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Thread: [Deck] Merfolk

  1. #4601

    Re: [DTB] Merfolk

    And as a control player, I would love for you guys to cut Adept, and not run Mental Misstep because they are terrible cards.
    Did people just say Adept is the worst creature in the deck
    If you're thinking about cutting a Silvergill Adept then you do not understand the deck you're playing
    Which creature is the worst creature in the deck then? Lord of Atlantis? Reejerey? Commander?Cursecatcher? I didn't say I was going to cut adept, I said I was going to test cutting 1 for 4 misteps. Do you know how much card advantage standstill is?

    I didn't say it was right I said I was going to test it... But if you think there is a worse creature in the deck then Silvergill Adept then you are bad.


    For all we know mental misstep is going to suck

  2. #4602
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    Re: [DTB] Merfolk

    Quote Originally Posted by yoshencranz View Post
    I'm not sure that Mental Mistep is an auto 4 of. I can see it being a 2-3 of in the place of spell pierce, but even then, they serve different purposes and with MM giving you a bonus against bad matchups (Zoo, Gobos) but not having much value vs Affinity, and combo.

    personally, when all is said and done. I bet we all will still be playing Spell pierce. Not that i dont want MM to be good. I do.
    You're wrong, for one simple reason. Spell Pierce costs 1. Mental Misstep costs 0.

    Beyond that, the two matchups you list MM being weak against both contain targets. Affinity can't beat you unless it outspeeds you, which it does. A lot. Being able to stop that Springleaf Drum or Signal Pest? Pretty sexy. Being able to hit a postboard Thoughtseize aiming for your Energy Flux? Even better. And if they don't drop one, it pitches to Force.

    Combo, even moreso. Find me a strong combo deck in Legacy (Excluding like, Forgemaster combo) that doesn't pack 12 or more 1-drops. Go on. I'll wait.

    ...

    (EDIT: And as was just pointed out to me, let's pretend Enchantress doesn't count.)

    See?

    And before you argue that MM doesn't shut them down, I'll grant you that. But you still get Force, Daze, and Catcher. And you don't have to leave mana untapped anymore, so your clock improves.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  3. #4603
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    Re: [DTB] Merfolk

    Quote Originally Posted by Tacosnape View Post
    (EDIT: And as was just pointed out to me, let's pretend Enchantress doesn't count.)
    Enchantress does have 10+ 1cc spells on their decks. They're Elephant Grass and those enchant-land cards. And Mirri's Guile.
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  4. #4604

    Re: [DTB] Merfolk

    I'm beginning to think I would much rather play MM instead of Spell Pierce for the Combo matches. Merfolk is already overloaded with taxing counters. Plus MM is much better against Aggro decks than Spell Pierce is. I'll prolly play something like 2-4. Not sure. Probably the first time I'm going to change the deck in 6 months.

  5. #4605
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    Re: [DTB] Merfolk

    Could I see your list Taco? I know you incorporate (or have incorporated) a couple of Sowers, and I believe a pair of Kiras main. I'd like to see your sideboard as well; I'm still torn on the Flux/Rod debate.
    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-

  6. #4606

    Re: [DTB] Merfolk

    Why wouldn't you just play Null Rod? It comes down faster than Energy Flux, you can't play around it, and it seems much more powerful. It also is good against Combo where something like Energy Flux isn't. If you wanted to hose artifact Rod seems the best.

  7. #4607
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    Re: [DTB] Merfolk

    Quote Originally Posted by Amon Amarth View Post
    Why wouldn't you just play Null Rod?
    Because it shuts down Aether Vial, I guess.
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  8. #4608

    Re: [DTB] Merfolk

    Energy Flux isn't much better, since it also effects your own Aether Vial. I'd rather go with the most powerful option here.

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    Re: [DTB] Merfolk

    Really it's more of a question about speed, I suppose. Also, Rod is more proactive where Flux is reactive.
    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-

  10. #4610

    Re: [DTB] Merfolk

    I don't think either are worth running. Seems like the artifact craze has kinda fell of a little bit, probably because of people packing hate and the combo. Not worth it unless you think you will see affinity 2+ in a tournament.

  11. #4611

    Hot Sushi aka U R Merfolk

    Hey Dudes,

    Now in more aggressive meta I tried succesful! the not very popular red splash.

    A friend of mine and me tried the deck during a 62 player tournament with great success. I went 4-2 and he went 5-0-1 while I lost my first game to badluck and the other against affinity.
    The other games, GW Goodstuff, UBR Dreadnought, NO SnT and Elves where no problem at all with the help of burn.

