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Thread: [Deck] Merfolk

  1. #3201
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    Re: [DTB] Merfolk

    Ok, I'm paraphrasing these suggestions for simplicity (and to reinforce my understanding) if you want to add them to the primer. My apologies in advance if I accidently disrespected anyone's ideas by misinterpret them in my paraphrasing.

    Quote Originally Posted by DukeDemonKn1ght View Post
    Overall Tips:
    - bounce their Mox Diamonds after preventing Loams with Relic or something similar
    -Countryside Crusher is possible double-edged sword for them. Vulnerable to slowing of mana production after Crusher is dropped
    -Reilterate prevent you out with Chalice, it seems like we have good sideboard options against them, whether you're splashed or not.

    White Splash
    -Serenity,for mass and spot removal. Value of blowing up vials is good tradeoff. Vials outweighed by late Post Seismic Assault gameplay of serenity.

    -Because of Reoccuring Wasteland threat, put 1x basic Plains into my splashed build. But what to cut, a tundra?
    - Threads of Disloyalty = good
    DDK, you and nightmare are offically my whitesplash specialists. ^.^
    Question: If you're white splashed and you put Serenity in post sideboard? Because you'll have to blow up your own sideboard hate as well, you'd still have to consider additonal sideboard artifact and enchantments that you would run. Do you think this would pose a problem for your Crypt, Relic, Absolute Law, Pithing Needle, or others? At what point would it still be worth it? What do you and Finn think about Chalice for the white splash, is opportunity cost greater with white selection to run this card? And what do you think of Absolute Law in this matchup?

    Quote Originally Posted by Finn View Post
    Finn's Sideboard
    1 Stifle
    1 Echoing Truth
    3 Relic of Progenitus
    4 Blue Elemental Blast
    3 Submerge
    3 Misdirection

    -If no Chalice in play, BEB for Assault and Crusher.
    - Relics are good here.
    -Submerge is evil when an opponent cycles a land to dredge up Loam (or fetches of course).
    - Chalice is the real problem
    - For the Chalice@1 problem, Need Echoing Truth (2 more in the main)
    Oh I like your build Finn, after some testing the sideboard plan is pretty effective. I know you're still testing Chalice, but if it's run in this build, it would counter the BEB and Relic. I like how echoing truth goes around this. What cards do you usually sideboard out for these cards? I find myself liking standstill against this build. And tried cycling out the cursecatchers,stifles (yeah I'm still runnign them in mono blue) and some daze postsideboard. If we anticipate the chalice. It's possible that they could sideboard it out for game two. the thread for aggro zombies suggests such on the draw: " Suggested Sideboarding: -4 Chalice of the Void (on the draw), +3 Firespout, +1 Devastating Dreams"
    If you have Chalice and the only counter is a BEB in your hand, and we know they have have sideboarded in firesprouts, would you play the chalice, knowing that it counters your BEB? Do you think it's even worth running chalice against agro loam?

    Quote Originally Posted by Phoenix Ignition View Post
    No, Maelstrom Pulse gives you answers to decks that play nonland permanents, Echoing Truth gives you a possible 1 turn bandaid for your problems. Unless you play more counters than the average merfolk deck chances are you would have countered the problem permanent before it hit play because your chance of drawing into a FoW/Daze without cantrips + shuffling is small. Much smaller than the time you get to beat the problem enchantment/artifact.

    Are you saying that Maelstrom Pulses problem is statistically diminished for decks playing less counters because cantrips+shuffling gives you the possiblity of actually drawing into more counters than putting the counters into the decks themselves? And because you have little chance to beat the problem card, you won't have the counter in time?
    I'm sorry I had a little trouble following this Phoenix Ignition, can you provide an example? I'm probably just trying to jump midway into the conversation.


    Quote Originally Posted by Phoenix Ignition View Post


    Against Aggro Loam:
    2 Back to Basics,
    3 Echoing Truth,
    4 Relics

    Tips: Relic to Keeping their graveyard small keeps down Goyf, Terravore, and Seismic Assault win conditions.


