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[Deck] Merfolk
Merfolk is a tempo deck that takes advantage of the natural tendencies of decks in Legacy. Many of the cards have changed since Llorwyn (when we got enough good Merfolk to make the deck seem possible), but it still follows the same principles I began with back then. It punishes decks that are based in blue and decks that use too few lands, or even too few basic lands.
Sample Deck: updated 6/5/14
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Master of the Pearl Trident
1 Coralhelm Commander
4 True-Name Nemesis
3 Phantasmal Image
4 Force of Will
4 Daze
3 Standstill
4 Aether Vial
13 Islands
4 Wasteland
4 Mutavault
Sample generic sideboard:
3 Blue Elemental Blast
1 Tormod's Crypt
1 Relic of Progenitus
2 Spell Pierce
3 Submerge
2 Misdirection
3 Umezawa's Jitte
Some of the most popular other cards that are currently being used by some players (but not all) include:
Merrow Rejerrey
Llawan, Cephalid Empress
Sower of Temptation
Gilded Drake
Blue Elemental Blast
Hydroblast
Stifle
Merfolk is best against any deck that has blue cards, including all combo and control decks. But the deck also really hates to see Stoneforge Mystic, so blue Stoneblade decks have a decent game against Merfolk. It is also bad against Zoo, Maverick, and to some degree Goblins.
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Approach:
Merfolk is the very definition of a tempo deck. Ideally, you will be landing at least one threat each turn while having disruption available on the opponent's turn. Aether Vial helps this tremendously as do your "free" spells. As an aggro-control player, you must quickly surmise what your opponent is playing so you can determine your own role. The deck certainly has the capability to disrupt, but really you want to assemble a lethal offense before your opponent can effectively get in the game. In a sense, this deck is part Goblins and part Canadian Threshold (RUG). Merfolk wants to see a variety of its spells in a game. Multiples of a card in the first few turns of a game are almost always not as good as seeing something else.
For example, you want to land creatures every turn against Tempo Threshold which is unlikely to have a sweeper. Your counters and bounce are mostly for his creatures and postboard hate. You are playing a modified control role since you have inevitability.
Against ANT, you are playing a modified control role as well, but your counters, Stifles, and postboard hate are the keys here. Practice this one plenty, as the proper defense for you is not obvious in every game. You must learn to be fluid with your responses depending on the situation.
Versus Miracles your counters are for protecting the Vial and preventing his big plays. You want the game to end quickly, so you are aggro here.
Versus something like Zoo you are mostly playing control. You want to field enough lords to keep your guys buffed to 4/4 or above and your counters are to prevent his removal. These kinds of decks are quite uncommon these days, so your role is usually aggro.
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Key Strategies:
1. Aether Vial makes the gameplan come together. If you open with turn 1 Island, Aether Vial - holding Daze, Wasteland, Standstill, Stifle, Silvergill or some combination of any of these, you are likely to be ahead on board development and card advantage quickly. That is where you want to be.
2. Turns 1 and 2 are where you are in charge. If you have another creature to cast next turn, don't be afraid to sacrifice your turn 1 Cursecatcher for something like CounterThresh's turn 1 Brainstorm. You have to retard his development this way to win.
3. Submerge in response to an opponent's fetchland is about as good a removal spell as you could ask for. Remember that you need not target green creatures. And be sure not to Wasteland his only Forest before your spell.
4. If your opponent has Force of Will in his deck, play Standstill against an empty board with near impunity. Your opponent does not know that you are not holding a Mutavault. It's good bluff that isn't necessarily a bluff.
5. Keep in mind that Coralhelm Commander can easily be much bigger than any other Merfolk. And he flies. That is going to come in handy since most dedicated hate strategies your opponents will employ will be for dealing with swarms while Commanders can be effective on their own.
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Re: [CaNGD]Triton's Minions after Monrningtide
Wouldn't Jitte shore up some of your aggro matches? Particularly Goblins?
I'm not surprised Darting Merfolk isn't making the cut, but if you have a control heavy meta, Darting Merfolk merits mention as a creature to consider.
