Good to see I'm not the only one thinking about the white splash...
So, no love for Mother of Runes ? Considering the lack of one-cc drops (even with Vial, it's good to be able to put something into play with it on the second turn) ?
georgjorgeGeistreich sind schon die anderen.
Well, what about cursecather, aether vial and brainstorm as 1cc drop? Of course if you chose to run fecthlands for the 'storm... otherwise you could play some tideshaper mystic (or the "equivalent" older merfolk), but I've still to understand if it's really useful or not.
Mother of runes... well, I've never been a huge fan, so for now I'll skip her. But it could be a solution.
Witness the man who raves at the wall
Making the shape of his questions to Heaven.
Whether the sun will fall in the evening
Will he remember the lesson of giving?
Set the controls for the heart of the sun..
No, you're not alone.![]()
You could. It would be good against targeted removal, or at least serve as a sink for a spell. And colorwalking. But will it server better than another spell, or more specifically, a creature? It doesn't receive bonuses or Islandwalking from your Lord, so it's something of a tradeoff.
Team Chimera: Something is Amiss...
What's this? The merfolk thread has slipped to the bottom of the SECOND page? Unacceptable! I'll share my list with you guys in an attempt to prevent the thread from dying:
STANDSTILL MERFOLK
/ 20 Lands:
12 [ARE] Island (5)
4 [MM] Rishadan Port
4 [TE] Wasteland
/ 20 Creatures:
4 [SH] Tidal Warrior
4 [LRW] Silvergill Adept
4 [TSB] Lord of Atlantis
4 [LRW] Merrow Reejerey
4 [EVE] Wake Thrasher
/ 20 Spells:
4 [DS] AEther Vial
4 [AL] Force of Will
4 [NE] Daze
4 [SC] Stifle
4 [OD] Standstill
/ SIDEBOARD
SB: 4 [IA] Hydroblast
SB: 3 [BOK] Umezawa's Jitte
SB: 2 [DS] Echoing Truth
SB: 2 [PS] Rushing River
SB: 4 [TE] Propaganda
I've played this list in two local Legacy tournaments in the past week with a total record of 5-1-0. My only loss came in a match against affinity in which I drew poorly and was promptly ravaged (pun intended) in two quick games.
Any thoughts on my build? Yes, I know it has no way to deal with a resolved permanent, but I don't know what to cut in order to fit some maindeck bounce. Instead I dedicate 4 sideboard slots to this purpose.
I chose to play Tidal Warrior over Cursecatcher because of his synergy with both the islandwalking ability of Lord of Atlantis and the deck's mana denial gameplan in general. He hasn't let me down so far. Together with full playsets of Wasteland, Rishadan Port and Stifle, the deck has a serious potential to screw with the opponent's manabase that shouldn't be underestimated.
And by the way, Daze has been absolutely amazing in every single game. I don't know why some of you insist playing only 3. I'd probably play more than 4 if I were allowed to...
So, let's share my list too, you can call it a more "budget" list:
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
4 Stonybrook Banneret
4 Wake Thrasher
4 Tidal Warrior
4 Cold-Eyed Selkie
4 Force of Will
4 Daze
4 Aether Vial
3 Rushing River
17 Island
Easy list, with 28 merfolks, 8 counterspells, 4 vials and 3 ways to deal with permanents, and 17 basic islands.
I use 17 Islands cause at the moment i own 4 Wasteland but not the Ports, cause Basic islands are awesome, and at the end i don't like very much mana denial here.
In a short way, both Selkie and River are amazing cards, both win games on a different manner.
I love too Tidal Warrior instead of Cursecatcher, but i think at the end this is a personal preference, it's about your playstile.
Merfolk is a strong, fast & furious, and funny deck; long live Merfolks.
If you run only Islands, you have no excuse not to run Back to Basics at least in the sideboard.
SummenSaugen: well, I use Chaos Orb, Animate Artifact, and Dance of Many to make the table we're playing on my chaos orb token
SummenSaugen: then I flip it over and crush my opponent
Last week I played a couple of games.. I guess that Selkie and Thrasher are very situational, but in more than a few occasion they won me the game.
