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Thread: [Deck] Merfolk

  1. #1561

    Re: [DTB] Merfolk

    Yes, but what about the list with the White splash I listed on the last page?? Any suggestions? One more card I kinda like for the sideboard, at least potentially, in the White splash, is Serenity. In most of the matches where it would be good you would be making a good call to side out Aether Vial anyways... And it would be devastating to anything like Enchantress or Stax... Both of which are decks I deeply loathe.

    Unfortunately, it's much worse vs Counterbalance than Seal of Cleansing... So Serenity may not be worth the space.

    Let me ask this:
    What White cards would be awesome in our sideboard??
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  2. #1562
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    Re: [DTB] Merfolk

    If you're adding white it should be for StP exclusively. Sygg, river guide is awful and will probably never pay off. Mirror Entity is good late game, but also very mana hungry, so may not be worth the spot unless you pack the deck full of other creatures like Tidal Warriors.

    We've discussed that list before so I don't think there are going to be that many new comments for it.

    As for sideboard you get access to Disenchant effects and thats about it. Maybe CoP:red but I haven't ever tested it.

  3. #1563

    Re: [DTB] Merfolk

    Quote Originally Posted by DukeDemonKn1ght View Post
    Yes, but what about the list with the White splash I listed on the last page?? Any suggestions? One more card I kinda like for the sideboard, at least potentially, in the White splash, is Serenity. In most of the matches where it would be good you would be making a good call to side out Aether Vial anyways... And it would be devastating to anything like Enchantress or Stax... Both of which are decks I deeply loathe.

    Unfortunately, it's much worse vs Counterbalance than Seal of Cleansing... So Serenity may not be worth the space.

    Let me ask this:
    What White cards would be awesome in our sideboard??
    Thinking about it *rattaratta*... but still would like to hear what Phoenix thinks now about splashing white considering he already plays Fetchlands.

    Anyway, Duke, Maindeck looks good from my perspective. Im not sure about taking out the River Guides, 20 creatures it should be. Maybe cutting Minamo, 1 Daze, 1 Standstill and only 3 Stops to have 4 free slots.

    Sideboard cards (now this becomes interesting):

    Additional Beaters:
    # Jötun Grunts (instead or in addition to relics)
    # Kitchen Finks (Double W, a little odd choice but could help against aggro)

    Anti-Aggro (most interesting):
    # Pulse of the Field (double W)
    # Warmth (mabye other Anti-Red cards. Sphere of Law is probably too expensive)
    # CoP: Red (probably not enough Mana to be efficient)
    # Ghostly Prison (also good against Ichorid)
    # StoP No. 4

    General Solution:
    # Oblivion Ring (maybe not strong enough)

    Anti-Enchantment / Artifact:
    # Serenity
    # Seal of Cleansing
    # Aura of Silence
    # Disenchant (kind of old-fashioned)

    Anti-Combo:
    # Ethersworn Canonist (although rather weak choice against Combo)
    # Rule of Law (too slow as always)

    Regarding your Mana Vortex idea Duke: NOW you could play Armageddon ! ^^

    Lets look at a green splash which brings us the most vial-friendly and amazing Tarmogoyf. You can almost always leave Vial at 2. Which other deck can possibly play an uncounterable Goyf?

    4x Tarmogoyf main
    maybe this new Snake from Alara Reborn

    Additional Beaters:
    # Trygon Predator (instead or in addition to relics)
    # Kitchen Finks (Double G, a little odd choice but could help against aggro)

    Anti-Aggro (most interesting):
    nothing apart from being more aggressive ourselfs

    General Solution:
    nothing

    Anti-Enchantment / Artifact:
    # Trygon Predator
    # Krosan Grip

    Anti-Combo:
    nothing

    So the Whitesplash seems to offer more reactive cards and board control that help with our problematic aggro matchups. On the other hand green offers just a handful of cards but these cards are all very very strong and Goyf can stall aggro as well although it cant stop burn or help in having atleast a small amount of board control.

    Uwg Merfolk anyone?
    + Goyf (maybe 2 Tropicals are sufficient. Vial = Forest 3-6)
    + StoP

    and maybe some more BANTish SB cards.