    Back to Basics shuts down their card advantage engine with Loam cycles, and can really screw them over if they didn't get a Mox Diamond. B2B is probably worse in decks that don't run Stifle since fetches give them the chance to get basics and other untapped lands, but I play Stifles. I have Kira maindeck and she shuts down their Terminates/Maelstrom Pulse, which can be quite helpful.

    Relic makes Standstill better too. Land a Relic under a Standstill and you just turned the opponent's goyfs into 0/1s and you can now race them with a Cursecatcher. Honestly any card in the deck will "make your Standstills better" because that's how Standstill works.


    Relic to Keeping their graveyard small keeps down Goyf, Terravore, and Seismic Assault win conditions.
    Echoing Truth is really good against Countryside Crusher and helps against Chalice@1.
    The bolded information in this response is really helpful to me or something new. Thanks a lot Phoenix Ignition

    Oh I have a general question for everyone, in terms of Aggro Loam sideboards, how do you choose to fight against the added boardsweepers for aggro loams post sideboard games. Does it change your gameplay styles against them?

    Thanks a lot for the advice guys.

  2. #3202
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    Re: [DTB] Merfolk

    Hello.
    YOU'RE GIVING ME A TIME MACHINE IN ORDER TO TREAT MY SLEEP DISORDER.

  3. #3203
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    Re: [DTB] Merfolk

    Quote Originally Posted by Tacosnape View Post
    (Zoo)
    The White splash with 8 Path to Plowshares is your best bet.
    I read this all the time. How many people who suggest this actually have played the white splash merfolk enough to keep suggesting it? There better be some pretty knowledgeable people who have tested the matchup quite a bit for this to keep being said. Personally I think at most 5 people in the whole thread have ever tested it, and at least half of those people not enough against zoo to see some actual evidence.

    I would not be surprised if this was the same kind of "information" as saying that most people believed the Earth was flat in the olden days (they didn't: link).

    Quote Originally Posted by luckme10 View Post
    Are you saying that Maelstrom Pulses problem is statistically diminished for decks playing less counters because cantrips+shuffling gives you the possiblity of actually drawing into more counters than putting the counters into the decks themselves? And because you have little chance to beat the problem card, you won't have the counter in time?
    I'm sorry I had a little trouble following this Phoenix Ignition, can you provide an example? I'm probably just trying to jump midway into the conversation.
    This quote was directed towards alderon saying the Echoing Truth is an answer to any deck that plays non-land permanents. I was saying that bouncing a card is not an "answer" to it in most situations. Bouncing is only good if you have a counter for the spell the 2nd time they play it, or can alpha strike in 1 turn. In merfolk chances are not good to draw into a counterspell when you need it because you don't have the same deck manipulation (brainstorm/Ponder + fetchlands) that most blue decks have. If they played a problem permanent and you need to get rid of it quick, either you would have countered it already or you are not in a good situation. Having a bounce spell is only good if you can draw into a FoW (chances are Daze's use has passed).

    An example is something like Grim Lavamancer or Moat. For Grim Lavamancer you have a very high chance of losing if he hits the table (if you don't play Relic). If you bounce him you save 1-2 turns of him burning your guys, but zoo generally is okay through that. Echoing Truth can have a good purpose against Zoo, just to slow them down, but rarely is it going to win you a game. Moat, the other example, is a problem enchantment that you can bounce and swing through. The problem here is that the decks that play Moat have a lot of bombs (so you'll be needing to counter more things than you generally can), and if you can't kill them in one turn then you really need a counterspell to stop it from hitting play again. Therefore Echoing Truth really isn't an answer, for more than one turn.

    Oh I have a general question for everyone, in terms of Aggro Loam sideboards, how do you choose to fight against the added boardsweepers for aggro loams post sideboard games. Does it change your gameplay styles against them?
    Spell Pierce is generally very good against this. If they're playing firespout any Blue elemental blasts you have are worth putting in.

  4. #3204
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    Re: [DTB] Merfolk

    Originally Posted by Tacosnape
    (Zoo)
    The White splash with 8 Path to Plowshares is your best bet.

