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Thread: [Deck] Merfolk

  1. #3361
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    Re: [DTB] Merfolk

    Merfolk doesn't have shuffle effects or card draw. Brainstorm does approximately nothing.


    As for Standstill, you can cast it plenty of times without a fatal clock on board and hope you draw into manlands.

  2. #3362

    Re: [DTB] Merfolk

    Quote Originally Posted by Forbiddian View Post
    Merfolk doesn't have shuffle effects or card draw. Brainstorm does approximately nothing.
    The question was whether you could support Brainstorm if you added in fetches. Also, Silvergill Adept seems like it's card draw to me.

    What about running Brainstorm in conjunction with fetches, Standstill, and Adept? Could I be on to something here or is it just not gonna work?
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  3. #3363
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    Re: [DTB] Merfolk

    Quote Originally Posted by dyzzy View Post
    Could I be on to something here or is it just not gonna work?
    And so the thread cycles again. Seriously, I have gotta say, this is one of the most amusing things about the source. I have been with this thread from its beginning (not posting until prolly page 20 or something), and the number of times that it has cycled through every "new and improved" idea is quite funny. I think this is probably the 4th or 5th cycle of someone saying "hey, wait, how about we add the most ubiquitous blue card outside of FoW to the deck, I bet that hasn't even been considered yet!"

    Brainstorm is unnecessary because fetch lands in mono colored decks provide more of a way to get screwed (extra life loss or Stifle or even Bloodmoon) than they are worth, and the deck isn't hurting for filler cantrips. Also spending mana to cantrip in an aggro deck is far from what you want to be doing. Standstill is just flat out better in mono color.

  4. #3364

    Re: [DTB] Merfolk

    Quote Originally Posted by Phoenix Ignition View Post
    And so the thread cycles again. Seriously, I have gotta say, this is one of the most amusing things about the source. I have been with this thread from its beginning (not posting until prolly page 20 or something), and the number of times that it has cycled through every "new and improved" idea is quite funny. I think this is probably the 4th or 5th cycle of someone saying "hey, wait, how about we add the most ubiquitous blue card outside of FoW to the deck, I bet that hasn't even been considered yet!"

    Brainstorm is unnecessary because fetch lands in mono colored decks provide more of a way to get screwed (extra life loss or Stifle or even Bloodmoon) than they are worth, and the deck isn't hurting for filler cantrips. Also spending mana to cantrip in an aggro deck is far from what you want to be doing. Standstill is just flat out better in mono color.
    It's cause people don't know how to use "search." It's not even as if they have to read the whole thread.

    This happens in the UWT thread as well.

  5. #3365
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    Re: [DTB] Merfolk

    Quote Originally Posted by pi4meterftw View Post
    It's cause people don't know how to use "search." It's not even as if they have to read the whole thread.

    This happens in the UWT thread as well.
    A telltale sign that you obviously don't use the search function much. Us avid users know that it was busted beyond repair ever since the forum change awhile back.

    But I do not understand people removing standstill from the deck. Saying brainstorm is never as awesome but more consistent is crap, because standstill is THE card in merfolk. It's like saying, "guys, I think we should consider cutting ringleader for brainstorm goblin" in goblins, that's a whole different deck, and probably a lot worse. I mean, if you want to have both, fine, but that sounds like a pretty horrid idea with the amount of deckspace merfolk is usually working with.
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  6. #3366

    Re: [DTB] Merfolk

    Quote Originally Posted by FoulQ View Post
    A telltale sign that you obviously don't use the search function much. Us avid users know that it was busted beyond repair ever since the forum change awhile back.
    Truth. I just searched the thread for "Brainstorm" and, despite how terrible the search function was, actually decided to read each result. All I got was the previous few posts about Brainstorm and a few posts about a month ago talking about Jace and his Brainstorm ability. I actually got absolutely no other discussion regarding the card.

