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Thread: [Deck] Merfolk

  1. #3541
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    Re: [DTB] Merfolk

    im going to be playing in an unknown meta in a couple of weeks, any suggestions on what i should run for my list?

  2. #3542

    Re: [DTB] Merfolk

    bring stuff for reanimator

  3. #3543
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    Re: [DTB] Merfolk

    would you suggest going all out and having 3 farie macabre in the board along with relics and crypts?

  4. #3544

    Re: [DTB] Merfolk

    there is no unknown meta. You should have at least 4-6 cards for graveyard with 2-3 of those being echoing truth. You will need to fight zoo, counter/top, goblins, and maybe some combo, dredge, lands, reanimator. Goyf hate and bounce are important. Merfolk has a pretty good match main vs a lot of decks.

  5. #3545
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    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    would you suggest going all out and having 3 farie macabre in the board along with relics and crypts?
    Hello,
    If your running a mono blue list your sb should look something like this.
    3 relic of progenitus
    1 tormod's crypt
    2 spell pierce
    4 hydroblast
    2 ecohing truth
    2 umezawa's jitte or 2 stifle
    1 ?? or 1 stife

  6. #3546

    Re: [DTB] Merfolk

    Hi, I'm new in this forum and just starting with my merfolk deck (played in 2 tournaments). Before merfolk I played Goblin (and still palying) so the tribal decks are familiar to me Okey I have played this deck with Tarmos and I think it's been great. It gives you more tempo against controls and more control against aggro. Only minus is that it don't have islandwalk situations I like it most is when you have Tarmo, FoW and one Fish in your hand. You can safely remove the fish for FoW and still you have Tarmo in your hand, which get along by oneself. I have noticed that you always need two fish if you want to something.

    StoP is the only reason I have considered palying white plash. Sejiri is worse than Tarmo.

    I palyed two tournaments without Brainstorm but now I have added to my list and it seems pretty good (need more testing).
    What do you think about the Green plash?? My current list


    Creatures
    4 Cursecatcher
    4 Lord Of Atlantis
    4 Merrow Reejerey
    4 Silvergill Adept
    4 Tarmogoyf

    4 Aether Vial
    3 Standstill
    4 Brainstorm
    3 Daze
    4 Force Of Will
    2 Umezawa's Jitte

    3 Island
    6 Fetch
    4 Mutavault
    3 Tropical Island
    4 Wasteland

    SB:
    1 Relic Of Progenitus
    2 Tormod's Crypt
    2 Krosan Grip
    3 Spell Pierce
    4 Submerge
    2 Sower of Temptation
    1 Llawan


    considering but Faerie Macabre in my SB.

  7. #3547
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    Re: [DTB] Merfolk

    @angel882
    hello,
    Splashing green for tarmo is nice but im not a fan of UG merfs, im not saying its weak or anything. I don't know whats the reason for you not to like Sejiri Merfolk in the white splash, 2/1 1st strike lifelink with the possibility of islandwalk if there is 1 loa in play and your upagainst island users.

    Sejiri is nice agaisnt aggro race and at times are a must kill by your opponents because of lifelink.

    Tarmo is tarmo and is a very solid creature for 2cc. At the end of day it all depends on your game play and preference.

  8. #3548

    Re: [DTB] Merfolk

    I'm not saying I don't like Sejiri. But I think if it's compared to Tarmo, Tarmo will be better, or like you said more solid. Sejiri is nice and I would like to play it (maybe in the future) because I play Jitte. Tarmo is more permanent and hard to remove. For example in last turnament I was playing against Landstill and my opponent played Firespout which resolved and wiped my whole taple except Tamo I think it's partly a metachoice if you are playing UG or UW. UG is better against Zoo. If there are lot of Fish and Bant in your meta I would go with UW. On the other hand Tarmo is a good blocker against another Tarmo. I have noticed that when I'm playing Fish I don't want to block with Fish because usually if one is down they all get smaller :/ But I'm going to test Sejiri because it seems nice

  9. #3549
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    Re: [DTB] Merfolk