So, I want to play at least 2 Selkie/2 Thrasher; I feel that some bounce is needed, and so far I prefer echoing truth to Rushing river, but I guess it's a matter of personal taste. I also paly 3 Psionic blast, sometime it happens to blast the opponent just out of the game when everything else seems to fail![]()
Beside, to have a stable mana base I suggest:
4 Waste
2 Port
4 Blue fetchlands
11 Island
Does anyone have different feelings about this deck?
Witness the man who raves at the wall
Making the shape of his questions to Heaven.
Whether the sun will fall in the evening
Will he remember the lesson of giving?
Set the controls for the heart of the sun..
This is the lists im toying around:
Merfolks Minions!
12x Island
4x Wasteland
4x Rishadian Port
4x Cursecatcher
4x Lord of Atlantis
4x Slivergill Adept
4x Merrow Reejerey
3x Selkie Hedge-Mage
3x Wake Thraser
2x Cold-eyed Selkie
4x Force of Will
4x Daze
4x Aether Vial
4x Stifle
Side
4x Mutavault
4x Spell Snare
3x Counterbalance
3x Sensei Divining Top
1x Gaeas Blessing
Tropical Merfolks!
4x Flooded Strand
4x Tropical Island
3x Island
1x Forest
4x Wasteland
4x Rishadian Port
4x Cursecatcher
4x Lord of Atlantis
4x Slivergill Adept
4x Merrow Reejerey
3x Selkie Hedge-Mage
3x Chameleon Colossus
2x Reef Shaman
4x Force of Will
4x Daze
4x Aether Vial
4x Stifle
Side
4x Mutavault
4x Krosan Grip
3x Counterbalance
3x Sensei Divining Top
1x Gaeas Blessing
Try em out. Help me decide wich is better!
Cards explanation:
Rish + Waste + Stifle. This is what makes the deck go vs anyone playing fetchlands and duals. Try to keep a hand with at least one.
Cursecatcher: I tryied Reef shaman and Tidal warrior in this spot. Reef shaman not being able to attack was bad more than once. And while tidal warrior was ok to steal wins via islandwalk, cursecatcher was better. I would like to play Curse + Tidal, but theres no room.
8 Lords. they pump and untap / tap stuff. I guess no more explanations needed.
3 Selkie Hedge-Mage: 4 were too many and 2 too few. This is nuts to save your own creatures or to bounce a big tarmo tombstalker etc. I tryed rushing river in this spot but i find selkie superior. At least in my creature dependant meta. And in a meta full of burn bouncing itself or another selkie helps too.
3 Wake thraser. It's strong...but so fragile...I've played chameleon colossus alongside wake thraser. I have to say colossus is better in almost everything. the problem with colossus its that to consistently playing it you have to MD reef shamans or open a lot to moon, waste etc, and i think that being inmune to moon/ waste effects its a strong point in this deck. But in a meta full of red and black, colossus would shine. Surviving pyroclasm is a good point. Having to get a vial to 4 sucks.
2 Cold-eyed selkie: I like it better than standstill. Upping the merfolk count is always good. I have alsto tryed wistful selkie but its too hard to cast. It would be stronger with reef /tidal and ummezava jitte or SoFaI wich i have to test still.
Im having better results vs agroo-control decks than the UW merfolk, but the landstill and gobos MU went a bit worse.
Gobos is still pretty bad even if you play UW and landstill is harder but winnable, just put a good clock and dont get humility resolve.
Hey, no one here ? Is this topic completely dead ?
Yesterday I played in a small tournament (18 people) and top8ed, but lost in the quarterfinals from a strange elf/survival combo deck (despites the needles sided in along with 4 stifles..). However, what i felt yesterday is that, In a meta full of Eva Greens and Simil-Rock variants ( as that was), the Monoblue "classic" version ( the one with 20 merfolks, stifles, dazes, FoWs, standstills, a couple of bouncers) isn't enough. I want to ask anybody if he hasn't felt the necessity , running this deck in a metagame full of creatures / removals and discards ( StP, vindicates, thoughseizes), to run something which can allow us to break creatures and even obtain a certain card advantage, the famous "2x1".