  4. #1564
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    Re: [DTB] Merfolk

    Quote Originally Posted by Nekrataal View Post
    Thinking about it *rattaratta*... but still would like to hear what Phoenix thinks now about splashing white considering he already plays Fetchlands.
    I really don't think it adds much. My most successful card while testing was Mirror Entity, but like I said, you need to use Tidal Warriors and Inkfathom Infiltrator helps alot.

    Anti-Aggro (most interesting):
    # Pulse of the Field (double W)
    # Warmth (mabye other Anti-Red cards. Sphere of Law is probably too expensive)
    # CoP: Red (probably not enough Mana to be efficient)
    # Ghostly Prison (also good against Ichorid)
    # StoP No. 4
    I think StP is the only real reason. Double white is getting pretty optimistic. Warmth doesn't help enough against gobbos, and Ghostly Prison was originally Propaganda.


    Regarding your Mana Vortex idea Duke: NOW you could play Armageddon ! ^^
    This idea actually is pretty interesting. May require some testing. Too bad it means you cant play with Mirror Entity though.

    Uwg Merfolk anyone?
    + Goyf (maybe 2 Tropicals are sufficient. Vial = Forest 3-6)
    + StoP
    Just play the new thresh.

  5. #1565

    Re: [DTB] Merfolk

    Quote Originally Posted by Phoenix Ignition View Post
    I really don't think it adds much. My most successful card while testing was Mirror Entity, but like I said, you need to use Tidal Warriors and Inkfathom Infiltrator helps alot.

    I think StP is the only real reason. Double white is getting pretty optimistic. Warmth doesn't help enough against gobbos, and Ghostly Prison was originally Propaganda.

    This idea actually is pretty interesting. May require some testing. Too bad it means you cant play with Mirror Entity though.

    Just play the new thresh.
    Armageddon: With Vial out you could still play dudes. Guess Armageddon plays a little like a late Standstill. If you are ahead this surely can be win the game against control.

    Maybe I will. Ugw Merfolk Thres ^^ like the idea of it. Here is the list:

    19 Lands
    4 Flooded Strand
    3 Wasteland
    3 Mutavault
    4 Tundra
    3 Island
    2 Tropical Islands

    21 Other spells:
    4 Aether Vial
    3 Standstill
    3 Daze
    4 Force
    3 Swords to Plowshares
    4 Brainstorm

    20 Creatures:
    4 Cursecatcher
    3 Silvergill
    4 Lord
    4 Reejerey
    3 Tarmogoyf
    2 Wake Thrasher (Question is to still play him or to stick to +1 Goyf +1 Silvergill or maybe play something completely different here)

    SIDEBOARD:
    3 Pithing Needle
    3 Krosan Grip
    3 Jötun Grunt (to swap with Goyfs)
    2 Echoing Truth
    2 Seal of Cleansing
    2 CoP: Red / Ghostly Prison

    Ghostly Prison > Propaganda because it doesnt hinder yourself from attacking.

    BTW: I just noticed that the guy this sub forum got its name from "Cavius' Casual and Budget Forum" is banned? How strange is that keeping it up then? Does it relate to the fact that DTB section and part of this sub forum have been swapped or is it a late fools day joke. ;)

  6. #1566
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    Re: [DTB] Merfolk

    Quote Originally Posted by Nekrataal View Post
    Ghostly Prison > Propaganda because it doesnt hinder yourself from attacking.
    Say what? It's the exact same card, just in our color.


    As for your deck Wake Thrasher definitely isn't necessary. Goyf is bigger in almost every situation. I would run Trygon Predator as well, since the biggest threat to merfolk when you already splash goyfs is artifacts and enchants.

    Also I would run 2 armageddon. It's just so powerful with vial and would mean we win against control. I haven't tested it so I can't say for sure... but I have a feeling it would be worth it.

  7. #1567

    Re: [DTB] Merfolk

    Quote Originally Posted by Phoenix Ignition View Post
    Say what? It's the exact same card, just in our color.


