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Thread: [Deck] Merfolk

  1. #2521
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    Re: [DTB] Merfolk

    I think Im going to keep my version monoblue due to the rise of rogue decks in my meta packing non-basic hate.

    Should I be satisfied with Silvergill Adept? He gives you cantrip early game and thats good but late game, if I dont have a Vial on 2, it seems to be a terrible topdeck. Ive been experiencing this lately. Maybe Im playing the deck wrong? Anyhow, has anyone tried Shapesharer on his spot? It doesnt seem to hurt to copy your opponent's Tarmogoyf (instead running our own) or copy a lord. Maybe as a two-of?

    Speaking of rogue decks, there has been a decrease of Islandwalk enablers in my meta (yes, a lot of people play red/black in my meta). Would this justify me running Tidal Warrior? I cant really playtest in my meta because I playtest with the same people who I'm trying to beat.

    My current deck before all the changes:

    11 Island
    4 Wasteland
    3 Mutavault
    1 Minamo, School at Water's Edge

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Merrow Reejerey
    4 Merfolk Sovereign
    2 Wake Thrasher

    4 Force of Will
    4 Daze
    4 Standstill
    4 AEther Vial
    3 Stifle

    So the changes would be -1 Minamo, -2 Wakethrasher, -3 Stifle (Sideboard), -4 Silvergill Adept for +1 Island, +2 Kira, +3 Tidal Warrior, +4 Shapesharer.

    Acceptable?
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  2. #2522

    Re: [DTB] Merfolk

    Quote Originally Posted by (nameless one) View Post
    I think Im going to keep my version monoblue due to the rise of rogue decks in my meta packing non-basic hate.

    Should I be satisfied with Silvergill Adept? He gives you cantrip early game and thats good but late game, if I dont have a Vial on 2, it seems to be a terrible topdeck. Ive been experiencing this lately. Maybe Im playing the deck wrong? Anyhow, has anyone tried Shapesharer on his spot? It doesnt seem to hurt to copy your opponent's Tarmogoyf (instead running our own) or copy a lord. Maybe as a two-of?

    Speaking of rogue decks, there has been a decrease of Islandwalk enablers in my meta (yes, a lot of people play red/black in my meta). Would this justify me running Tidal Warrior? I cant really playtest in my meta because I playtest with the same people who I'm trying to beat.

    My current deck before all the changes:

    11 Island
    4 Wasteland
    3 Mutavault
    1 Minamo, School at Water's Edge

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Merrow Reejerey
    4 Merfolk Sovereign
    2 Wake Thrasher

    4 Force of Will
    4 Daze
    4 Standstill
    4 AEther Vial
    3 Stifle

    So the changes would be -1 Minamo, -2 Wakethrasher, -3 Stifle (Sideboard), -4 Silvergill Adept for +1 Island, +2 Kira, +3 Tidal Warrior, +4 Shapesharer.

    Acceptable?
    Seems perfectly acceptable, except one thing: I'm a little confused why you would want to cut Adept for Shapesharer... I can see Sharer as being useful, since he lets you trade with creatures you couldn't have otherwise, or lets you just copy and swing to try to race the opponent. On the other hand, I really wouldn't want him to be my second turn play, unless I was running a list with Dreadnoughts. He's really only good when you have the mana to use his ability, and between Mutavault activations, blowing up your own Wastelands, and only playing 20 lands to begin with, I think you're gonna find him a little demanding.

    Basically, if you want to run Shapesharer in your build, I'd run two copies at most.

    One more thing: If you want to take out Stifles from the main-deck, I would just take them out altogether. I think Pithing Needle is generally a better sideboard card, since it's proactive and not limited to one use. This is not to say I necessarily advocate taking Stifle out of the main-deck. But if you don't want them in the main, I wouldn't waste sideboard space on them.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  3. #2523

    Re: [DTB] Merfolk

    Hi all, I'm new in this forum, but I play magic since 2006.
    I'd like to ask you some questions:
    1) Spellstutter Sprite: Have this card any sense to be played? It stops bolt, swords, path, lavamancers and other cards that could be troublesome like Thoughtseize, Sensei, Brainstom, Orim and other...
    The fact is that it's not a merfolk, so we can play them only to have some protection (random?) or to have a flying creature for Jitte.

    2)Shapesharer: I'm testing this one, in 2x to give a random touch to the deck. It can copy a lot of interesting creatures:
    - Adept -> draw again
    - Reejerey -> more untap
    - Sower -> to steal again the stolen creature
    - Phyrexian Dreadnought, Tarmo, Stalker ecc
    We can made a lot of tricks thanks to vial, and have 3 open ( in a lot of case we have unused mana)

    What do you think about that?