Yesterday I lost some matches mainly because I couldn't stand all the hand disrpution/ removals/ huge undercosted attackers (example, hierarchs, doran, goyfs... and you know what belongs this category).
To face these threats, obviously, as sameone mentioned, a splash for white packing STP came to my mind; but i thought whether blue could offer us something pretty consistent and well- working without adding a second colour. Bouncers aren't always enough to contrast an opponent.
And so Divert came to my mind; it's a mini- misdirection, which can provide the function for the aforementioned purposes, and in some cases, can surprisingly wreck opponent's plans ( i.e misdirection your vindicate/Stp/smother/hymn to tourach on your creatures/you, for example). Anyone has tested it to prove / deny its efficience ?
Another thing I really noticed: Wake thrasher is amazing, but is too fragile, and often, having 7-8 cc3 merfoks isn't the best if you are facing big and aggressive creatures, faster and lethaler than yours. I even sided out reejerey sometimes, but what I felt is that trasher is just awesome in certain matches as terrible and useless in others , and I thought that those spots could run something more "stable". Wake thrasher, moreover, can be a 10/10, but it still hasn't any form of evasion ( if oppo doesn't run any island and/or we haven't any lord on the board), which makes it quite simple to stop it.
What do you thing about thrasher, is he really worth 3-4spots ?
I think that running 2 ofs could still be a decent alternative, and , in any case, he deserves a really decent form of "universal" evasion ( and the white sygg begins to tempt me).
Your sideboard intrigues me. In what matchups do you play Mutavault and/or Counter-Top after sideboarding? What cards do you side out?
Also, you do not have a single card (bounce spell) that deals with annoying permanents. How is this working out for you?
I'd love to see you explain your sideboard card choices and sideboarding strategies.
Naturally I can't speak for Piceli, but I would say that the lack of satisfactory removal of permanents is the single biggest challenge for this deck. The difference between no removal at all and one of the many crappy answers the rest of us run is minimal. In fact, I tried splashing white for that (and access to Sygg). I was ultimately not happy with the splash, but the removal suite (Oblivion Ring and STP) were really helpful.
I've been playing with this deck for a while now. After reading through this thread, I think I have some insights that might help develop things a little further. First, my list; not radically different, but it fuses a bunch of ideas rather smoothly for some cool interactions:
// Lands
13 Island
4 Mutavault
4 Wasteland
// Creatures
3 Cold-Eyed Selkie
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
3 Tidal Warrior
3 Selkie Hedge-Mage
// Spells
4 Force of Will
4 AEther Vial
4 Standstill
2 Back to Basics
4 Stifle
// Sideboard
2 Back to Basics
4 Propaganda
4 Tormod's Crypt
3 Rootwater Thief
2 Daze
I wont go through every card choice cause things like lords are wtfobvious, but going top to bottom, some of the controversial choices...
Mutavault: Basically the consensus is, like goblins, a deck playing aggro critters needs to pack utility lands. Now most people have been defaulting straight to the gobbo package of wastes and ports, to mess with the opponent's mana while you build up you dudes. Which is a good strategy. But I've been trying Vault, because it has synergies in this deck that are absent in goblins, and in my experience is more than worth it. It means you can play a turn 2 standstill with one or zero guys out. It means you can block (kill) piledrivers. And it's huge if you have lords. It also really messes with Warren Weirding (if you need it) and board sweepers that you somehow let resolve.
Cold-eye Selkie: Someone in this thread kind of explained this guy, but for those that missed it: he's card advantage on a stick. He's got his own islandwalk, and we play Tidal Warriors. He gets pumped by lords and starts drawing you three or something nuts every turn he isn't dealt with. And he is in a deck were the opponent really needs to deal with every creature you have, so saying he doesn't have evasion is fairly irrelevant. We don't cut lords because they get killed; this guy often will draw removal away from lords. That alone should be a big red flag, "Hey my opponent is so afraid of this guy he's killing him (if he can) before anyone else. Let's play him." Also, saving him for last means quite often they can't take care of him, which is basically gg if he swings a couple times and you aren't dead.