    Quote Originally Posted by Phoenix Ignition View Post
    I read this all the time. How many people who suggest this actually have played the white splash merfolk enough to keep suggesting it? There better be some pretty knowledgeable people who have tested the matchup quite a bit for this to keep being said. Personally I think at most 5 people in the whole thread have ever tested it, and at least half of those people not enough against zoo to see some actual evidence.
    I have been wondering the exact same. I am definitely one of those people who have tried it out, but not enough to actually be able to speak with any kind of authority. It worked okay I suppose, but in all I was not happy with the splash trade-off. Of course, that was after about 25 games or so against maybe 6 different decks. But I think Tacosnape actually does have significant experience with this.
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  5. #3205

    Re: [DTB] Merfolk

    Nightmare tested it. Quite a bit from memory.
    Look up his posts in this thread and find out. I'm not sure if the search function is working all that well so I would suggest looking at around 1-2months after the release of M10 for the posts.

  6. #3206
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    Re: [DTB] Merfolk

    Quote Originally Posted by Finn View Post
    I think Tacosnape actually does have significant experience with this.
    What I said came off a bit wrong. I don't mean to blame Tacosnape of saying this without testing, I just want to make sure that "splash white against zoo-infested metas" doesn't become common logic without being true. I've tested the splash as well and didn't like it. I know Nightmare was playing it for a while, but he's left this thread (and maybe merfolk). Someone who suggests this please post some percentages on winning, as well as the increase in percentage that you think it helps you (the latter being nothing more than emotional response, but that's fine, I'd just like to see how much you think it helps).

  7. #3207
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    Re: [DTB] Merfolk

    I tried a different approach on the current merfs build and it showed success in the times i've used it. I've tried loading 6 stp effects before against zoo and i could say yes it provided a better MU against zoo but zoo players could still out CA = card advantage you by you via life gain which they get from stp by creating the CA by abusing sylvan library.

    The build which i was using.

    Lands [20]
    3 wasteland
    3 mutavault
    4 flooded strand
    1 misty rainforest
    4 tundra
    5 island

    Creatures [18]
    4 lord of atlantis
    4 silvergil adept
    4 merrow reejerey
    2 merfolk soveriegn
    2 seasinger
    2 kira, the great glass spinner

    Utilities [22]
    4 aether vial
    3 standstill
    4 stifle
    4 spreading seas
    3 mana leak
    4 force of will

    SB
    3 swords to plowshares
    2 oblivion ring
    1 path to exile
    2 cop:red
    2 relic of progenitus
    2 tormod'sc crypt
    1 enlightened tutor
    1 threads of disloyalty
    1 mana leak

  8. #3208

    Re: [DTB] Merfolk

    A tournament report with your favorite deck:

    http://www.mtgthesource.com/forums/s...Split&p=430494

    List is included in the report, tell me what you think.

    I'm not too active here, but I'll stick around for some discussion now, I think!

  9. #3209

    Re: [DTB] Merfolk

    I'm set on my monolist for Madrid but I tested some black splash a couple of days ago.

    Just some fetches and Underground Sea. Opens up for Perish (Nacatl, Pridemage, Goyf) (Hierarch, RWM, Goyf) (all those elves) and Engineered Plague (little green men aka goblins, elves) in the sideboard. Pretty tech to board those in I think. Weakens the manabase a little but I feel those cards helps the zoo/goblins matchup better than 4+ swords. (I'm not very familiar with the w splash). What do you think?
    Quote Originally Posted by AcidFiend View Post
    Merfolk players prefer not to sell their souls and play the evil that is Goyf.

  10. #3210

    Re: [DTB] Merfolk

    Cool find with Seasinger erb. How useful has she been?

    If she's working well, I'd suggest paying Tidal Warrior as a 2 of, and perhaps Aquetect's Will over Seas. Tidal Warrior is a card I run 2 of in the main anyways as he is another 1-drop merfolk for Reej engine shenanigans, as well as being a cheap Jitte carrier, and he also plays into the Wasteland mana disruption theme. Aquetect's Will is slightly riskier than Spreading Seas, as they can kill your dude(s) in response, meaning you don't get a card, but it is half the price, and can do cool stuff with Reej.

    Also, has anyone else considered Sejiri Merfolk? I know the 2-drop slow is rough (Lord of Atlantis, Silvergill, and Standstill are NOT coming out), but if you have just 1 lord then he kills Nacatls and Kird animals while remaining alive and gaining you 3... sounds good. Sure he dies to removal, but at least that removal isn't gonig to your Lords. Just make sure you don't make a block that can get you 2 for 1ed if you smell removal.

