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Thread: [Deck] Merfolk

  1. #3561
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    Re: [DTB] Merfolk

    I am running 3 of these, cut the soverigns (UU is just to hard), threw in 4 Spellstutters and 1 Rushing River and its absolutely money.

    (by the way, don't say anything about UU being to hard because I almost always vial him in)

  2. #3562
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    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    I am running 3 of these, cut the soverigns (UU is just to hard), threw in 4 Spellstutters and 1 Rushing River and its absolutely money.

    (by the way, don't say anything about UU being to hard because I almost always vial him in)
    ???
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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  3. #3563

    Re: [DTB] Merfolk

    yea suriously, that is why everyone where I am from tells me to stay off the forums. That is so bad, not to mention it doesn't make any sense at all.

  4. #3564
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    Re: [DTB] Merfolk

    Quote Originally Posted by SlopeeJ View Post
    yea suriously, that is why everyone where I am from tells me to stay off the forums. That is so bad, not to mention it doesn't make any sense at all.
    :-) They say the same thing to me.

    He probably means that there are times when he does not have a vial and that's when the UU is a problem and that the downside of it does not outweighs the cards benefits. But still...
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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  5. #3565

    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    I am running 3 of these, cut the soverigns (UU is just to hard), threw in 4 Spellstutters and 1 Rushing River and its absolutely money.

    (by the way, don't say anything about UU being to hard because I almost always vial him in)

    ???

  6. #3566

    Re: [DTB] Merfolk

    Quote Originally Posted by Malakai View Post
    Late-game considerations don't really make sense for this deck
    Of course they do. You can't pretend that all Merfolk games are over after five turns, or that games that go longer are lost. Late-game considerations for a fast deck do need to be opportunistic, though. Longer games aren't uncommon at all, and Commander helps plug a hole without sacrifice to early game pressure.

  7. #3567

    Re: [DTB] Merfolk

    Quote Originally Posted by kicks_422 View Post
    My list in post 3501 is still what I run. 4 of everything.
    kicks_422, I like your list, but I always feel naked without maindeck Echoing Truth. What's your sideboard look like?

  8. #3568
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    Re: [DTB] Merfolk

    While Svenanole could have spent a few more seconds editing his post, its pretty easy to understand what he means. He found 1UU too hard to cast (Sovereign), but UU (Coralhelm) is more manageable because he leaves Vial @ two.
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  9. #3569
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    Coralhelm Commander

    At the prelease I watched heaps of people running around for those Coralhelm Commanders. One of them even sleeved it up instantaneously and had it a go with my Pro Bant deck. I was shocked at the "lord" as it gave the Merfolk deck somewhat of a twist. A "late-game" competition, one might add.

    Coralhelm is UU, thus making that Aether Vial quite happy staying at two counters.
    The levelling up bit with only one colourless mana, allows Wasteland to be used whilst not having anything to waste, is brilliant. To just invest two colourless mana into a solid 3/3 Flying (additional Lords will make him more robust) makes my 2/3 Trygon Predator sad due to not being able to get rid of that bloody Aether Vial.

    I understand the debate to whether he is in or out, but in reality he should be in. People may argue that the sorcery speed is revealing, as in; if he taps out, that surely means he has a FoW or Daze at hand.

    I really bid every skeptic out there to at least give him a try, me being a Pro Bant player (who has enough trouble as it is with those pesky fishmen) was conviced.
    He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.

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  10. #3570
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    Re: Coralhelm Commander

    Quote Originally Posted by Narcissism View Post
    At the prelease I watched heaps of people running around for those Coralhelm Commanders. One of them even sleeved it up instantaneously and had it a go with my Pro Bant deck. I was shocked at the "lord" as it gave the Merfolk deck somewhat of a twist. A "late-game" competition, one might add.

    Coralhelm is UU, thus making that Aether Vial quite happy staying at two counters.
    The levelling up bit with only one colourless mana, allows Wasteland to be used whilst not having anything to waste, is brilliant. To just invest two colourless mana into a solid 3/3 Flying (additional Lords will make him more robust) makes my 2/3 Trygon Predator sad due to not being able to get rid of that bloody Aether Vial.