Adept: I don't think this is controversial, but just in case, he's a creature, a merfolk, fits the curve perfectly, and he cantrips. Pretty much the perfect card for the deck. Good synergy with vial too. Gets the spot over Banneret because you really don't have very many guys you have to worry about hardcasting and desperately needing that one extra mana. And plus, reejery is basically a warchief (and more) anyways, you don't really need another.
Tidal Warrior: Ah, the age old debate of this guy vs. Cursecatcher. This is perhaps the slot I've put the most thought into and the one I'm still least sure about. I think this guy gets the spot though, just because he fits so well. He matches the deck's sub-idea of mana denial: Warrior + Stifle + Wasteland + B2B is nothing to sneeze at, and really messes with people quite often. He allows for sneaky Selkies against decks not packing blue. He sets up alpha strikes beautifully. And frankly, Cursecatcher has just been subpar. Good players will have little trouble playing around him, whereas there is very little anyone can do about being down a color unless they got a good stable mana base hand that you can't mess with with all your other options, which is rare.
Hedge-Mage: I hate not having any way to take care of resolved permanents. Stifle resolves some scary ones, and Hedge-Mage takes care of another chunk. He's a merfolk, you play alot of islands, and you play ways to tap any creature you want (see: reejery). If you aren't up against someone you want to bounce, you can pull cool tricks with replaying Adept, or saving someone that's been blocked or nuked (via vial), or whatever. And don't forget, bouncing a swinging dreadnought, uncounterably (it's a word now biotch) is super lawls every time.
Standstill: It's such a good card, some people just aren't exactly sure how to use it. If you have a resolved vial, it's obviously amazing. Even if you don't, it's still amazing. If you have one guy out and they have zero, play it. Some people complain that it gives the opponent too much time if they let it sit, but think about it; you're playing aggro too. If they sit on their asses for a few turns letting a Warrior and a Mutavault beat their face to 10, and then try and go nuts, you either counter and stifle shit, or turn around and play a bunch of lords and kill them in one turn. Also, not many decks play manlands, so even if there's no guys on the board, it's sometimes ok to drop it, especially if you're holding a vault. Against landstill and other decks that don't really need to play anything for a while (not much of a list), board em out.
MD B2B: I'm sure I'm preaching to the choir here, but today's meta is so ridiculously dependent on non-basics, there's just not many decks where this isn't either gg or absolutely crippling. Sure, it hurts yourself a little, which is why there's only 2 MD, but it's such a good card, and if there was room I would probably play 3.
SB: Mostly obvious, cept for Rootwater which I'm still testing, he's good against any slow-ass annoying decks like landstill and ITF and shit where they are slowing things down looking for a kill, this guy just flys over and rips the kill conditions out of their deck. In theory. Not completely sure how well it will work in practice, we'll see.
I'm notorious for not liking to post matchup analysis until I'm 100% sure I know exactly what's up, so I'll refrain from making any unsupportable claims at the moment, but initial testing via some good players in an organized testing environment, and tons of crappy players in the fuckfest that is mws, suggests potential.
Possibilities:
Seasinger/Shapesharer: Possible answer to resolved big critters, other than bouncing. Seasinger straight up steals critters, and has synergy with Tidal Warriors, but shapesharer works on its own vs non-blue decks.
White Splash: Swords, Sygg, Summon the School (maybe), possibly mess with geddon affects, I dunno.
Daze instead of standstill: Denial instead of massive CA. I already explained why I think SS is better, but apparently some people feel passionately otherwise, so I'll do more testing.
Other stuff I can't think of atm, TBE
So yeah, the deck (not specifically my list, but the archetype) is just basically a pile of half-synergies at the moment. Some mana denial, some control elements, and synergistic creatures. With a little refining I think it has powerhouse capability.