    As far as the Zoo match goes, why aren't more lists running Engineered Explosives? It seems amazing against 1-drops, and can even be set at 2 for emergency double goyf pwnery. What can they do against EE at 1? Not play spells? I guess they board in Grip/Smash, which you will suspect anyways, and then you just hold E.E. in hand and use it as soon as it resolves.

  11. #3211
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    Re: [DTB] Merfolk

    I've tested both. Thoroughly. I own six decks sleeved up and ready to play in real life. Merfolk and Zoo are two of them, and I have the physical cards to change Merfolk into UW at any time.

    My opinion of the white splash is basically this. You can get the Zoo matchup to somewhere in the 50/50 range, but at some expense. And I think "Splash White in Zoo-infested metas" is less reasonable than "Don't play Merfolk in Zoo-infested metas," given that there's a lot of better choices to just steamroll Zoo.

    That said, while I don't play the white splash? The strength of it is there. If I were playing in a Wasteland-light meta (I don't; My metagame is so Wasteland packed it's sick) with a couple Zoo and a generally good Merfolk field otherwise? I wouldn't hesitate to throw in my Tundras and go.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  12. #3212
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    Re: [DTB] Merfolk

    Quote Originally Posted by T-101 View Post
    Cool find with Seasinger erb.
    I don't even know what to say...

    1/ Seasinger is not cool at all. It's useless and difficult to play most of the time. How can it be better than Cold-Eyed Selkie? It's only useful against island-based decks playing creatures. Check the metagame. Merfolk already destroys those MUs thanks to Lord of Atlantis.

    2/ Seasinger is not a find at all. This was one of the first motivations of playing Merfolk two years ago. By this time, we played Aquitect's Will and Tidal Warrior to make it playable. Even in such a build, even before new merfolks appeared (Wake Thrasher, Cursecatcher, Merfolk Sovereign or Cold-Eyed Selkie), it was discarded because it was too situational.

  13. #3213

    Re: [DTB] Merfolk

    I could see Seasinger as a sideboard card for the mirror... But Llawan is probably more of a blow-out anyways.

    And Cold-Eyed Selkie is easily the ugliest Merfolk that people consider "viable." Not that Seasinger is that much better, but seriously: Selkie? That card blows so much it's not even funny, if you ask me.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  14. #3214

    Re: [DTB] Merfolk

    I was playing this at the Baltimore tourney yesterday and the one card that would have won me more games than other card... Psionic Blast.
    ゆっくりしていってね!!!

  15. #3215

    Re: [DTB] Merfolk

    http://www.wizards.com/magic/magazin...10/legacydecks

    I got top 8 day 1 at PT-San Diego with the build listed in the link above. Basic build with +2 Jace the Mind Sculptor. Interesting to try, to say the least. The meta at the PT on day 1 was extremely strange--there were only 2 Merfolk players, 3-5 Charbeltchers, 3 Enchantress, 3-5 "Land" type decks, and only 1 Zoo (plus some weird things like a English Breakfast with lots of Three Kingdoms cards, Loyal Retainer-Iona-Bant, etc...). Incidently, Haste + Horsemanship Phage is scary. Thank god for Stifle.

    Unfortunately I found the only Zoo player and got burnt out very quickly. He ran an extremely creature-heavy zoo (turn 1 Steppe Lynx; Turn 2 Ape and Nacatl; Turn 3 Goyf and another Ape). Submerge and Hydroblast just weren't enough...and Pridemage decimated the Propoganda attempts.

    I had to play 4 games against Moat (2 land decks and 2 enchantress). And that's where Jace really shined. I actually got to beat someone with his ultimate--usually though he just helped me get to Echo'ing Truth or lock my opponent out of drawing game-changing cards when I'm already beating face. I never did get to use his bounce ability--by turn 4 bouncing a single creature seems pretty moot.

    I am abanoning Submerge in the future in favor of Hibernation. Being able to hit Prog and Enchantments, as well as bounce more than 1 Elf/Zoo-creature just seems to push this card over the edge for me. Mind you there was lots of enchantress decks out there this weekend...but its just so tempting to go "end of your turn, bounce your 10-14 enchantments...discard down to 7 please"). It also can counter exploration/manabond in 43 land (and bounce the treetop villages).

