any other card I could use in its place." Honestly, it's hard enough to justify Tidal Warrior using that argument, and I really can't see successfully justifying including a creature that does no damage without a pump effect just because its ability is marginally better than Tidal Warrior's.
Well, with my mana denial package (4 Stifle, 4 Wasteland, 4 Daze, 2 Tidal Warrior), I almost have no problems against non-Goblin matchups.
And sometimes you'll need Islandwalk if you're not facing a deck with blue to outclass their threats.
But well, it's my opinion, I have a classical monoblue build.
Yeah, there's nothing wrong with this build at all, it's just a meta call.
I wasn't trashing Tidal Warrior, he's decent, he just tends to be a bench-warmer for me where I'll toss in two copies if I find myself with open main-deck slots.
I was just saying that Reef Shaman sucks because he deals no damage on his own... And using Tidal Warrior as a point of comparison to show why Reef Shaman is strictly worse in this deck.
Yes, you're right. Reef Shaman really sucks. If you wanna see my list, a traditional build, it's here.
I need only one more Mutavault to complete the deck. :rolleyes:
I also tested Minamo to interact with Wake Thrasher but it's Wasteland's bait, making the deck more vulnerable to it and later sometimes is a dead card. An after M10's rules, if mana burn really goes away.. hey Wake Thrasher, you will be a big fish!
Late answer, but very easy shown by the T8 list on the last tournament I played (This sunday, Maastricht, The Netherlands, about 70 players).
1. Merfolk
2. Merfolk
3. Landstill
4. Merfolk
5. Mono-R Gobs
6. ANT
7. UWR Planeswalker Control
8. Tempo-Thresh
Hmmz, 3 Folk decks in T8 after 7 rounds of swiss and T8 games... Do I need to say more? ;)
Gr Mok.
Ehhh, I played a bunch more games with Reef Shaman, and yeah, Tidal Warrior's better......womp womp...
On another note, here's a sb I recently constructed:
4 Chalice of the Void
3 Umezawa's Jitte
3 Relic of Progenitus
3 Chill
2 Mind Harness
That doesn't seem that amazing, I mean you Time Walk yourself to gain control of something which will get Gripped... Although I do like the cute tricks possible with this [stacking damage and then turning him back into a creature, so he still lives, and they lose two creatures for those who don't see it].
In your build, I would run a 3/3 split of Mutavaults and Wastelands, it has always worked amazingly for me. Also, try out Vendillion Clique, they work well for me. Also, I think you should run 4 Standstills and maybe 4 Echoing truth.
Ok, not to be a dick, but seriously people: Seasinger? Dominating Licid? These cards are just not up to the power level of the Legacy format, no matter how cool they may be.
If you decide that you really need some way to steal creatures, I would try to either use Threads, or add a few Islands in to the deck and try to make Vedalken Shackles work.
...Not to be that dude who just pops up and trashes other peoples' ideas, because Lord knows (and Phoenix Ignition probably knows better than anyone) not all my ideas for this deck have been super stellar. But seriously though, let's try to act like this is a "Deck to Beat," not a cute little pile of cards with a bunch of Merfolk in it. :rolleyes:
I moreover advocate the white plus green splash. It has been working wonderfully the last times I played it. I have been attracted by Zoo lately but after playing some games against my own deck I rather play Ugw Merfolks again. BTW I see more Ug lists than Uw lists lately.
I'm trying to get the 3rd Mutavault, then I'll cut an Island for it, I'm going to go with 4 Wasteland and 3 Mutavaults, I tested the deck that way and it's amazing. I went to tournament with that build because I couldn't get the 3rd Mutavault before it and also couldn't afford it that time. I'm also considering the 4th Standstill, but what to cut?
About Vendilion Clique, I tested them exaustly and they did almost nothing to me. :cry: They have almost no chance in my meta.
Can this deck be good without Manlands? I'm thinking about running this on a budget at an upcoming legacy tournament and I have/can afford most all the cards on the standard list except Mutavaults/Mishra's Factories. Can the deck still be powerful/viable without these? My list -
(21) Land
4 Wasteland
1 Dust Bowl
16 Island
(20) Creatures
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Merfolk Reejerey
2 Tidal Warrior
2 Wake Thrasher
(19) Spells
4 Aether Vial
4 Standstill
4 Force of Will
4 Stifle
3 Daze
2 Spellsnare
(15) SB
3 Back to Basics
3 Relic of Progenitus
4 Blue Elemental Blast
2 Chalice of the Void
2 Seasinger
My plan is to side out Standstill for Back to Basics vs Landstill
The list looks ok... I wouldn't use Chalice or Seasinger in the board though. Fun things to try instead would be Jitte, Propaganda, Divert, Threads of Disloyalty, Mind Harness, etc.
Also, I gotta say, if you own all the rest of the cards in this deck, I have a hard time believing you couldn't borrow some Mishra's Factories from a friend or something... You definitely do lose a fair amount of power from not having man-lands though, I always play 3-4 'Vaults in this deck and I love them. I realize they're expensive though, but if you're already buying a few cards, three Mishra's Factories from Fourth Edition should only cost you a little over $10. Try Smedlock.com or TrollandToad.com. Man-lands help you exploit Standstill, which you need all the help you can get in order to use effectively, it's not always that easy to set up. Also, I don't see the singleton Dust Bowl doing anything at all. You have no way to search for it, and most of the time Merfolk would rather win the game, or come damn close, before Dust Bowl comes online. I would try 3-4 Rishadan Ports instead of a few of your Islands though, if you have access to that card but no man-lands. It's good to have mana consistency and all, but with 16 Islands you should almost just play Predict in order to be able to cantrip :laugh: (Note: I don't really recommend doing that, I'm just saying you could comfortably shave down a few basic lands for something better. Take a look at your other non-basic lands... hell, even Blinkmoth Nexus would be better than Islands 13-16, I would think.)