Last edited by Melman; 09-27-2008 at 03:00 PM. Reason: Added Possibilities
@Melman:
Thanks for sharing your thoughts and trying to develop the deck. A few comments:
- Have you tried Wake Trasher and found him lacking? The way I see it, he competes with Cold-eyed Selkie for the same 3cc slots at the upper end of the mana curve, and in my testing he has been the superior choice. Cold-eyed Selkie requires a lord or two (and a Tidal Warrior, against many decks) in play to be great, whereas Wake Thrasher can deliver som serious beatings on his own. In many late-game scenarios I think what it comes down to is this: would you rather swing for 3 and draw 3 cards, or swing for 9 or 10 and win the game?
- Why not play both Standstill and Daze? I think not playing Daze is a serious mistake.
- You opted to play Mutavault instead of Rishadan Port. Again, why not try to fit both? I have been toying around with this mana base on MWS (I don't own Mutavaults...) with surprisingly solid results:
10 Island
4 Wasteland
3 Rishadan Port
3 Mutavault
But then again, I don't play Back to Basics.
-Yeah I've tried Thrasher. The problem with him is that he's only good if you're pretty much already winning, and he's just as easy to take care of as Selkie. Selkie is decent solo, because half the field plays islands. Thrasher sucks solo. That's the difference. And most of the time, Swinging for 3 and drawing three cards is a win, unless it's really really tight.
-I don't play both standstill and daze because I can't find room. They compete for the same slot imo. I would definately play daze If I could (they are in SB atm), but I don't feel comfortable cutting threats for it right now. Maybe though, I'll keep looking at it.
-And I don't play both nonbasics because B2B is much stronger than port imo, and you can't play both. Play with b2b, I garuntee you will be pleased.
@Finn: I perfectly agree with your comment, white can offer us a bunch of decent solution to front the lack of permanents' disruption blue has, but I think that splashing for a second colour may be, effectively, sometimes dangerous ( it's OUR intent to fuck the opponent in a ton of mana denial, we don't want him to do that to us).
For what concerns the mutavaults and the choice between thrasher and selkie: First of all, I think that mutavault fits quite greatly in each tribal dek -and that was obvious, but do we really need that in merfolks too ? I mean, if every tribe deck was supposed to play mutavault, then goblins too would do. Instead, I think that the reason why goblins don't play mutavault- and merfolk shouldn't too- is because we can already offer a very good amount of damagae, and mutavault would be a "win-more". I prefer having rishadan ports instead, because they can offer a decent supplement of mana disrpution, gaining tempo for us to charge vials, which is necesary in this deck. Having a beating man-land, instead, would surely offer us an aggroer plan -and more damages, consequientially, but would also allow the opponent to remain "uncontrasted" (i.e., not dealing with ballbreaker cards that ruin his access to develop his game) and overwhelm us. I think that merfolks should act quite fastly in the early game, so port is quite essential to "suffocate " opponent's lands. The only justifiable reason why I'd play mutavaults over ports would be with standstill, but , at this point, I'd rather play more cc-folks and "turn 1 critter, turn 2: standstill (possibily protected)" than " turn 1 : island, turn 2 : mutavault and standstill"- oppo: "whoops wasteland on mutavault". And i also think that it's impossible to play 8 nonbasic lands on a total of 21 and putting back to basics, the disadavantage would be consistent also for us, and Merfolk doesn't have ton of mana to spend ( as all the fish-like decks), but it must try to spend all the "resources" wisely (understand me).
Selkie and Thrashers, in my opinion, are the merfolks which are more "untrusted", and , when i say this, i mean that their ability is surely impressive, but their utility-and also, a very important feature- their casting cost- isn't as essential as the other dudes' ones.
Selkie offers a crappy body, but great drawing-ability: despite this last feature, is the drawing ability really game-breaking ? I mean, i can also draw three cards while swinging, but , if I'm losing as hell, having three more cards in hand won't save my ass ! And the fact that he's just a 1/1 for 3 -because we won't always have a couple of lords on the boards ( there are also enemy removals, i fear)- makes it suboptimal in the deck with such metagame philosophy.