  16. #3216

    Re: [DTB] Merfolk

    Quote Originally Posted by kitsunewarlock View Post
    http://www.wizards.com/magic/magazin...10/legacydecks
    Incidently, Haste + Horsemanship Phage is scary. Thank god for Stifle.
    Could you explain how this came about please? How did he get her into play?

  17. #3217

    Re: [DTB] Merfolk

    Quote Originally Posted by arebennian View Post
    Could you explain how this came about please? How did he get her into play?
    Use Volrath's Shapeshifter/Wild Mongrel/Survival of the Fittest. Discard Lu Bu before damage is dealt, making the Shapeshifter Hastey and Horsemanshippy. Then swing. Post-blockers phase, discard Phage the Untouchable. I threw down a fish every turn to block Phage but eventually I ran out...I did get the Stifle the game loss effect.

    Sided in Submerge and Relic and won games 2 and 3.

    http://www.mtgthesource.com/forums/showthread.php?7685-[Deck]-Full-English-Breakfast&highlight=phage

    The deck was better when Damage used the Stack.

  18. #3218
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    Re: [DTB] Merfolk

    Quote Originally Posted by kitsunewarlock View Post
    I had to play 4 games against Moat (2 land decks and 2 enchantress). And that's where Jace really shined. I actually got to beat someone with his ultimate--usually though he just helped me get to Echo'ing Truth or lock my opponent out of drawing game-changing cards when I'm already beating face. I never did get to use his bounce ability--by turn 4 bouncing a single creature seems pretty moot.
    So what's your final verdict on Jace? Does this paragraph mean you used his brainstorm effect to find Echoing Truth instead of using his bounce effect? Brainstorm effect only sees 1 per turn if you don't have any shuffle effects, so how well did that work out?

    Does he stay in?

    Also 2 Stifles looks a bit low, are you changing anything after this aside from the sideboard?

  19. #3219

    Re: [DTB] Merfolk

    I was looking into Misdirect or Divert but honestly I don't have another tournament to go to for like 40 days and school to do...

    I was looking for Truth because I wanted to bounce enchantments. The reason I did well was because there were almost no other aggro decks at the convention. Everyone ran combo/control...or at least that's what I got paired up against. And Jace really shined there as apparently every deck with white has decided to drop the cash for a Moat or two. There were lots of Tabernacles there too...I even saw one deck sporting two Tabernacles. And they can get very annoying when coupled with land destruction and port.

    Jace was...ok at best. Not amazing. He shines in metas against slow decks. Like ridiculously slow combo/control decks that won't attack him for a long time. The brain storm every turn is nice (Silvergill helps here) especially since I find myself with at least 1 dead land by turn 5-6 in drawn out games. I'm thinking of maybe porting him into the sideboard or just dropping him altogether as my meta tends to play more aggro. But in a control match-up he can come out of no where and really screw a player up.

    The best use for him seems to be "Brainstorm to get excess land/vial/flak out of your hand to fish for counters or creatures, depending on the situation", then next turn use the +2 to either get rid of the flak on top of your deck or, if your scared your opponent has some killer card coming up, lock out your opponent from drawing that Moat or Engineered Plague or [insert scary card here]. Of course if your brainstorming every turn, you should be

    Brainstorming into Standstill is definitely my favorite. The lack of shuffle is quite annoying but the fact you can put down cards that are better later (i.e. land to play later in the game) makes up for it.

    He seems pretty good with Submerge too, but I never go to see that combo go off (Submerge then the +2 ability). Too niche. He is amazing with Standstill...but most everything in the deck is.

    I'm still not 100% sold on Stifle, but this was my first time using the card so I think I need more practice with it.

  20. #3220
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    Re: [DTB] Merfolk

    I used seasingers because i was using spreading seas. Spreading seas is not as bad as you think, it disrupts your opponents lands and making your loa more effective against non island users and adds cantrip. Kira was great in my build aswell. I just gave another take on the merfs.

    Low curved decks like zoo has headaches against spreading seas + stifle + wasteland in my testing

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