    Bye

  4. #2524
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    Re: [DTB] Merfolk

    Quote Originally Posted by Hyper View Post
    Hi all, I'm new in this forum, but I play magic since 2006.
    I'd like to ask you some questions:
    1) Spellstutter Sprite: Have this card any sense to be played? It stops bolt, swords, path, lavamancers and other cards that could be troublesome like Thoughtseize, Sensei, Brainstom, Orim and other...
    The fact is that it's not a merfolk, so we can play them only to have some protection (random?) or to have a flying creature for Jitte.

    2)Shapesharer: I'm testing this one, in 2x to give a random touch to the deck. It can copy a lot of interesting creatures:
    - Adept -> draw again
    - Reejerey -> more untap
    - Sower -> to steal again the stolen creature
    - Phyrexian Dreadnought, Tarmo, Stalker ecc
    We can made a lot of tricks thanks to vial, and have 3 open ( in a lot of case we have unused mana)

    What do you think about that?

    Bye
    If you've been playing since 2006, then you've got a pretty poor grasp of the rules. Shapesharer does *not* let you draw again, nor does it let sower steal again. Those are CIP abilities and when shapesharer copies, it's already in play.

    Spellstutter sprite has been discussed before. It's 2 mana for a creature tha counters 1cc cards. I'd sooner play Mana Leak. Also, if you're running spellstutter + sower, just run faeries. You're really decreasing your merfolk ratio in any deck that runs those cards to begin with.

    I will say that shapesharer is at least somewhat interesting, though. But my real question is wouldn't you rather just run another lord instead?
    Quote Originally Posted by tsabo_tavoc
    Thanks for your reply. I believe it is my wording that has made you unpleasant. My fears were something like Angel Stompy ruling Legacy.

  5. #2525

    Re: [DTB] Merfolk

    Quote Originally Posted by tivadar
    If you've been playing since 2006, then you've got a pretty poor grasp of the rules.
    503.2. When copying an object, the copy acquires the copiable values of the original object's characteristics (name, mana cost, color, card type, supertype, subtype, expansion symbol, rules text, power, toughness, loyalty) and, for an object on the stack, choices made when playing it (mode, targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so on). The "copiable values" are the values that are printed on the object, as modified by other copy effects, by "as . . . comes into play" and "as . . . is turned face up" abilities that set characteristics, and by abilities that caused the object to be face down. Other effects (including type-changing and text-changing effects), status, and counters are not copied.

  6. #2526
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    Re: [DTB] Merfolk

    Tividar is correct, shapesharer cannot copy come into play triggers. By the time shapesharer hits play and you are able to use his copy ability, the point at which come into play trigger happen has already passed.

    It does in fact copy the come into play ability, but too late for the come into play ability to trigger. In order for the copy to trigger the come into play ability it would already have to be a copy as it comes into play (like Vesuva). Shapesharer comes into play as itself and only after it hits play can it copy something.

  7. #2527
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    Re: [DTB] Merfolk

    So 2/2 on Silvergill Adept and Shapesharer or 3/3 (taking over Stifle's spot)
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  8. #2528
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    Re: [DTB] Merfolk

    Quote Originally Posted by Hyper View Post
    503.2. When copying an object, the copy acquires the copiable values of the original object's characteristics (name, mana cost, color, card type, supertype, subtype, expansion symbol, rules text, power, toughness, loyalty) and, for an object on the stack, choices made when playing it (mode, targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so on). The "copiable values" are the values that are printed on the object, as modified by other copy effects, by "as . . . comes into play" and "as . . . is turned face up" abilities that set characteristics, and by abilities that caused the object to be face down. Other effects (including type-changing and text-changing effects), status, and counters are not copied.
    Sorry, I was probably a bit harsh with the post. But yeah, Shapesharer won't trigger any of the CIP abilities. Clone would, but that's a different card. That being said, my main worry is the mana cost to activate him actually. One of the advantages of this deck is well-costed beaters. And if I have to pay 2 mana, then an additional 3 to get him to work, I'm just not sure how good he's gonna be. He's a good idea, as he's a virtual merfolk, but I just don't think he'd pan out.
    Quote Originally Posted by tsabo_tavoc
    Thanks for your reply. I believe it is my wording that has made you unpleasant. My fears were something like Angel Stompy ruling Legacy.