    The Decklist:

    4 Silvergill Adept - the worst merfolk to be honest
    4 Lord of Atlantis - basic
    4 Cursecatcher - the perfect controll beater, i love him more and more!
    4 Merrow Reejerey - basic
    4 Coralhelm Commander - still too mana intensive

    4 FoW
    4 Daze
    4 Vial
    4 Lightning Bolt - just great
    4 Fire // Ice - Best card of the day!

    4 Volcanic Island
    4 Wasteland
    4 Mutavault
    6 Blue Fetch
    3 Island

    SB

    3 Spell Pierce - basic
    3 Red Elemental Blast - blue = autowin
    3 Price of Progess - This will be my only change in the sideboard...
    3 Relic of Progenitus - ever burned a goyf or knight in merfolk? you'll love it!
    3 Submerge - great


    Price of Progress was the try to change my gameplan to burn but it never worked out.
    If affinity becomes more popular I would play Energy Flux or Meltdown.

    What would you prefer?

  12. #4612
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    Re: Hot Sushi aka U R Merfolk

    Quote Originally Posted by dlg View Post
    Hey Dudes,

    Now in more aggressive meta I tried succesful! the not very popular red splash.

    A friend of mine and me tried the deck during a 62 player tournament with great success. I went 4-2 and he went 5-0-1 while I lost my first game to badluck and the other against affinity.
    The other games, GW Goodstuff, UBR Dreadnought, NO SnT and Elves where no problem at all with the help of burn.

    The Decklist:

    4 Silvergill Adept - the worst merfolk to be honest
    4 Lord of Atlantis - basic
    4 Cursecatcher - the perfect controll beater, i love him more and more!
    4 Merrow Reejerey - basic
    4 Coralhelm Commander - still too mana intensive

    4 FoW
    4 Daze
    4 Vial
    4 Lightning Bolt - just great
    4 Fire // Ice - Best card of the day!

    4 Volcanic Island
    4 Wasteland
    4 Mutavault
    6 Blue Fetch
    3 Island

    SB

    3 Spell Pierce - basic
    3 Red Elemental Blast - blue = autowin
    3 Price of Progess - This will be my only change in the sideboard...
    3 Relic of Progenitus - ever burned a goyf or knight in merfolk? you'll love it!
    3 Submerge - great


    Price of Progress was the try to change my gameplan to burn but it never worked out.
    If affinity becomes more popular I would play Energy Flux or Meltdown.

    What would you prefer?
    I used to run a list nearly identical to yours but I ran 4 Grim Lavamancers in place of your Fire/Ices. I never lost the mirror, that's for sure. Affinity and Goblins were much easier to beat as well.

  13. #4613

    Re: Hot Sushi aka U R Merfolk

    Yeah like Scatman said MM hits elephant grass against enchantress which is HUGE. Not exaggerating, them landing a grass on the field is a nightmare for this deck since it buys enchantress a lot of time against us. IMO misstep is better than spell pierce simply because it's 0 mana. And it also improves the zoo and goblins MUs a bit whereas spell pierce against those decks is awkward to say the least especially on the draw.

    Flux is pretty sick also because it pitches to FoW; but some people board that out against affinity because it's meh. Null rod doesn't stop affinity cold though if they have landed a tezzeret rod does nothing. Energy flux is so sick against that deck though it reads "I am a one sided pernicious deed that activates every turn that doesn't cost anything more than the initial 3 mana." Then again null rod is a little more broad in its applications since it is amazing against combo be it painter stone, storm, or even spiral tide with candelabra's not that that MU is already in merfolks favor.

    And MM hits so many of combo's cards in any combo deck. It hits candelabra, dark rit, rite of flame, cantrips, there are so many cards that it stops. It's a lot better against combo than spell pierce IMO especially since it costs 0 mana.
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  14. #4614

    Re: Hot Sushi aka U R Merfolk

    taco- you proved me wrong. I'm man enough to admit.

    I guess all this speculating means we really just need to proxy them up and start playing to really see its true effect on Legacy. It is a free counter afterall and that alone shouldnt be taken lightly.

  15. #4615

    Re: [DTB] Merfolk

    Quote Originally Posted by Malakai View Post
    You misunderstand; perhaps you haven't seen very many successful merfolk lists. Running a fifth manland is a very common play, and Mishra's Factory is the only realistic option. This let's you leverage Standstill even more. There are 60 cards in the deck, no twenty--you can cut a non-land card for a land. So you could do -1 Daze, +1 Mishra's Factory, for instance.
    I understand, but I'm italian and I didn't express the concept well. So I think Tacosnape resposed you very well. The problem is that another manlands isn't necessary to our gameplan. In fact, another colorless mana land can auto-screw our manabase, and I think that 12 island aren't enough, so if I'd want to add a land, I'll add another island.