Thrasher, instead , offers an offensive ability, but he's surely too fragile in oppo's turns, and, al Melman truthfully said, he's just extraordinary when winning as crappy while losing. However, I think that Merfolks DO need a " big " guy, to increase notably the damage race, and Thrasher is the only dude who can achieve this mission. Comboed with tidal warriors, he can do the difference, and sometimes win games.
I still think that he'd should be sided out (at least, I always do it) in matchups against decks which runs a noticeable amount of removals /very big creatures (aggro loam..), because it would be an excessive disadavantage (too slow to offer a good impat on the game.. spending 3 mana for a 1/1 and maybe dying from a spit) while on the contrary, he's a beast in the control- MUs, if well-protected. In conclusion, among those two merfolks, I prefer Thrasher for the aforementioned reasons, even if I recognize that they are not always optimal.
Now, I'm going on a big tourney in Milan next sunday (about 80 people) and I'm bringing the Angry Fishes. From some news, the metagame will be composed mainly by thresholds and landstills, plus some goblins and Rocks.I thought that merfolks could have great chances against these decks-even goblins, so i 'm decided to bring a list which can offer a good game against those archetypes.
Here's the list:
Lands: 19
12 islands
4 wasteland
3 rishadan port -not decided whether or not making-1port,+1 island.. the port ability is quite mana hungry , and doens't always have really beaking results..
The 'Folks -20
4 LoA
4 Adept
4 Reejerey
4 Cursecathcer
2 Thrasher
2 Tidal warrior
Spells-21
4 FoW
4 Daze
4 Standstill
2 Echoing truth
4 Vial
3 Stifle
Sideboard -15
3 Needles (landstills)
2 Chill (burn)
3 Propaganda (goblins)
3 tormod's (ichorid, aggro loam..)
1-2 Back to basics (risky move, but it's decisive against most of controls)
2-3 Thres- "hate" ( Mind harness ?)
Casting costs:
0- 19
1- 13
2- 18
3- 6
4- 0
5- 4
Mediocre resistance to CounterBalance here, but vial should save my ass.
Comments about this decklist:
FIrst of all, I wanted to put the cursecatchers because they are godly against control archetypes, and can offer a "surprise! " factor (vial catcher, counter your bomb).
I put 2 tidal warriors to get several advantages:
1) they increase the cc1 count, making the deck less unbalanced towards the 2-3 cc drops:
2 ) they 're fast and can be vialed turn 2, which is great and more "standstill-enabler" -I don't like really much waiting for 2 counters on vial every time or for always spending 2 mana for a folk and losing the first turn; in fact, I put these dudes replacing thrashers, because having 8 cc-3 folks seemed to me to be too slow and less consistent to perform a straight and fast gameplan, and some tests confirmed that i had reason;
3) their ability must not be underestimated at all. It fits perfectly , and adds a noticeable contribut to the Mana-Denial strategy. I won against landstill just transforming their tundra in a simple island, avoiding getting a Wrath of God on my face, and I think that this will perform particularly great especially against 4cc ones.
While Adept and Lords are the "unquestionable" merfolk-slots, I really began to doubt about Reejerey. I mean, he's a pumper, ok, but costs 3 and we can't always wait for vial@3 or spending 3 mana to get a 2/2, which is surely useful if paired with some mates, but alone , does suck. Even LoA is a 2/2, but it costs only 2 and offers a more deadly ability. In spite of this, I want to trust this guy for one more time, but, if it will fail, I'll seriously think about reducing the number to 3.
2 Thrashers: well, I think that i 've quietly good explainde why i run only 2 of this merfolks "-on steroids": just to avoid having a initial hand with 2-3 3-cc drops and waiting for vial to charge a 3 while my opponent beats my ass - and maybe, smashes my vial too. 6 merfolks costing 3 is enough,and, in any case, I wouldn't have run more than 2 thrashers because i need "always-useful" merfolks. They are , in certain cases, a "win-more", and, in less cases, a "whoops now i smash your face".