    Quote Originally Posted by angel882 View Post
    I'm not saying I don't like Sejiri. But I think if it's compared to Tarmo, Tarmo will be better, or like you said more solid. Sejiri is nice and I would like to play it (maybe in the future) because I play Jitte. Tarmo is more permanent and hard to remove. For example in last turnament I was playing against Landstill and my opponent played Firespout which resolved and wiped my whole taple except Tamo I think it's partly a metachoice if you are playing UG or UW. UG is better against Zoo. If there are lot of Fish and Bant in your meta I would go with UW. On the other hand Tarmo is a good blocker against another Tarmo. I have noticed that when I'm playing Fish I don't want to block with Fish because usually if one is down they all get smaller :/ But I'm going to test Sejiri because it seems nice
    StoP is the only reason I have considered palying white plash. Sejiri is worse than Tarmo.
    The question is not whether Sejiri is better than Tarmogoyf, because it's rather obvious. The question is whether Sejiri and Swords is better than Tarmogoyf. All you get from the green splash is a big dude and the (shitty) sideboard card Krosan Grip.

  10. #3550
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    Re: [DTB] Merfolk

    Never forget amongst your card evaluations that Merfolk is a tempo deck. For this reason, cards like StP and PtE are counter to your main strategy. The new level-up lord is extremely counter to your strategy. Late-game considerations don't really make sense for this deck, as nothing you choose to include is going to beat decks that actually have real plans for that stage of the game.

  11. #3551
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    Re: [DTB] Merfolk

    Quote Originally Posted by Malakai View Post
    Never forget amongst your card evaluations that Merfolk is a tempo deck. For this reason, cards like StP and PtE are counter to your main strategy. The new level-up lord is extremely counter to your strategy. Late-game considerations don't really make sense for this deck, as nothing you choose to include is going to beat decks that actually have real plans for that stage of the game.
    In my UW merfs i run 3 stp 1 pte and 2 echoing truths.

    I know stp and pte are bad at times but removal is removal and there are times in which a permanent solution is better over a temporary one.

  12. #3552

    Re: [DTB] Merfolk

    Quote Originally Posted by Purgatory View Post
    The question is not whether Sejiri is better than Tarmogoyf, because it's rather obvious. The question is whether Sejiri and Swords is better than Tarmogoyf. All you get from the green splash is a big dude and the (shitty) sideboard card Krosan Grip.
    That's true. But in my SB Grip has been good. I have sided it in mirror, because of Vial and Jitte and it has been great. You can break the Vial during combat when your opponent is trying to vial in some reinforcement. It helps you with enchantress which is pretty bad MU for Merfolk (I played against enchantress in last tournament and I lost, even I had Grips and Spell Pierces). I'm not saying that it is the best SB card, but for me it has worked well.

  13. #3553
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    Re: [DTB] Merfolk

    Just a note on the g vs w splash : O-ring worked wonder for me in the sideboard.
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  14. #3554
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    Re: [DTB] Merfolk

    Ugh, Oblivion Ring is awful! No, no. If you are going to splash, do yourself a favor and just stick to the basics.
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  15. #3555
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    Re: [DTB] Merfolk

    Just wanted to say, that Coralhelm Commander has been AWESOME. It's much better than anything I could run in the flex slots, and has been winning games on its own.
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  16. #3556

    Re: [DTB] Merfolk

    Quote Originally Posted by kicks_422 View Post
    Just wanted to say, that Coralhelm Commander has been AWESOME. It's much better than anything I could run in the flex slots, and has been winning games on its own.
    How do you handle the fact that the leveling is sorcery speed? Wouldn't that cause issues with wanting to hold Stifles in hand?

    Other than that, he seems very good for merfolk and is ridiculous the longer the game drags on. A 4/4 flying Lord is stupid good for Merfolk (as if they didn't have enough Lords as it is).

  17. #3557
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    Re: [DTB] Merfolk

    I don't run Stifles. I play the deck very aggressively. The sorcery speed has never been an issue since the deck really doesn't need to cast anything on instant speed, aside from the countermagic which is free anyway.

    So I drop Catchers and Adepts, they get swept away, but a lone Commander finishes the job for the team. The 16 (!) lords give the deck a lot of punch. Also, level up has good synergy with Standstill.
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  18. #3558

    Re: [DTB] Merfolk

    16 Lords now? No wonder this deck continues to be a tier 1 deck: it hoses FoW decks, it's got counters for combo and has Sliver like pump effects.

    God damn fish.

  19. #3559
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    Re: [DTB] Merfolk

    So, how many Commanders should be in the deck? Would 3/3 split with Sovereign good?
    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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  20. #3560
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    Re: [DTB] Merfolk

    My list in post 3501 is still what I run. 4 of everything.
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