Page 211 of 400 FirstFirst ... 111161201207208209210211212213214215221261311 ... LastLast
Results 4,201 to 4,220 of 7999

Thread: [Deck] Merfolk

  1. #4201
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [DTB] Merfolk

    Agreed. I've moved away from U/B a while ago. It is relevant in a heavy green meta, but there are just SO FEW decks that pack green that it could be relevant against. In saying that I know that perish does very little against VV. They are too resilient and recover too well from one. I for one have not played too many zoo decks in recent days and the ones I do play side out their green creatures game 2. Usually bringing in more removal and REBs.

  2. #4202
    Member

    Join Date

    Nov 2010
    Location

    easton
    Posts

    75

    Re: [DTB] Merfolk

    Did anyone see the list from the Barcelona tourney it was mono blue folk with stifle and dreadnought it looks interesting and was thinking about testing it out, it also ran kira and with a nought on the field with kira its pretty much gg

  3. #4203
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [DTB] Merfolk

    Quote Originally Posted by militiaman89 View Post
    Did anyone see the list from the Barcelona tourney it was mono blue folk with stifle and dreadnought it looks interesting and was thinking about testing it out, it also ran kira and with a nought on the field with kira its pretty much gg
    Which also greatly reduces the synergy of your merfolk. Perhaps you should run firespout as well? :P

  4. #4204
    Member

    Join Date

    Jun 2010
    Location

    San Jose, CA
    Posts

    40

    Re: [DTB] Merfolk

    Quote Originally Posted by militiaman89 View Post
    Did anyone see the list from the Barcelona tourney it was mono blue folk with stifle and dreadnought it looks interesting and was thinking about testing it out, it also ran kira and with a nought on the field with kira its pretty much gg
    You need two stifles for a dreadnaught if you have Kira in play. Seems bad.

  5. #4205

    Re: [DTB] Merfolk

    Quote Originally Posted by Scatterbrain View Post
    You need two stifles for a dreadnaught if you have Kira in play. Seems bad.
    Well, no. Stifle targets the triggered ability, not the creature.

    The idea has some potential if you're playing Stifle anyway. If Stifle isn't useful by itself, not so much.

  6. #4206
    Keep Calm and Brainstorm
    (nameless one)'s Avatar
    Join Date

    Apr 2009
    Location

    GTA, Ontario
    Posts

    2,878

    Re: [DTB] Merfolk

    Quote Originally Posted by Purgatory View Post
    I've been testing a monoU list for a while now, after failing hard with Ub. So far, I haven't missed the black splash once, not even against Goblins. Hibernation is almost as good as Perish, and even better against some decks, Engineered Plague is slow, and I like the fact that monoU makes it possible to run Standstill without stretching the list too much - something that would be tough with a Uw or Ur build.

    MonoU it is for now.
    How does your sideboard look like? Is it directed to anything or is your sideboard for the current metagame?
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  7. #4207
    Member

    Join Date

    Jun 2010
    Location

    San Jose, CA
    Posts

    40

    Re: [DTB] Merfolk

    Quote Originally Posted by chysn View Post
    Well, no. Stifle targets the triggered ability, not the creature.

    The idea has some potential if you're playing Stifle anyway. If Stifle isn't useful by itself, not so much.
    Ah, forgot that. Seems like a resonable plan in the current meta.

  8. #4208

    Re: [DTB] Merfolk

    Where is the list with the dreadnaughts posted?

  9. #4209
    Member

    Join Date

    Nov 2010
    Location

    easton
    Posts

    75

    Re: [DTB] Merfolk


  10. #4210
    The only one he ever feared
    Purgatory's Avatar
    Join Date

    Oct 2009
    Location

    Sweden's Jerusalem
    Posts

    429

    Re: [DTB] Merfolk

    Quote Originally Posted by (nameless one) View Post
    How does your sideboard look like? Is it directed to anything or is your sideboard for the current metagame?
    I generally test a lot of different sideboards, and I usually change cards depending on what I'm expecting (of course, I bring a different sideboard when I'm going to a local tourney with a known metagame rather than a big tourney with an unknown metagame).

    The last time, it was something like this, IIRC:


    2 Blue Elemental Blast
    1 Hydroblast
    3 Spell Pierce
    1 Hibernation
    3 Submerge
    2 Tormod's Crypt
    1 Relic of Progenitus
    2 Pithing Needle

    With 4 Standstill, 2 Jitte, 2 Sovereign maindeck.