  16. #4616
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    Re: [DTB] Merfolk

    Quote Originally Posted by Horsy View Post
    I understand, but I'm italian and I didn't express the concept well. So I think Tacosnape resposed you very well. The problem is that another manlands isn't necessary to our gameplan. In fact, another colorless mana land can auto-screw our manabase, and I think that 12 island aren't enough, so if I'd want to add a land, I'll add another island.
    Adding a land cannot possibly make a manabase worse.

  17. #4617
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    Re: [DTB] Merfolk

    Quote Originally Posted by bakofried View Post
    Could I see your list Taco? I know you incorporate (or have incorporated) a couple of Sowers, and I believe a pair of Kiras main. I'd like to see your sideboard as well; I'm still torn on the Flux/Rod debate.
    Gladly.

    13 Island
    4 Mutavault
    4 Wasteland

    4 Aether Vial
    4 Mental Misstep
    4 Daze
    4 Force of Will

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Merrow Reejerey
    3 Coralhelm Commander
    3 Merfolk Sovereign
    1 Sower of Temptation

    SB:
    3 Energy Flux
    3 Tormod's Crypt
    3 Umezawa's Jitte
    2 Submerge
    2 Llawan, Cephalid Empress
    1 Sower of Temptation
    1 Spell Pierce

    I prefer Energy Flux to Null Rod, and I'll tell you why. Energy Flux will help you deal with large scary artifact creatures already on the board. Null Rod won't. Period. A 7/2 Cranial Plating'd Ornithopter is still going to kill you with a Null Rod on the board. A pair of Myr Enforcers and a Frogmite might still get there. Same with large Master of Etheriums, or Lodestone Golems.

    If there needs to be a second reason, it's that Energy Flux is way better in multiples than Null Rod. Two Null Rods do nothing. Two Energy Fluxes either stack, or the first one pitches to Force of Will.

    The one random Spell Pierce isn't as random as it looks. It's better than the Sower against combo or control. If I wanted a second bad enough I'd cut a Jitte (Which could also be Submerge #3 in Knight-heavy metagames)

    I don't run Kira anymore because Mental Misstep handles most everything I want Kira to handle. Bolts, Lavamancers, STP's, Paths, etc. I also think she's weak against most of what I think will be the format's top decks. However, if the metagame shifts, she'll come back.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  18. #4618
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    Re: [DTB] Merfolk

    Energy Flux also gives that PainterStone deck quite the headache. Have you seen how much of their mana is artifact-based?
    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-

  19. #4619
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    Re: [DTB] Merfolk

    Quote Originally Posted by bakofried View Post
    Energy Flux also gives that PainterStone deck quite the headache. Have you seen how much of their mana is artifact-based?
    Depends on the build. Around here, the smarter Painter Stone players skip the Show/Emrakul combo in board in favor of more Red Blasts and Llawan for the Llawan/Painter combo. Neither of these are things Merfolk wants to see, but at least Mental Misstep is fantastic in the matchup too.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  20. #4620

    Re: [DTB] Merfolk

    Quote Originally Posted by Tacosnape View Post
    Gladly.

    13 Island
    4 Mutavault
    4 Wasteland

    4 Aether Vial
    4 Mental Misstep
    4 Daze
    4 Force of Will

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Merrow Reejerey
    3 Coralhelm Commander
    3 Merfolk Sovereign
    1 Sower of Temptation

    SB:
    3 Energy Flux
    3 Tormod's Crypt
    3 Umezawa's Jitte
    2 Submerge
    2 Llawan, Cephalid Empress
    1 Sower of Temptation
    1 Spell Pierce

    I prefer Energy Flux to Null Rod, and I'll tell you why. Energy Flux will help you deal with large scary artifact creatures already on the board. Null Rod won't. Period. A 7/2 Cranial Plating'd Ornithopter is still going to kill you with a Null Rod on the board. A pair of Myr Enforcers and a Frogmite might still get there. Same with large Master of Etheriums, or Lodestone Golems.

    If there needs to be a second reason, it's that Energy Flux is way better in multiples than Null Rod. Two Null Rods do nothing. Two Energy Fluxes either stack, or the first one pitches to Force of Will.

    The one random Spell Pierce isn't as random as it looks. It's better than the Sower against combo or control. If I wanted a second bad enough I'd cut a Jitte (Which could also be Submerge #3 in Knight-heavy metagames)

    I don't run Kira anymore because Mental Misstep handles most everything I want Kira to handle. Bolts, Lavamancers, STP's, Paths, etc. I also think she's weak against most of what I think will be the format's top decks. However, if the metagame shifts, she'll come back.
    Eh? If they have the mana to play those creatures they also have the mana to pay for them.

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