4 FoWs: well, this is justified. Running 3 would ruin my reputation![]()
4 Daze: eee, this is quite delicate. Running 3 is obvious, daze is one of the most appropriate cards for Fish decks, and, along with mana-disruption, is often a complete counterspell. But I noticed that there's a little, fastidious dissinergy with standstill, if i daze on turn 1 , i'll have to wait 2 more turns to drop standstill, and this sometimes allows the oppo to land a goyf or "acreaturebiggerthenyours", and, at that point, standstill will be perfectly useless. I'm running still 4 dazes because they are soo good, but i hope that this " problem " won't occur me too often.
4 Standstill: Great in such this deck, and even greater with vial and 6 cc-1 drops. I'm still a bit undecided whether to run the "evergreen " BRAINSTORM and fetches over this, but Card advantage standstill offers create a sort of pressure towards the opponent, which, paired with the great disruption suite( mana denial and counters) this deck performs, is really awesome. Maybe i could run 3-ofs , but the possibility to land one after vial or a critter is too irresistible.
3 Stifles: Stifle generally >>>> odiern metagame. not 4 because i'd run the danger to get one in the wrong moment , for example when i need a counterspell rather than a counter-ability. Moreover, my opponents won't always break a fetch when they'll see a U open.. aaaa, if Wiz had invented the vodalian spirit guides...![]()
4 Vials: well..
2 Truths: permanents "removal", synergic with standstills as hell. I think that 2 is the right number.
Any comment- crytics or approvement-will be really appreciated, so I hope that someone (especially Finn) will pass near the sea to speak a it about merfolks, which seems to be a forgotten deck, while it could perform really well in the odiern metagame ( I've found a folk which is fucking huge with some cards, and I'm working on a aggro-control-combo version. merfolks are just fucking sick).
Thanks for the patience !
Piceli
To all the people who say that a color-splash will make the mana base vulnerable, here is a list that I originally made because I wanted to play both B2B AND StP (/O-Ring)
Creatures
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
2 Tidal Warrior
4 Cursecatcher
2 Sygg, River Guide
Spells
3 Daze
4 Force of Will
4 AEther Vial
3 Back to Basics
3 Oblivion Ring
2 Swords to Plowshares
Lands
11 Island
4 Flooded Strand
6 Plains
Sideboard
2 Swords to Plowshares
4 Tormod's Crypt
4 Ethersworn Canonist
1 Oblivion Ring
2 Absolute Law
2 Seal of Cleansing
I just began to test it, but so far, I can say the manabase hasn't caused any difficulties yet![]()
Last Sunday i got 11th on a total of 93 players, moreover, I saw other merfolk decks roaming thereIt's going to be an explosion here in Italy,too.
In any case, I felt that the deck was really consistent : I got 5-2 in 7 swiss rounds , winning against UrW fish, UgB threshold, Burn, Elephant Stompy ( and a bye), and losing to goblins ( I got double propaganda in g2 but was destroyed by a double disenchant), and to white stax ( my opponent was extremely lucky, in g2 he set chalice @1 and@2 which cut my legs definitively-had no vial, and exalted angel really soon wpn him the game). I hope that I will reach the top8 very soon, but my general feeling was that the deck was really strong and versatile against every kind of archetype -stax excluded, to which I didn't dedicate any card, except my poor MD 2 echoing truths...
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I also noticed two things:the first is that stifle is very useful, but not necessarily a 4-ofs (many other times i preferred having something else instead of it). Maybe i could cut it to 3 and add something else. The second is that Wake Thrasher is fucking amazing, no doubts about it.. Often saved my ass with a quick beatdown, too necessary to have it in 2 copies. I playe with 3 of-s at the tournament, and I fell this is the right quantity ( only because of the 3-cost which requires him some time for being casted/vialed, either way he would be dedicated a full set).
Congratulations, Piceli. How about a tournament report. I would love to read how some of those less common matchups went.
Hey, congratz on the result ;). Could someone give me a nice decklist? mono blue or white splash doesnt matter :P which i can test with?? (i want a list with 8 pumps, 4 cursecatcher, 4 waketrashers and 4 of the draw merfolk :P forgot the name :P) If anyone can give me such a list i would be very happy!
thanks, Maarten
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