  11. #4211
    Member
    bakofried's Avatar
    Join Date

    Aug 2009
    Location

    Bakersfield, Ca
    Posts

    744

    Re: [DTB] Merfolk

    Hey guys, I'm wondering what a good list for a generic meta would be. I saw Finn's build on the first page, but I don't know how up to date that is, or how effective in a general meta. Furthermore, I was wondering what the concensus was on SB cards for the SnT MU. Some have suggested Waterfront Bouncer, I've considered Aether Spellbomb, but were there any cards that blew that MU wide open? Also, getting Echoing Truth may be...problematic, so would the inclusion of two copies of Spell Pierce make up the difference?
    Quote Originally Posted by ktkenshinx View Post
    The Reserved List is a) not legally binding, b) antiquated, c) broken, and d) preventative of maximum game enjoyment. Wizards will remove as many cards from that list as possible to increase the fun of their game. Using market research, they can find a balance between printing enough cards to lower a price from $40 to $15-$20, and not utterly ruining their value. This will be both an economically feasible AND sensible move.
    -ktkenshinx-

  12. #4212

    Re: [DTB] Merfolk

    Hi,

    I'm rather new to merfoks and I was thinking that you guys could give some hint/tips/tricks.
    I'm planning on playing mono U. And after some research and puzzling I came up with this list a while ago.

    list:

    artifact:
    4 aether vial

    creatures:
    4 cursecatcher
    4 silvergill adept
    4 lord of atlantis
    4 merrow reyereej
    3 Coralhelm commander
    2 merfolk sovereign
    2 Kira
    1 Wake trasher

    enchantment:
    4 standstill

    instant:
    4 daze
    4 FoW


    land:
    4 mutavault
    4 wasteland
    12 island


    //sb

    3 spell pierce
    2 echoing truth
    2 relic
    2 crypt
    3 Back to basics
    3 Mind harness


    Now I could very much use tips on sb and actually on the entire list in general. The thing I'm have my biggest doubts of seems to be echoing truth. Since I don't know people to playtest against :( I don't know if it will actually do some good.
    I've also heard about lists that actually cut wasteland to be more explosive (or somthing like that xD). Now should I do that? Would cernainly save me some money :D.

    looking forward for some decent criticme :)
    grtzz,

  13. #4213
    Member
    ryl417's Avatar
    Join Date

    Oct 2010
    Location

    Canada
    Posts

    18

    Re: [DTB] Merfolk

    Quote Originally Posted by Travolter View Post
    Hi,

    I'm rather new to merfoks and I was thinking that you guys could give some hint/tips/tricks.
    I'm planning on playing mono U. And after some research and puzzling I came up with this list a while ago.

    list:

    artifact:
    4 aether vial

    creatures:
    4 cursecatcher
    4 silvergill adept
    4 lord of atlantis
    4 merrow reyereej
    3 Coralhelm commander
    2 merfolk sovereign
    2 Kira
    1 Wake trasher

    enchantment:
    4 standstill

    instant:
    4 daze
    4 FoW


    land:
    4 mutavault
    4 wasteland
    12 island


    //sb

    3 spell pierce
    2 echoing truth
    2 relic
    2 crypt
    3 Back to basics
    3 Mind harness


    Now I could very much use tips on sb and actually on the entire list in general. The thing I'm have my biggest doubts of seems to be echoing truth. Since I don't know people to playtest against :( I don't know if it will actually do some good.
    I've also heard about lists that actually cut wasteland to be more explosive (or somthing like that xD). Now should I do that? Would cernainly save me some money :D.

    looking forward for some decent criticme :)
    grtzz,
    Hi there!, I'm rather new to fish myself and through my playtesting I've found Kira, Wake Thrasher & Standstill to sometimes fall out of my favour. These are all subjective, maybe you'll do better with them than I have

    I find myself rather wanting to play other cards, maybe another lord instead of Kira. Having added defense from K doesn't seem to do it for me although I can picture the scenario, I haven't found myself in a situation where I couldn't counter anything & I want to believe I can get my fishes up to a point strong enough to block when need be. Come to think of it I don't really block too much.. anyways

    I think Wake Thrasher by itself to be pretty meh. Sure it can get huge every turn but a 1/1 critter stops it, no trample too.

    Standstills are in my SB only to be determined if opponent is able to deal with it round 2. These days its all Vials here and there, sometimes I pitch it to FoW too when it becomes useless.

    I would consider increasing Sovereign in your list to 4 because it makes other big fish you've grown unblockable and it just seems to gel more than having K or Thrashers in play. You could try the Sovereign > Thrasher beat

    I've tried the new Spell Piece too. However, I'm rather sold on Snares, I run 3 copies max in my MB. Personal preference I suppose..Echoing Truth has worked wonders for me, there is ALWAYS some few cards in play that could use a bounce disrupting opponent's tempo, in the case you've run out of counters and meet a Wrath, you could always bounce your own fishes.