  9. #2529
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    Re: [DTB] Merfolk

    Im expecting a lot of Thresh in my meta, would Seasinger on SB be acceptable in stealing my opponent's Tarmogoyfs? I currently only own 1 Thread of Disloyalty
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  10. #2530

    Re: [DTB] Merfolk

    Quote Originally Posted by (nameless one) View Post
    Im expecting a lot of Thresh in my meta, would Seasinger on SB be acceptable in stealing my opponent's Tarmogoyfs? I currently only own 1 Thread of Disloyalty
    Fire Ice and Lightning Bolt loves Seasinger. If you expect loads of thresh i'd go with relics md

  11. #2531

    Re: [DTB] Merfolk

    Quote Originally Posted by johanessen View Post
    Fire Ice and Lightning Bolt loves Seasinger. If you expect loads of thresh i'd go with relics md
    True dat. And if you really expect a lot of Thresh, put some Submerges in the sideboard, and some Hydroblasts. Submerging in response to their fetch-land is tats, because they're usually anemic on threats, and Submerge is awesome against them because you can play it for free. You want to try to not get behind on tempo, so Threads is actually a little risky, when they'll be Dazing you, fucking with your mana, etc. I'd rather play Submerge on the free-free. Hydroblast is just good protection for your Lords, and a good card to improve a lot of your bad match-ups.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  12. #2532
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    Re: [DTB] Merfolk

    Nameless, you will love Seasinger against Threshold. I figure that you other guys have not tried it. Seasinger shoves its tail up Threshold's rear end. But it's crappy against the harder tribal matchups, so it's a corner-case card.
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  13. #2533
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    Re: [DTB] Merfolk

    Just chiming in about Seasinger - yes, it is very good against thresh. Sometimes she will catch a topdeck bolt, but that's 1 less bolt for your lords to worry about. That it is (a) a merfolk and (b) playable through vial makes it a great card for me, especially against the mirror. Often with Threads I found it sitting in my hand due to the uncheatable 1UU cost, with double mutavaults in play or some similar situation.

    I also like Mind Harness. But my question is, is the combo of both cards too much? It seems to me like Mind Harness has broader applications against Zoo, Bant, and just random aggro in general. Seasinger is more narrow but can rape the mirror, which I often find to be an unbearably painful matchup without her or some similar parity-breaking card like Cold-Eyed Selkie.

    My current SB is:

    2 Seasinger
    3 Mind Harness
    2 P. Needle
    4 Blue Blast
    2 Tormod's
    2 Relic of Prog

    Thoughts? Am I missing some key back-breaking card? Submerge/ more needles had crossed my mind... the grave hate takes up way too many slots to be comfortable, but when I need it, nothing less than 4 cards feels effective.

    Also, any help with boarding strategies would be much appreciated. I find myself often boarding out Stifle and Wake Thrasher because all the other cards seem essential... am I suffering from a mental block? What cards do other people find themselves boarding out most often?

  14. #2534

    Re: [DTB] Merfolk

    Quote Originally Posted by Lord_Cyrus View Post

    My current SB is:

    2 Seasinger
    3 Mind Harness
    2 P. Needle
    4 Blue Blast
    2 Tormod's
    2 Relic of Prog

    Thoughts? Am I missing some key back-breaking card? Submerge/ more needles had crossed my mind... the grave hate takes up way too many slots to be comfortable, but when I need it, nothing less than 4 cards feels effective.

    Also, any help with boarding strategies would be much appreciated. I find myself often boarding out Stifle and Wake Thrasher because all the other cards seem essential... am I suffering from a mental block? What cards do other people find themselves boarding out most often?
    The board looks decent to me, although you could try sneaking one Relic into the maindeck to be able to fit another Needle into the board.

    As far as boarding goes, there's way more stuff to think about taking out than just Thrasher and Stifle; you shouldn't think of the maindeck as so set in stone. Just some basic examples: If you're on the draw, think about taking out Daze. If your opponent is playing a deck that has an aggressive early game (Zoo, Goblins, and arguably Storm decks) and/or can play around Standstill (Landstill, mirror match, Dredge, anything with Aether Vial), then Standstill should maybe come out. There are some match-ups where Cursecatcher isn't gonna do much. I think against most super fast combo decks, Aether Vial isn't going to do much, although from your sideboard I gather you aren't in a combo heavy meta.

    Anyways, my point is that I think it's key to think flexibly when you sideboard in this deck. For example, at GP Chicago, I completely mana-fucked an Aggro-Loam player by playing Echoing Truth twice on his two Mox Diamonds, doing about 8 or 9 damage in the time it took him to recover. You want to use a sideboarding strategy that is flexible, and pay attention to when some cards in your main may be "win more" or just plain dead draws.