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Re: [CaNGD]Triton's Minions after Monrningtide
May I recommend Riptide Pilferer? That card is a house against combo and control (esp. when you get him islandwalk). I've also found that Tidal Warrior isn't that spectacular and it is a possible card for Riptide Pilferer to replace.
Instead of Rishadan Ports, I usually use Back to Basics in the main.
EDIT (Instead of posting again I'll just edit this one): Lego is right, LED's ability is a mana ability. The funky wording is so that you can't declare a spell (from your hand) then sacrifice LED to pay for the cost of the spell therefore not discarding it to LED before you can play it.
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Re: [CaNGD]Triton's Minions after Monrningtide
Quote:
Originally Posted by
Finn
Remember that you can repeal a Charbelcher in response to Lion's Eye Diamond activation due to the funky wording on it.
No you can't. LED can only be activated any time you could play an Instant, but that doesn't change the fact that it's a mana ability, and therefor does not use the stack, so it can't be responded to.
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Re: [CaNGD]Triton's Minions after Monrningtide
Yep. Lazy me. Pay no attention to the man behind the curtain.
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Re: [CaNGD]Triton's Minions after Monrningtide
Quote:
Originally Posted by
Finn
Solidarity: Slightly unfavorable before you board, about even after. Any game you have Aether vial, you are in good shape, so expect the opponent to FoW it if he can. Repeal from the board is everything. Take out the Couriers for it.
You are control.
You're kidding, right?
Boarding Repeal vs a deck with 0 (Zero) permanents seems not a great tech. Spell snare at least counters reset, impulse and remand... seems better. Why are you the control deck? Aren't you trying to bet his face while he tries to take the time to make as many land drops as possible?
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Re: [CaNGD]Triton's Minions after Monrningtide
I'd say that the Solidarity matchup is much easier if you just put a clock on them and Riptide Pilferers (if you run them) are a house. I've won some games on the back of a Riptide Pilferer on several occasions (other times on counter-top because I ran them).
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by GreenOne
You're kidding, right?
Yikes! I originally wrote that when Stifle was in the sideboard. It said Stifle. Lemme quickchange that one. Thanks, GreenOne.
Klaan, Riptide Pilferer comes with very high ability. I have used it and liked it. Giving them islandwalk is nuckin futs. The only problem I have is that I can't afford to put something like that in the main (though if the deck went up to 28 Merfolk, I almost definitely would include a couple) and the other sb slots are for really important problems. He solves a problem the deck does not have. It's almost win-more
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Re: [CaNGD] Triton's Minions after Monrningtide
So let me get this straight. You're an aggro deck of the least aggressive color in magic, and have absolutely no means in your maindeck to get rid of a creature?
This doesn't strike me as a fantastic plan for winning damage races.
EDIT: Oh, and, good decks run good cards, to quote the motto of Card Quality Advantage. There is absolutely no reason there shouldn't be 3-4 Jittes in Sideboard at least, if not maindeck.
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Re: [CaNGD] Triton's Minions after Monrningtide
Run Back to Basics and more islands. You're monoblue, for christs sake.
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Re: [CaNGD] Triton's Minions after Monrningtide
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
technogeek5000
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
I think yes.
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Re: [CaNGD] Triton's Minions after Monrningtide
Soooooo... how does this deck do against a resolved Goyf?
-Slay
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Slay
Soooooo... how does this deck do against a resolved Goyf?
-Slay
Stifle it?
In all seriousness, it appears right now that it cries. That's why I would run B2B. You STEAMROLL thresh in that case, and 4c Landstill is also a joke.
I also hear that Jitte isn't bad against goyf.
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Mental
I think yes.
No, it still only reduces it by {1} since it is written in one line. (See Augustine)
Also, good write-up Finn.
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by Slay
Soooooo... how does this deck do against a resolved Goyf?
Quite well, thank you.
Oh, you want specifics.