    I haven't tried B2B yet but I wouldn't count on it to slow your opponent down too much. Mind Harness is excellent, stealing a fattie your opponent thinks you won't have a chance at stopping hasn't been so fun. Do consider Psionic Blast as well, it's sometimes a nice surprise finisher (usually 2 copies MB). Cutting Wastelands and Mutavault down to 3 each didn't feel too much of a difference when I tried it, I've seen some lists run a single Mishra's Factory too, seems odd, wouldn't know how that would synergize exactly, maybe more card interaction.

    Hope your deck works out!

  14. #4214
    Member
    PanderAlexander's Avatar
    Join Date

    Mar 2010
    Location

    East L.A.
    Posts

    253

    Re: [DTB] Merfolk

    Quote Originally Posted by Travolter View Post
    artifact:
    4 aether vial

    creatures:
    4 cursecatcher
    4 silvergill adept
    4 lord of atlantis
    4 merrow reyereej
    3 Coralhelm commander
    2 merfolk sovereign
    2 Kira
    1 Wake trasher

    enchantment:
    4 standstill

    instant:
    4 daze
    4 FoW


    land:
    4 mutavault
    4 wasteland
    12 island
    Probably want to go +1 Coralhelm, he's a lord pump and he has flying which is very relevent, where as the other folk need each other he ends games himself.
    Quote Originally Posted by everythingitouchdies
    We dont let drug laden fiends and swine come marching in and take our shit. We send them home with the memory of the monsters and vigilantes that curb stomped their dreams and threatened to animate their dead grandmother for a black and a colorless. No fucking around in LA.

  15. #4215

    Re: [DTB] Merfolk

    Factory gives pumps to your Mutavaults, basically only thing they are good as, other than extra manland.
    Get paid to talk about Magic Here

    Quote Originally Posted by sdematt View Post
    @ Mental Misstep

    I'm not going to stop running cards because they MIGHT get countered, otherwise I'd just run infinite Blurred Mongeese, Vexing Shushers, or some other garbage. Force of Will is more rampant than MM, yet I still play counterable cards. My word!

    -Matt

  16. #4216
    Member
    ryl417's Avatar
    Join Date

    Oct 2010
    Location

    Canada
    Posts

    18

    Re: [DTB] Merfolk

    Quote Originally Posted by Parax View Post
    Factory gives pumps to your Mutavaults, basically only thing they are good as, other than extra manland.
    So Mutavault is a Merfolk & Assembly Worker who gets bonuses from either pumps? Say Mutavault is a 3/3 Merfolk (with bonus from LoA), will I still be able to give it a +1/+1 from Mishra's Factory making it a 4/4 because it's also an Assembly Worker?

  17. #4217
    我不是你的英雄。
    Jonathan Alexander's Avatar
    Join Date

    May 2010
    Location

    Germany
    Posts

    854

    Re: [DTB] Merfolk

    Of course, Mutavault has all creature types. It also gets pumped by your opponents' Goblin Kings.
    By the way, I agree with Pander Alexander. Coralhelm Commander is the second best creature in the deck. You should really play a full set of them. Without Coralhelm Commander the deck wouldn't be even close to its actual power.

  18. #4218

    Re: [DTB] Merfolk

    Alright I'll add an extra coralhelm commander. I'm thinking playing only 3 standstills. Should I do that? That way I have already cut something.

    And how about wasrteland? As i've sais before i've heard off lists playing no wastelands. Because if it is possible to play without them it would be very nice for my budget.

  19. #4219
    Member
    ryl417's Avatar
    Join Date

    Oct 2010
    Location

    Canada
    Posts

    18

    Re: [DTB] Merfolk

    Quote Originally Posted by Travolter View Post
    Alright I'll add an extra coralhelm commander. I'm thinking playing only 3 standstills. Should I do that? That way I have already cut something.

    And how about wasrteland? As i've sais before i've heard off lists playing no wastelands. Because if it is possible to play without them it would be very nice for my budget.
    You'll definitely need the Wastelands, you should invest in them if you're playing Legacy, it's very good land disruption and even more essential when playing fish

  20. #4220

    Re: [DTB] Merfolk

    Quote Originally Posted by ryl417 View Post
    You'll definitely need the Wastelands, you should invest in them if you're playing Legacy, it's very good land disruption and even more essential when playing fish
    Yeah that's what I was thinking, but as said before: i've heard about lists cutting them. And I was thinking that if it is possible to play a decent list without wastelands it would be very nice to at the least get started already.

Thread Information

Users Browsing this Thread

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