Page 180 of 400 FirstFirst ... 80130170176177178179180181182183184190230280 ... LastLast
Results 3,581 to 3,600 of 7999

Thread: [Deck] Merfolk

  1. #3581
    Team Giancoli
    Guevera59's Avatar
    Join Date

    Sep 2007
    Location

    NOVA
    Posts

    182

    Re: [DTB] Merfolk

    He's saying that against decks like zoo, you can bounce a turn 1 Nacatl, or if they're on the play, a Pridemage. But I agree, seems too narrow.
    Team Giancoli. Rocking the mediocrity since 2008.

  2. #3582

    Re: [DTB] Merfolk

    hmmm...tried the coralhelm out tonight, and not to overly impressed yet. needs more testing, but it seems like I spend so much time investing on his ability when I could be just smashing their faces in with the wake thrasher

  3. #3583
    In the blur between metal and flesh, Memnarch found madness.
    memnarch's Avatar
    Join Date

    Jan 2008
    Location

    San Francisco, CA
    Posts

    151

    Re: [DTB] Merfolk

    Quote Originally Posted by Bahamut056 View Post
    hmmm...tried the coralhelm out tonight, and not to overly impressed yet. needs more testing, but it seems like I spend so much time investing on his ability when I could be just smashing their faces in with the wake thrasher
    I have been liking it. I almost always have available mana for him. He becomes 4/4 permanently so is less likely to get burned out. But the part I really like is the flying. The Merfolk needed some flyers for the Zoo match up and others. I found him to be a power house.

  4. #3584

    Re: [DTB] Merfolk

    How the hell are we supposed to sideboard against the Lich matchup? That motherfucker Cavius's science is just too tight, I can't crack the code!!! Arghhhhh!!!!!!!!!!!!!!!!
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  5. #3585

    Re: [DTB] Merfolk

    Quote Originally Posted by DukeDemonKn1ght View Post
    How the hell are we supposed to sideboard against the Lich matchup? That motherfucker Cavius's science is just too tight, I can't crack the code!!! Arghhhhh!!!!!!!!!!!!!!!!
    It's just a metagame sea change we're all going to have to cope with over the coming years. As for me, I'm splashing green for 4 maindeck Krosan Grips.

  6. #3586
    Member

    Join Date

    Apr 2010
    Location

    Milwaukee WI
    Posts

    73

    Re: [DTB] Merfolk

    Quote Originally Posted by chysn View Post
    It's just a metagame sea change we're all going to have to cope with over the coming years. As for me, I'm splashing green for 4 maindeck Krosan Grips.
    wouldn't echoing truth take it out?

  7. #3587

    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    wouldn't echoing truth take it out?
    Maybe, but you can never be too careful with such a strong combo; the Split Second is so crucial. Wipe Away would also he helpful.

  8. #3588
    Force of Will is my bitch
    Finn's Avatar
    Join Date

    Sep 2004
    Location

    South Florida
    Posts

    2,977

    Re: [DTB] Merfolk

    Please keep that ass-hat crap out of serious threads of this sort. There are so many stupid people in possession of disinformation in this world. There is no reason to artificially promote noobs and lurkers to stupid status on a joke as unfunny as this one.
    "Anyone who is capable of getting themselves made President should on no account be allowed to do the job."
    "Politicians are like diapers. They should be changed often and for the same reason."
    "Governing is too important to be left to people as silly as politicians."
    "Politicians were mostly people who'd had too little morals and ethics to stay lawyers."

  9. #3589
    Member

    Join Date

    Apr 2010
    Location

    Milwaukee WI
    Posts

    73

    Re: [DTB] Merfolk

    What are thoughts of running SoFI in the SB instead of Jitte. I have never really been that impressed with jitte and it seems that the only mainstream matchup I bring Jitte in is the mirror. I have yet to test it, but in theory the protection from red would help us with the goblin matchup.

  10. #3590
    Control Freak
    Fouzt's Avatar
    Join Date

    Mar 2010
    Location

    Sacramento, CA
    Posts

    34

    Re: [DTB] Merfolk

    Pretty standard List. Just thought I would throw it out there.

    3 Coralhelm Commander
    4 Cursecatcher
    4 Lord of Atlantis
    4 Merrow Reejerey
    4 Silvergill Adept
    3 Spellstutter Sprite
    Creatures [22]

    4 AEther Vial
    4 Daze
    4 Force of Will
    4 Standstill
    2 Umezawa's Jitte
    Spells [18]

    13 Island
    4 Mutavault
    3 Wasteland
    Lands [20]

  11. #3591

    Re: [DTB] Merfolk

    that list isn't standard at all. You need 4 wasteland and more lords

  12. #3592
    Site Contributor
    Lego's Avatar
    Join Date

    Dec 2004
    Location

    Jamaica Plain, MA
    Posts

    2,016

    Re: [DTB] Merfolk

    Quote Originally Posted by SlopeeJ View Post
    that list isn't standard at all. You need 4 wasteland and more lords
    He's got 4 LoA and 4 Reejerey, plus 3 Coralhelm... why does he need more lords? I wouldn't say a "standard" list necessarily contains more than that.

  13. #3593
    Control Freak
    Fouzt's Avatar
    Join Date

    Mar 2010
    Location

    Sacramento, CA
    Posts

    34

    Re: [DTB] Merfolk

    u need 4 wasteland and more lords
    Reading through a lot of the posts, I noticed that many fellow merfolk players were testing with a 13 island build because of problems with blue mana in opening hands.

    Since I opted away from the mana denial build including stifles, I figured it would be more productive to test 4 mutas over 4 wastes. Whether it is the right decision or not, I am hoping it still fits with the goal of what the deck is trying to accomplish.