Game two, you have Repeal and especially Seasinger for him. Game one, you are dealing damage faster than Threshold mostly. In my testing I was the Thresh player facing off against Alex playing this. When I got a Goyf in early, I could usually get enough hits in to make a good game of it. When I did not get my licks in early, the Merfolk came on too fast. Honestly, I had a hard time getting green mana on my main phase in a lot of games, and that was enough to keep me off my return fire.
Him:tap the Tropical during upkeep with Port
Me: Play Polluted Delta
Me: sac Polluted Delta for...
Him: Stifle
Me: FoW
Him: Daze
This kind of crap.
This delay leads to the problem that you can't count on being able to block them since its so easy for them to get islandwalk or tap your blocker. And the merfolk player can easily drop 4 of them on about turn 5. So you are on clock. Yeah, Tarmogoyf was usually the biggest guy out there. But even in the games when I got to pound with him (seeing a Seasinger vialed in at eot after I play him is depressing), it was rarely as much damage as was coming back.
I played UGr for the tests. I think that UG Threshold would have done better.
Quote:
Originally Posted by technogeek5000
I would go with mental and run B2B and i would try out jitte for creature removal. Also i have a question. Does banneret make creatures that are wizards and merfolk cost 2 less to play?
B2B is an idea that has been floated a lot. But I can't force it through early unless I play Chrome Mox. Now that isn't a terrible idea, but then my good matchups - the really good ones now, are the same ones that B2B is going to hose. Only I am not using any cards to accomplish this. Stifle, Port, Wasteland, Tidal Warrior all do something else as well. Landstill is the exception. B2B would beat on that hard. But where do you fit that card in such a tight deck? Do I change the mana base to suit it, and stick it in the sb? That's a terrible plan. Nope, all things being equal, I will take my licks from Landstill (which is still a pretty good matchup, mind you), and keep the consistency against everyone else.
Oh, and Banneret does not reduce the cost by 1 for each creature type mentioned, not that it matters here.
Quote:
Originally Posted by Tacosnape
So let me get this straight. You're an aggro deck of the least aggressive color in magic, and have absolutely no means in your maindeck to get rid of a creature?
This doesn't strike me as a fantastic plan for winning damage races.
EDIT: Oh, and, good decks run good cards, to quote the motto of Card Quality Advantage. There is absolutely no reason there shouldn't be 3-4 Jittes in Sideboard at least, if not maindeck.
Yes, an aggro deck of the least aggressive color. The fact is that Seasinger could effortlessly be placed in the main deck. Or Waterfront Bouncer. But if the creature I fear is more expensive than about 3 mana, my opponents are going to have a hard time resolving it before the game is out of hand. Now, Tarmos still get played, but the two decks that I played in testing that ran Tarmos were both really good matchups anyway. Lackey was a big problem, and I admit that freely. And I can see where Mangara could be. Seasinger and repeal got moved to the side because they weren't necessary. The common win scenario of turn 5 explosion has been doing the work. Hey, I could be wrong in the end. God knows I hate not having outs, but against the decks I have seen so far, this is the best setup IMO.
3-4 Jittes in the board is quite reasonable. Spell Snares come out..I guess. I want more time to find out the strong and weak matchups before deciding.
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Re: [CaNGD] Triton's Minions after Monrningtide
I would definitely not go the way you are taking Finn with Morningtide. The first thing I'm not sure about is the real ability of the Banneret. The cards that are cheaper aren't the ones that are both wizard and merfolk? The wording you use is not the one I've used to see (for some reason mtgsalvation is down at this moment and I cannot check myself). I remember something like that:
Stonybrook Banneret
1u
Creature - Merfolk Wizard
Common
Islandwalk
Merfolk and Wizard spells you play cost 1 less to play.
#51/150
1/1
If you are right, I'm sorry to announce the definite death of the merfolk adventure (mine and yours), because it means that the analog goblin one is simply a cheaper warchief, that perfectly fits in the goblin curve (2cc has always been the weakest link of gobs).
If you are wrong then this Banneret is a crap, so tidal courier is. The real good merfolk according to me are the sage of fables and maybe the "jester merfolk" if confirmed (and even though, I fear it's too slow for legacy).