    Also, the suggestion I was thinking of wouldn't be in monoblue, but with a splash where you'd be running fetches anyway. But then again, if you're splashing then you're already using the 3-4 cards of wiggle room that would've been using Brainstorm.
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  7. #3367
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    Re: [DTB] Merfolk

    Quote Originally Posted by dyzzy View Post
    Also, the suggestion I was thinking of wouldn't be in monoblue, but with a splash where you'd be running fetches anyway. But then again, if you're splashing then you're already using the 3-4 cards of wiggle room that would've been using Brainstorm.
    Not neccesarily. Brainstorm would be replacing the standstills so you would still have those 3-4 cards going towards the spash color.

  8. #3368

    Re: [DTB] Merfolk

    Im gonna give up on the 1cc counter argument. To each there own I guess. Its worked for me so Ill keep playing em.

    About the standstill debate. Brainstorm is a great card, but this deck takes advantage of standstill so well that you just cant take it out. If you really want slots I can see dropping it to a 3 of, but even that is not that great imo. Turn one vial, turn two standstill is what this deck wants. And it forces the opponent to break the still. Plus we run man lands and wasts to kill other manlands. I play landstill as well and we usually always board out the stills against folk because folk plays rediculously well under it. This deck does have flex spots that people can adjust to there play style but imo standstill us without a doubt a core card that should be in this decks shell.

  9. #3369

    Re: [DTB] Merfolk

    This discussion about Brainstorm is never gonna go anywhere... I'm just gonna drop it in favor of something else I was thinking about.

    After actually using the search function I want to revisit this idea:
    Quote Originally Posted by atropos View Post
    I don't mean to steer the conversation off topic or anything but I had a question for all you experts. I just started playing Merfolk recently from playing Canadian Thresh. Anyway, I'm trying to settle on a good mono-U list that I like and I was intrigued by Spellstutter Sprites. I like the synergy with Mutavaults and having counterspells on legs seems great. What do you all think?
    Does anyone think this could have some merit? Spellstutter is always better than Spell Snare and becomes free and uncounterable with Vial. Plus, you get to recur it with Riptide Lab. Lab also lets you reuse your Adepts for more card draw, endlessly chump with half your dudes, and use Vendilion Clique over and over. The mana base is tight but I could see something like this:

    Land (20):
    11x Island
    4x Mutavault
    3x Wasteland
    2x Riptide Laboratory

    Creatures (22):
    4x Lord of Atlantis
    4x Merrow Reejerey
    2x Merfolk Sovereign
    4x Cursecatcher
    4x Silvergill Adept
    4x Spellstutter Sprite (or 3x Sprite/1x Vendilion Clique)

    Spells (18):
    4x Force of Will
    4x Daze
    4x Aether Vial
    4x Standstill
    2x Umezawa's Jitte
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  10. #3370

    Re: [DTB] Merfolk

    The Spellstutter Sprite idea has also been around the block a few times, probably even moreso than the Brainstorm discussion. I've tested Sprite and didn't like it all that much personally. It's not a bad card by any means, but it just doesn't end up fitting into this deck all that naturally, I find.

    I think Kira, Great Glass-Spinner is still one of the best ways to fill random extra main-deck slots. Main-deck Relic of Progenitus also seems better to me these days than it has in the past, since Reanimator and Aggro Loam are on the upswing. I always thought Misdirection made an interesting one-of as a pseudo FoW #5, although I've never tested it in the main. And if you really want to play Monoblue Merfs with some goofy "super secret" tech, there's always the option of including 2-3 Wake Thrasher and 1 Minamo, School at Water's Edge. I'll be honest, this little mini-combo isn't going to win you that many games on its own... But the ones it does win will always be hilarious.

    Plus, you get the added bonus of being able to call Thrasher "The Cathattafish," which is awesome on its own merit.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  11. #3371

    Re: [DTB] Merfolk

    Merfolk has 11 hits in the orb for Rise of Eldrazi...

  12. #3372

    Re: [DTB] Merfolk

    I love Brainstorm. It's one of the best blue cards in Legacy. I tried so long to find room for it in my Homebrewish fish deck, and finally did (and added 6 fetches.)

    To be honest, it does not really impress me. I always think that I'd rather have a couple Thrashers, or Truths, or Spell Snare. or the last Sovereign. And running Brainstorm (effectively, as in, with fetches) will lead to some games where you just get Stifled to death. You keep Island, Fetch, Silvergill, 2 Lords and Standstill, and you get stifled, you are gonna be hurtin.