    As for your deck Wake Thrasher definitely isn't necessary. Goyf is bigger in almost every situation. I would run Trygon Predator as well, since the biggest threat to merfolk when you already splash goyfs is artifacts and enchants.

    Also I would run 2 armageddon. It's just so powerful with vial and would mean we win against control. I haven't tested it so I can't say for sure... but I have a feeling it would be worth it.
    Bah that was a big brainfart ...it still smells bad ... urgh ... *must breath* ... just misread the text.

    Yeah Trygons exactly what I was thinking about but this shrinks the amount of folks to 16. However main or sideboard they should find a home. Mh I think I am actually gonna try this list out.

    Armageddon ... yes I remember it. Armageddon was good in my WW build years ago (I think Mirage block or so were Tithe was printed) to a time Vial would not see print for some years. Anyway in SB as an absolute surprise card this would be fun and like in WW give you several turns to swing with almost no resistance from your opponent (basically sealing the game in your favor) ... well at least in theory.

  8. #1568
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    Re: [DTB] Merfolk

    If you guys are splashing white, I have some ideas:

    Summon the School
    Tribal Sorcery — Merfolk
    Put two 1/1 blue Merfolk Wizard creature tokens into play.
    Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.

    In a deck like Legacy Merfolk, we're guaranteed to have infinite chump blockers, at the worst. At the best, well, I'll just point out that Merfolk runs LoA and Reejerey. Oh, Summon the School is a Merfolk spell, so it triggers Reej's ability. Booyakusha.

    hmmm, wouldn't Summon the School work wonderfully with:

    Opposition
    Enchantment
    Tap an untapped creature you control: Tap target artifact, creature, or land.

    Also, for awesome sideboard cards for white, here's what comes to mind so far:

    Mother of Runes
    Burrenton Forge-Tender
    Galina's Knight

    I'll post more when some more ideas come to mind.

  9. #1569

    Re: [DTB] Merfolk

    Quote Originally Posted by Shawon View Post
    If you guys are splashing white, I have some ideas:

    Summon the School
    Tribal Sorcery — Merfolk
    Put two 1/1 blue Merfolk Wizard creature tokens into play.
    Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.

    In a deck like Legacy Merfolk, we're guaranteed to have infinite chump blockers, at the worst. At the best, well, I'll just point out that Merfolk runs LoA and Reejerey. Oh, Summon the School is a Merfolk spell, so it triggers Reej's ability. Booyakusha.

    hmmm, wouldn't Summon the School work wonderfully with:

    Opposition
    Enchantment
    Tap an untapped creature you control: Tap target artifact, creature, or land.

    Also, for awesome sideboard cards for white, here's what comes to mind so far:

    Mother of Runes
    Burrenton Forge-Tender
    Galina's Knight

    I'll post more when some more ideas come to mind.
    Summon the School and Opposition are too expensive and they come far too late considering the low landcount. I'd rather go and play Mirroweave.

    I thought about mentioning Mother of Runes and Forge-Tender at first in my list of things valuable for a splash but decided that both are weak in a Merfolk deck. Forge-Tender is far too situational and basically far better in Standard with Volcanic Fallout or Firespout in every SB. It's no folk and has a weak P/T. You could basically play Hydroblast as well. Mother of Runes, well it is a bad Sygg imho. Sure it costs one less and just taps for its ability but Sygg has Islandwalk, is 2/2 and probably can give up to 2 guys protection. However he could try to protect Lords. Note that Sygg is nevertheless not recommended by some posters her in the forum. The only creature I see worth from W is Jötun Grunt.

    Galina's Knight? Just no. Its weak and even if they can't burn him they just block him.

  10. #1570
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    Re: [DTB] Merfolk

    Quote Originally Posted by Nekrataal View Post
    Note that Sygg is nevertheless not recommended by some posters her in the forum.
    I should explain this. Sygg is bad because first, you need to keep 2 mana up to ensure your guy doesn't get sworded. He's bad early game because you'll spend your mana protecting him, or rather, keeping untapped.

    Later on you still need a buttload of mana for him to do something. Even when you're in the lategame with 1 or 2 cards in hand you don't want to have to save 4 mana (2 of it white) so he can protect something and then himself.