This guy is good. It's almost a +1/+1 and it makes card advantage.
http://www.wizards.com/magic/images/...viinkvz_EN.jpg
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Re: [CaNGD] Triton's Minions after Monrningtide
Well Maveric, I'm pretty sure the wording "Merfolk spells and Wizard spells" is correct (that's what it says on MTGS anyways), and I really don't see why they would make it different from the goblins one.
Sage of fables, a good merfolk? Sorry, can you say that again? You realize of course it says "Wizard", and not "merfolk". So let's see, how many good merfolks are conveniently also wizards... I only see one, and that is silvergill adept (which would be played one turn earlier than the sages anyways).
Other than that Finn, I like this new concept. I think how well you do really depends on your starting hand, but I'm sure you can do some pretty awesome plays (reejerey + banneret is sick). Since you play so many creatures (like goblins), maybe distant melody could be a way to refill your hand (other than courrier). I think goblins would certainly play it if it was red... Also, opposition could be fun. But I guess that if you've managed to put a bunch of creatures into play, you're already winning, so it's a bit win-more (applies also a bit to melody).
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Re: [CaNGD] Triton's Minions after Monrningtide
It's slower than Goblins, and Weaker than thresh...
Why play it?
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Re: [CaNGD] Triton's Minions after Monrningtide
About banneret I checked the scans and yes it's a cheap warchief. My biggest concern is that it's a very strong card foк goblins, which implies the raise of gob players (it's a very bad MU for merfolks) and also the raise of anti-trial cards (plague/pyroclasm/etc...) which is also an issue.
Quote:
Originally Posted by
Maëlig
Sorry, can you say that again? You realize of course it says "Wizard", and not "merfolk". So let's see, how many good merfolks are conveniently also wizards... I only see one, and that is silvergill adept (which would be played one turn earlier than the sages anyways)
I always thought that confidant was the best merfolk, err sorry, I mean the best card in the merfolk decks. By the way, are you confirming that banneret is bad?
Quote:
It's slower than Goblins, and Weaker than thresh...
Why play it?
Because it's stronger than goblin and faster then thresh?
If you want real arguments (I mean not as fake as yours) in favor of merfolks follow the link => http://www.mtgthesource.com/forums/s...ead.php?t=8097
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Maveric78f
Not so much. With the list in the opening post, there are only 8 wizards. Note that Sage of Fables says Wizards, not Merfolk.
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Re: [CaNGD] Triton's Minions after Monrningtide
Piracy Charm can Also kill lackey, grant islandwalk, and in a pinch, discard on someone.
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Re: [CaNGD] Triton's Minions after Monrningtide
If you have enough wizards you may want to try out Patron Wizard, it's quite annoying when coupled with 1+ wizards.
Is there any reason not to splash a color? The only real good reason for mono blue is B2B imho.
/Zeus
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Cabal-kun
Not so much. With the list in the opening post, there are only 8 wizards. Note that Sage of Fables says Wizards, not Merfolk.
I count 12 : sage of fables, silvergil and banneret.
B2B is bad in a deck playing 4 wastes and 4 ports imo. For the lovers of splash in merfolks:
http://www.mtgthesource.com/forums/s...ead.php?t=8097
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
Maveric78f
I count 12 : sage of fables, silvergil and banneret.
http://ww2.wizards.com/Gatherer/inde...&Field_Type=on
Among the playable ones are Sygg for the white splash and perhaps Tideshaper Mystic over Tidal Warrior. On that note, how often do you tap Tidal Warrior on their turn? Might be nice for EOT Seasinger tricks, but for Islandwalk madness you'd want to do it on your turn.
4 Stonybrook Banneret*
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept*
4 Tideshaper Mystic*
4 Sage of Fables*
* Merfolk Wizard
Instead of using Courier to draw, we now use Sage of Fables. It's worse for drawing because we need to have Sage enter play then wait for other Merfolk to do so, but at least it pumps critters in the meantime, and we get to keep whatever Counterspells and lands we draw. If the deck can stretch a bit, we could add Courier back in for massive draws, but I'm not sure that the deck needs even more drawing.