    As for the lords, I could put in 2 soveriegns where the jitte spots are, but the deck seems to be working fine without another clunky 3 slot. Coralhelm has been amazing in testing, as he becomes virtually a blue tombstalker in one-two turns.

    that list isn't standard at all.
    considering the only things shifted around are the flex slots and one wastelands (which are all filled with acceptable replacements and nothing retarded or whacky), Calling it a "pretty" standard list still seems acceptable.

  14. #3594
    Member
    pingveno's Avatar
    Join Date

    Feb 2008
    Location

    Tucson, AZ
    Posts

    46

    Re: [DTB] Merfolk

    Quote Originally Posted by Svenanole View Post
    What are thoughts of running SoFI in the SB instead of Jitte. I have never really been that impressed with jitte and it seems that the only mainstream matchup I bring Jitte in is the mirror. I have yet to test it, but in theory the protection from red would help us with the goblin matchup.
    Seems not as good as Jitte. SoFI isn't a bad card but everything you want it to do against Goblinescue decks Jitte does at least just as well (if not better) at one mana less. Pro red is far less relevant when you are equiping on turn 4 when you could already have an active Jitte.
    A ruler wears a crown while the rest of us wear hats, but which would you rather have when it’s raining?”—Barrin, Principia

  15. #3595
    Member

    Join Date

    Apr 2010
    Location

    Milwaukee WI
    Posts

    73

    Re: [DTB] Merfolk

    Quote Originally Posted by Fouzt View Post
    considering the only things shifted around are the flex slots and one wastelands (which are all filled with acceptable replacements and nothing retarded or whacky), Calling it a "pretty" standard list still seems acceptable.
    I would't call it it a standard list, imo its a unconventional list because spellstutters are not main stream (yet). I think a standard list would be running ET and Jitte in the flex spots. However I am too running spellstutters right now and as i have found them to be sex on a stick. It has amazing synergy with mutavault and vail and can shut down reanimator and makes most spells a 2-1.


    Quote Originally Posted by pingveno View Post
    Seems not as good as Jitte. SoFI isn't a bad card but everything you want it to do against Goblinescue decks Jitte does at least just as well (if not better) at one mana less. Pro red is far less relevant when you are equiping on turn 4 when you could already have an active Jitte.
    thats what i came to the conclusion on as well. Its good, but jitte is turn two vs SoFI turn three with is really important in establishing board position vs aggro matchups because you dont really have that much time before you get pwn'd.

    Here is the list that i'm giving my noobie friend to use tomorrow night while i struggle to learn countertop prog

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Merrow Reejery
    3 Coralhelm Commander
    4 Spellstutter Sprite

    3 Daze
    4 Force of Will
    4 Standstill
    4 Aether Vail
    2 Jitte

    12 Islands
    4 Mutavault
    4 Wasteland

    Sideboard
    3 Spell Pierce
    3 Submerge
    2 Relic of Progentious
    2 Tormod's Crypt
    1 Blue Elemental Blast
    1 Hydroblast
    1 More Jitte
    2 Propaganda

    Right now ET and Prop are battling it out. I am leaning towards Prop because its helps out more with our harder matches as compared to ET which is more versatile. I already have creature bounce in Submerge so it would be essentially redundant as 95% of the time I use it to bounce creatures. The only reason why ET would be better is because it takes out tokens, but on the other hand, Propaganda essentially prevents from tokens from swarming you (along with their non-token creatures). The only main situation where I would like ET is vs Blazing Archnon. I hope to prevent getting to that point via GY hate/counter spells to stop them.

  16. #3596

    Re: [DTB] Merfolk

    If you're running Spellstutters, give serious thought to Riptide Laboratory. It enables blocking/pseudovigilance tricks with Cursecatcher and Mutavault, a soft lock with Spellstutters, a draw engine with Silvergills, and, if you go a bit farther and add a vendilion clique or two, recurring hand disruption. Pairing any of these with a Vial is even more disgusting. You can probably shave an island and a mutavault if you do, because it's more virtual creatures since you can save some from removal.

  17. #3597
    Member
    Resist_Temptation's Avatar
    Join Date

    Nov 2008
    Location

    Michigan, USA
    Posts

    69

    Re: [DTB] Merfolk

    The only thing with adding in riptide laboratory is that becomes another colorless source, and the list is already pretty skimpy on the blue sources.

    I have to agree with sprites being sex on a stick. They singlehandedly have won me many g1's against landstill and bant because they wait for my attack phase to stp and it gets eaten by a sprite.

  18. #3598
    Member

    Join Date

    Apr 2010
    Location

    Milwaukee WI
    Posts

    73

    Re: [DTB] Merfolk

    I have tested labs and i didn't like it. It costs 4 sources (3 lands and Vail) to pick up a spellstutter/adept and play it again and i wanted to use these 4 sources of power to develop board position.

  19. #3599
    Member
    TheSleeper's Avatar
    Join Date

    Apr 2010
    Location

    Himalayas
    Posts

    113

    Re: [DTB] Merfolk

    For reference, a Merfolk/Faerie build that came 1st of 38 recently:
    http://www.deckcheck.net/deck.php?id=34628

    4 SS, 2 Clique, 21 land including 2 Lab.
    Only the heroic and the mad follow mountain goat trails.

  20. #3600
    Member
    Resist_Temptation's Avatar
    Join Date

    Nov 2008
    Location

    Michigan, USA
    Posts

    69

    Re: [DTB] Merfolk

    I run a version with 4 SS and no laboratory, and no clique. I have to ask. how important is the clique. It seems that it is good, but we already have a good matchup against many of the decks that it will help.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)