    That and his mana cost requires white blue, for just a bear.

    He isn't the worst card ever, I just don't think he's good enough to squeeze in.

  11. #1571
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    Re: [DTB] Merfolk

    Then isn't Mother of Runes better than Sygg? It's hardly a 'worse' Sygg. Still may not be worth an inclusion, but I def think it's better than white Sygg.

  12. #1572
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    Re: [DTB] Merfolk

    lol, what happened? Talk about a demotion all these decks going right to the Casual forums lol.
    Last edited by Happy Gilmore; 05-01-2009 at 12:20 PM.
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    ******s?
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  13. #1573
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    Re: [DTB] Merfolk

    Men, seriously, for what kind of reason are you still wondering on this random pile of cards called "Merfolks"? You losers, go to play tiers1 such as Nourishing Lick. Watch the DTB forum.
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    Re: [DTB] Merfolk

    I always knew this deck to be budget. I mean, it doesn't play Goyf, or fetchlands or duals.. Plus, all the lords are uncommon.. come on..
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  15. #1575
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    Re: [DTB] Merfolk

    There needs to be more vodalian Illusionists and Benthic Explorers up in these lists.
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  16. #1576

    Re: [DTB] Merfolk

    Quote Originally Posted by Mordel View Post
    There needs to be more vodalian Illusionists and Benthic Explorers up in these lists.
    Oh my GAWD, you guys, how did we miss Vodalian War Machine? Sure, it's not a Merfolk, but check it out: You can tap your Lord of Atlantis and your Wake Thrasher, hell for all you guys playing the green splash you can even tap your Chameleon Colossus, and GIVE IT +2/+1 until end of turn!!!!!!!!!! Then, tap another Merfolk, and Boom! It can attack this turn too! 2/5, 4/6, hell, even 6/7, War Machine, coming right at ya, dogg... SO WHAT, if your Merfolks die if it dies!! It's never going to die, it has four toughness!! So what if it doesn't get the Islandwalk bonus? If your opponent is playing Islands, you should have already fucking won!!!!!!

    I've been playing this deck for months, I can't believe I only now just thought of this hot-hot-hot tech. For all you people that say Fallen Empires sucked: Go suck a fucking War Machine, n0000000000bZZ!!!!!!!!!
    Last edited by DukeDemonKn1ght; 05-01-2009 at 01:48 AM.
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  17. #1577

    Re: [DTB] Merfolk

    just see: Galina's Knight. he is a beast vs red and you can run stp to get rid of the best non merfolk in the game (aka goyf)

  18. #1578
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    Re: [DTB] Merfolk

    no offence but the deck is going downhill...

    Finn's AEther Vial, Standstill, FoWs, Daze, Mutavault, Stifle package is the best that I've seen so far...

    nothing wrong with different ideas but i still believe that package is the bomb


    although i would love to see a countertop engine on a merfolk deck.

    maybe:

    4 Vial
    4 Still
    4 FoW
    4 Counterbalance
    3 Daze
    3 S-top

    anyone tried something like this before?
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
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  19. #1579
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    Re: [DTB] Merfolk

    I love how you say it's going downhill because of the change in cards to fit the metagame.

    And I really love how well you must know the deck to make those statements. And then suggest Counterbalance top!

    you just made my day sir!

  20. #1580
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    Re: [DTB] Merfolk

    Quote Originally Posted by (nameless one) View Post
    no offence but the deck is going downhill...

    Finn's AEther Vial, Standstill, FoWs, Daze, Mutavault, Stifle package is the best that I've seen so far...

    nothing wrong with different ideas but i still believe that package is the bomb


    although i would love to see a countertop engine on a merfolk deck.

    maybe:

    4 Vial
    4 Still
    4 FoW
    4 Counterbalance
    3 Daze
    3 S-top

    anyone tried something like this before?
    Well, indeed if you'd like to see fucking counter top also here in Merfolks (which won't ever happen, btw), you'd need the fetches and the brainstorm which, ironically, belong to Phoenix's new list... XD
    So there's a little of a contradiction in these statements, lulz
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