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Re: [CaNGD] Triton's Minions after Monrningtide
If you splash white, play meddling mage. If I were playing Sage of Fable, dark confidant is a must too. I would maybe even push the sin to include sage of epityr.
I would like to see such a list, but it would abandon mana disruption, I guess. A lot of creatures plus some permission and jitte of course. Tide shaper is bad by the way. Being both merfolk and wizard does not excuse everything.
17 lands
4 vials
28 creatures
12 pumps
4 Banneret
4 Silvergil
4 Dark confidant
4 Sage of Epityr
11 Spells
4 FoW
4 Daze
3 Jitte
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Re: [CaNGD] Triton's Minions after Monrningtide
Were you guys under the impression that Sage of Fables said "...when another Merfolk comes into play under your control..."?
It only works with Wizards.
Decisions, decisions. It seems to me that you guys are going against land denial. With only 17 lands, you can't fit stuff like Wasteland and Port. Atleast not as many. That and the cut Stifle add up to removing that facet from the deck. It is one of the best features.
Kill creatures or kill lands. Which gets the nod?
After testing, I would like to see some creature kill but I didn't need it in my games very much. With the amount of creatures this deck can draw and play quickly, I don't think I would have wanted to use much mana on removal. Most of the time you can either tap potential blockers or island walk past them. It was a very successful deck for me. I have now played it enough to see that Tidal Warrior is only good if there is more land denial happening as well. But he is pretty good (not very) when it is. What I liked about him was how simple it was to switch gears. After tapping on the opponent's upkeep for a few turns, you can include him in the attack once he is a 3/3 or so.
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Re: [CaNGD] Triton's Minions after Monrningtide
Well, there's potential for a silly combos involving Arctic Merfolk or Mothdust Changeling + Surgespanner , and multiples of Merrow Reejery, and Storrybrook Banneret ...
The drawing ability of the Sage of Fables works with any creature - so Arctic Merfolk or Paperfin Rascal would work with that even though they're not wizards.
Lord of Atlantis is nice, but the UU in the casting cost isn't a perfect fit with the Banneret's ability which only removes colorless costs.
Shapesharer looks like a card with potential since it can allow you to deal with a variety of problem critters, and is a merfolk wizard. (BTW: Can anyone tell me what happens if an instant spell - like wings of velis veil - on the stack or in the graveyard becomes a copy of a creature?)
Multavault seems like it deserves discussion in tribal decks with stable mana bases.
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Re: [CaNGD] Triton's Minions after Monrningtide
This deck needs a lot more Tarmogoyf.
At least 8x.
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Re: [CaNGD] Triton's Minions after Monrningtide
Quote:
Originally Posted by
rufus
Multavault seems like it deserves discussion in tribal decks with stable mana bases.
It seems interesting, especially with 8 pumpers in the deck. But: Would that be better than the mana denial plan?
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Re: [CaNGD] Triton's Minions after Monrningtide
Yes, Mutavault does seem interesting. I am assuming that you keep it when it is revealed with Tidal Courier. I don't have the card memorized. Is it all creature types?
If so, that really deserves some consideration. Good call.
Gilmore, your statement is stale, dude. See Maveric78's thread to see where that direction goes. It is amusing.
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Re: [CaNGD] Triton's Minions after Monrningtide
Nope mutavault doesn't have changeling and is only given all types when activated.
So you wouldn't keep it, but it would be a merfolk when you activated it.
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Re: [CaNGD] Triton's Minions after Monrningtide
Thanks, Bel. I would not play it then. The disruption is probably much more important. BTW, I did not mean to disparage Mav with my last post. I meant it was amusing that he did in 2 months what Vintage did in several years.
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Re: [CaNGD] Triton's Minions after Monrningtide
I find myself looking at Merrow Rejerry, and thinking, "this is a guy that wants to be played with city of traitors and ancient tomb."