    Honestly, I'd think it was awesome if someone more experienced than me would do up a sideboarding plan for this deck based on the ideal cards to have in certain matchups. Like, assuming the most standardized maindeck possible and a sideboard that could have 100 cards in it, what would you bring in for the more prevalent decks out there? I think something like that would help us all take a clearheaded look at all the sideboard options available to this deck. And then we could talk about the potential splash colors and then their influence on sideboard options.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  15. #2535

    Re: [DTB] Merfolk

    I have been playing merfolk for a while and I have read through this entire thread and also over at Salvation. Right now I am playing the splash white version with 4 swords to plowshares mainboard.

    My side board consists of about 20 cards for my meta and I usually decide after a little scouting. There is always going to be Zoo/Goblins/Thresh and I hate losing to red. I try to put cards in that help with multiple matches like submerge is pretty good vs zoo/thresh maybe even elves if at the right time.

    3x Absolute Law-- anything red
    3x Submerge-- Zoo, thresh
    3x Mind harness- Way better then threads in my opinion, works on any red/green. I hate the 2u
    3x Relic
    2x disenchant
    2x echoing truth
    2x empress
    2x jitte

    I don't like seasinger just isn't that good and costs to much. Mind harness fits that role and is better vs other matches. You already have decide matchup if they are running blue.

    First thing to side out for me is Standstill, then maybe cursecatcher when he isn't doing much. I also agree about the Daze. As for the grave hate a card like echoing truth works well vs graveyard and also is pretty solid in other matches. IMO 4 slotts for just one match isn't a good idea unless you have crazy zombies running around a lot.

  16. #2536
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    Re: [DTB] Merfolk

    has anyone thought of trying Sygg, River Cutthroat
    Quote Originally Posted by TsumiBand View Post
    ... It feels like a bummer to spend so much time not talking about the game and more time arguing over whether Dega or Mardu is the better name for a three color deck you'll never see in Legacy.

  17. #2537
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    Re: [DTB] Merfolk

    EDIT: Crap, double post. I can has delete?
    Quote Originally Posted by TsumiBand View Post
    ... It feels like a bummer to spend so much time not talking about the game and more time arguing over whether Dega or Mardu is the better name for a three color deck you'll never see in Legacy.

  18. #2538
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    Re: [DTB] Merfolk

    Can anyone give me sideboard/main decked advise against the likes of Pox? The one I am fighting is mainly black that has a spash of red for burn, and has a sideboard Pyroclasm.

    I am unsure what to counter here, as I am losing resources left to right. Everything the deck plays seems like a must counter. Usually I end up just going straight for the throat while I am losing my hand and lands and my creature count is really dwindling. I could usually keep a lord and a few but by then I have to face a tombstalker.

    Any advice would be welcome. Either sideboard, main deck, or just what to let through and what not.
    Always looking for more people to play in the Chicago area. Anyone interested send me a PM.

  19. #2539
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    Re: [DTB] Merfolk

    Quote Originally Posted by Zappa View Post
    Can anyone give me sideboard/main decked advise against the likes of Pox? The one I am fighting is mainly black that has a spash of red for burn, and has a sideboard Pyroclasm.

    I am unsure what to counter here, as I am losing resources left to right. Everything the deck plays seems like a must counter. Usually I end up just going straight for the throat while I am losing my hand and lands and my creature count is really dwindling. I could usually keep a lord and a few but by then I have to face a tombstalker.

    Any advice would be welcome. Either sideboard, main deck, or just what to let through and what not.
    I'm pretty sure your Vials are pretty key in this MU. Once you have one out, it changes what you must and mustn't counter. White splash is probably your best tech here, as Pox has a low number of game-winners when you have Wastelands. And don't be afraid to sac your Cursecatchers early on.
    Other than that, I really don't see a point in metagaming for Pox. Just mull into a Vial, I guess.
    Quote Originally Posted by TsumiBand View Post
    ... It feels like a bummer to spend so much time not talking about the game and more time arguing over whether Dega or Mardu is the better name for a three color deck you'll never see in Legacy.

  20. #2540

    Re: [DTB] Merfolk

    If you use Divert or Misdirection in your sideboard, either of those would probably be pretty good against Pox (probably moreso Divert). White splash would also be pretty good, if you can hold onto a source of white mana long enough to rfg their threats what with all the Hymn to Tourach and the Wasteland and the Sinkhole and the Smallpox and all... Blegh.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

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