  13. #3373

    Re: [DTB] Merfolk

    Quote Originally Posted by sauce View Post
    Merfolk has 11 hits in the orb for Rise of Eldrazi...
    Let's hope we get something good.
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  14. #3374
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    Re: [DTB] Merfolk

    I know this must have been discussed before but the search engine isn'nt much help.

    How do you guy's feel about Chill in the sideboard vs BEB?
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  15. #3375
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    Re: [DTB] Merfolk

    Quote Originally Posted by kilukru View Post
    I know this must have been discussed before but the search engine isn'nt much help.

    How do you guy's feel about Chill in the sideboard vs BEB?
    Depends on what you expect to face. I don't think is worth it's card slot against zoo, as they only run 8-14ish red spells, all of which cost 1 mana, and paying 3 to blow up your lord is still good for them. BEB will stop 1 burn spell, which is probably going to do more than the Chill would have. It also blows up Grim Lavamancer, which is so hard to win against it's insane.

    If you expect burn decks then I would use Chill, but I've never really been a person who likes that card.

  16. #3376
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    Re: [DTB] Merfolk

    I personally like BEBs better because Chill doesnt really help against Zoo.

    Also, if theres an active Vial on the Goblin side, Chill does little damage.

    It could help against Crusher-Loam of some sort.

    I could be wrong though.
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  17. #3377

    Re: [DTB] Merfolk



    You mean for I can get a Merfolk of the Pearl Trident with -1/-0, or for I can get a Merfolk Looter with -1/-0, and for , I get a 0/1 creature with "tap to draw a card"? Sign me up!!!!!!!!!!! Three horrible options are better than one good one!!!

    *Sigh*... This card is so bad it's almost embarrassing to our whole "tribe."
    Last edited by DukeDemonKn1ght; 03-27-2010 at 04:47 AM.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  18. #3378

    Re: [DTB] Merfolk

    I saw a white list take top4 the other day, using Sejiri Merfolk and Swords. It seems a lot better against Zoo, thanks to the removal and lifegain, and lots.

    Sejiri Merfolk is an amazing creature. With 1 lord and a Tundra in play, it takes out any Zoo creature but Goyf and Knight - and there's a lot of lords in the deck.

    Suggested list:

    4 Flooded Strand
    3 Delta/Tarn/Rainforest
    4 Tundra
    3 Island
    4 Mutavault
    4 Wasteland

    4 Cursecatcher/Other
    4 Silvergill Adept
    4 Sejiri Merfolk
    4 Lord of Atlantis
    4 Merrow Reejerey
    2 Merfolk Sovereign

    4 Aether Vial
    4 Force of Will
    4 Daze
    4 Swords to Plowshares

    I have my doubts about Cursecatcher, but it remains a Merfolk staple, so it's in there. If I were to cut it, I'd add some combination of Merfolk Sovereign and Umezawa's Jitte.

  19. #3379
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    Re: [DTB] Merfolk

    I T8'd with Uw 'folk this weekend, but without Sejiri Merfolk. I'm curious to try it out, however.

    Still, I don't think I will replace Standstill anytime soon.

  20. #3380
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    Re: [DTB] Merfolk

    Quote Originally Posted by DukeDemonKn1ght View Post


    You mean for I can get a Merfolk of the Pearl Trident with -1/-0, or for I can get a Merfolk Looter with -1/-0, and for , I get a 0/1 creature with "tap to draw a card"? Sign me up!!!!!!!!!!! Three horrible options are better than one good one!!!

    *Sigh*... This card is so bad it's almost embarrassing to our whole "tribe."
    1/11 instances of Merfolk down the drain.
    So what's up with the sudden dislike of Stifle? I'm always here to rant about its merits when it's on the downturn.
    While I'm at it, time to mention Saprazzan Legate again, and I'll say that I wholeheartedly support the idea of Riptide Laboratory for extra draw/chumpage with Silvergill, since it also gives it protection from removal, if only at a cost.
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    ... 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.

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