Something like:
4x City of Traitors
4x Ancient Tomb
4x Island
4x Fetch
4x Chrome Mox
4x Silvergill Adept
4x Stonybrook Banneret
4x Shapesharer (This wants to be replaced...)
4x Merrow Rejerry
4x Tidal Courier
4x Fallowsage
4x Thorn of Amethyst
4x Chalice of the Void
4x Force of Will
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Re: [CaNGD] Triton's Minions after Monrningtide
Rufus, your stompy shell could have been a good idea BUT:
- no fetch in such a deck
- no banneret in such a deck
- the moerfolks are too bad to play that
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Re: [CaNGD] Triton's Minions after Monrningtide
@Finn have you noticed that Daze and Tidal Warrior suck together? I don't think it is enough to take either of them out, but I wanted to say it anyway.
Also, has anyone tried Jittes. I see that a lot of people discussed it, but no results. I am going with three in my sb tonight.
Well, I am taking this to our local scene tonight. They should have Morningtide available for the Bannerets. I have been testing it a lot recently and I am cautiously optimistic about making top 8.
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Re: [CaNGD] Triton's Minions after Monrningtide
Daze slows them down by requiring that they have more mana. Warrior slows them down by denying them a color.
Let's say they have Taiga and Tropical Island in play:
1) They have Scab-Clan Mauler in hand: Either Warrior or Daze would stop their spell.
2) They have a Tarmogoyf in hand: Warrior does nothing, Daze stops the spell.
3) They have Chain Lightning in hand: Warrior stops the spell, Daze does nothing.
4) They have Giant Growth in hand: neither Warrior nor Daze does anything.
These are simplistic examples, but the reasoning holds. If they have enough mana to play a spell anyway after you deny them a color, either Daze wouldn't have helped anyway (fourth case above) or Daze alone would have helped (second case above) and you tapped Warrior for nothing. Having both together gives you options to stop more spells than having either alone.
Anyway, I think this deck is fun, and the fact that it's U or Uw means it's built into serious control colors. My problem is that Merfolk just aren't as broken as the other tribes. Slivers are the most highly synergistic and can be made to run with a curve of 1-2. Goblins abuse the library (and now the graveyard post-Lorwyn), and can attack your land base while they beat your face in. Elves are arguably even more explosive than Goblins, and have a lot of ways to combo off to go infinite. :rolleyes:
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Re: [CaNGD] Triton's Minions after Monrningtide
You right in all you're saying. But the fact that merfolk can go the route to land denial (better than gobs by the way) AND brokenness of blue free counterspells. Goblins cannot because their tribality requires a lot of gobs in the deck and Slivers cannot their multicolor requirement prevent them from playing wasteland/port.
And daze + 12 land disruption (waste.port.stifle) is simply over strong. Warrior is poor because it only prevents your opponent from playing double color sorcery speed spells. The 3/ point is not really true because a smart opponent would keep the taiga in hand the time to find something to play with it. Daze may force him to want to play his lands though. Si it's not that much antisynergic. I just think that warrior is real crap as you have 1 turn to wait before being able to take advantage of islandwalk or seasinger (which is its primary utility).
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Re: [CaNGD] Triton's Minions after Monrningtide
This is my list, I don't have Ports yet... they are o9n the way... I went 3-1 friday night... losing only to Sliver... But Volt, who is Sliver is pretty damn good and knows his deck...lol
Deck
Critters (24)
4 Stonybrook Banneret
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
4 Tidal Warrior
4 Tidal Courier
Instants (11)
4 Force of Will
4 Daze
3 Stifle
Artifact (7)
3 Jitte
4 Aether Vial
Land (16)
4 Wasteland
4 Polluted Delta
8 Island
Side (15)
1 Stifle
3 Seasinger
3 Tormod's Crypt
3 Gromoire Theif
3 Pithing Needle
2 Noll Rod
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Re: [CaNGD] Triton's Minions after Monrningtide
You have no reason to play fetches in a monocoloured deck that dont manipulate the library. By the way, can you explain why you play null rod in SB?
12 blue mana producers + 4*vial is not enough.