im going to be playing in an unknown meta in a couple of weeks, any suggestions on what i should run for my list?
would you suggest going all out and having 3 farie macabre in the board along with relics and crypts?
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.
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 meOkey 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.
@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.
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 TamoI 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
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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.StoP is the only reason I have considered palying white plash. Sejiri is worse than Tarmo.
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.
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.
Just a note on the g vs w splash : O-ring worked wonder for me in the sideboard.
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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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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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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).
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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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.
My list in post 3501 is still what I run. 4 of everything.
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