    I understand the debate to whether he is in or out, but in reality he should be in. People may argue that the sorcery speed is revealing, as in; if he taps out, that surely means he has a FoW or Daze at hand.

    I really bid every skeptic out there to at least give him a try, me being a Pro Bant player (who has enough trouble as it is with those pesky fishmen) was conviced.

    Are you a time traveler or just 'in character'?

  11. #3571

    Re: Coralhelm Commander

    Yeah, you're better off splashing for creature removal.

    But if you're unwilling or unable to splash, Wizards just printed the best creature removal that blue has ever gotten imo.

    Narcolepsy

    Yeah the card is pretty inferior to removal in other colors. But in mono blue, I can't think of a better removal spell. Do you think it's worth sideboarding.

  12. #3572
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    Re: Coralhelm Commander

    ugh I had a lot typed and my computer crashed. anyways narcolepsy is not that good. it is sorc speed, does not have an immediate effect. IE echoing truth bounces instant speed and narcolepsy has to wait until the next upkeep. It is not efficient enough to make it into lists.

    And on another note. I have been trying to make the zoo match-up better because it sees some play in my area, and because this version of my list has been fairing very well against some of the more poor match-ups.
    12 island
    4 mutavault
    4 wasteland

    4 lord of atlantis
    4 merrow reejerey
    4 silvergill adept
    4 cursecatcher
    2 merfolk sovereign
    4 spellstutter sprite

    4 force of will
    4 daze
    4 standstill
    4 aether vial
    2 echoing truth

    SB
    2 hydroblast
    2 relic of progenitus
    2 tormod's crypt
    3 submerge
    4 spell pierce
    2 back to basics

    what do you think. I want to be able to have a decent game against gobos, burn, zoo, and lands variants.

  13. #3573
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    Re: [DTB] Merfolk

    Quote Originally Posted by chysn View Post
    kicks_422, I like your list, but I always feel naked without maindeck Echoing Truth. What's your sideboard look like?
    As of right now, it's...

    4 Hydroblast
    4 Echoing Truth
    4 Relic of Progenitus
    3 Back to Basics

    Now I know it's not optimal. However, regarding what you said, I myself have never felt the loss of Echoing Truth. The only thing that comes to mind that could potentially stop us Game 1 would be Moat and/or Humility, and I don't think that's enough reasons.
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  14. #3574
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    Re: [DTB] Merfolk

    And Commander can even fly over Moat!

    Kicks, I like your list too and I plan on testing it thoroughly. Commander looks promising.
    Team Giancoli. Rocking the mediocrity since 2008.

  15. #3575
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    Re: [DTB] Merfolk

    Yup, exactly. I'm not claiming running Commander over the flex slots solves all of the problems, but it sure as hell makes it much more fun to play. Make them answer you, not you answer them.
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  16. #3576
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    Re: [DTB] Merfolk

    I like winter orb over back to basics because of decks already playing around wasteland and playing basics now

  17. #3577
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    Re: [DTB] Merfolk

    Anyone done any extensive testing on Commander over the weekend?

  18. #3578

    Re: [DTB] Merfolk

    Anyone think Snap is a good replacement for Echoing Truth? I like the idea of turn one Cursecatcher, turn two Snap opponents creature then follow up with a Standstill

  19. #3579
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    Re: [DTB] Merfolk

    I actually really like that idea but it seems like it may be too narrow. ET can hit Prisons, Humilty, Moat, etc
    Team Giancoli. Rocking the mediocrity since 2008.

  20. #3580
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    Re: [DTB] Merfolk

    Quote Originally Posted by Zalren View Post
    Anyone think Snap is a good replacement for Echoing Truth? I like the idea of turn one Cursecatcher, turn two Snap opponents creature then follow up with a Standstill
    ???

    You should go turn 1 Island-Aether Vial, Turn 2 Island/Mutavault/Wasteland-Standstill

    In terms of the card, no. You never know when you want to bounce a non-creature permanent and when you do you will kick yourself. It also dominates tokens.

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