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Thread: [Deck] Merfolk

  1. #4721

    Re: [DTB] Merfolk

    @APodeschwa

    do you mind posting your list containing the standstills? I'm also planning to bring it back in my deck but I'm having trouble choosing which cards to cut.

  2. #4722

    Re: [DTB] Merfolk

    4 Merrow Reejerey
    4 Aether Vial
    4 Force of Will
    4 Daze
    4 Coralhelm Commander
    4 Cursecatcher
    4 Mental Misstep
    4 Silvergill Adept
    13 Island
    4 Mutavault
    4 Wasteland
    4 Lord of Atlantis
    3 Standstill
    SB: 3 Submerge
    SB: 2 Umezawa's Jitte
    SB: 3 Relic of Progenitus
    SB: 3 Spell Pierce
    SB: 2 Llawan, Cephalid Empress
    2 free SB-slots

    but for that argue on my post :P

  3. #4723

    Re: [DTB] Merfolk

    @APodeschwa

    point
    1. I agree with this, this is the reason why standstill is often a dead card in zoo matchups. First turn nacatl or grim lavamancer = dead standstill often. Mutavaults can also be wastelanded.
    2. It boils down to who has better board position. It won't be much of a dead card once you have an aether vial on the board.
    3. I won't be able to answer this since I haven't tested MM extensively. I guest i depends on the deck you are facing. Usually the fish are strong against control decks and kinda weak against deck that play hymn to tourach with lots of removal (junk and suicide black) and decks with better one drops with lots of removal (zoo).
    4. I agree
    5. Are you pointing to the countertop thopter matchup? Standstill allows us to hit critical mass faster before they can resolve bridge or humility. It also gives us the opportunity to get a fow off standstill when they decide to break it.
    6. I agree
    7. I agree

    Please feel free to criticize since I am just new to this deck. Any form of constructive criticism is welcome :)

  4. #4724
    Refuses to play dual lands
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    Re: [DTB] Merfolk

    Quote Originally Posted by landwalker000 View Post
    I've been testing Reef Shaman in curecatcher's place. So far it has been very good no matter when I drop it. In the early game I can wasteland their land, and then turn the other one into some basic that's outside the deck's colors during their upkeep. In the late game it can give you the ability to islandwalk any deck, which that fact has won me many matches versus goblins and zoo. In the mirror you can shut off opposing MV and protect your own from being wasted. Lastly, in the event you only have an island and non-basics, shaman can allow you to play your double blue spells as well.
    I don't believe you can actually protect your mutavault with an effect that makes it into another land type. It is still a non basic land on top of it being a whatever land type it gets changed to. I'm not %100 that I am right but I believe what I just said is correct.
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  5. #4725
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    Re: [DTB] Merfolk

    Quote Originally Posted by Joe_C View Post
    I don't believe you can actually protect your mutavault with an effect that makes it into another land type. It is still a non basic land on top of it being a whatever land type it gets changed to. I'm not %100 that I am right but I believe what I just said is correct.
    Correct- it's still a non-basic land. Similarly to how Blood Moon makes non-basic Mountains.
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  6. #4726

    Re: [DTB] Merfolk

    Sorry about that guys. I wrote that response pretty late after work, which is still a lame excuse considering I played the hell out of some magus of the moon in vintage for quite some time. But even with that error aside, shaman isn't bad, it just serves a different purpose then catcher does. Shaman is much better vs. aggro decks, and catcher is much better for the combo/control matches. Also, wouldn't gilded drake be just better then sower for this deck? Does a 3/3 Flyer really matter?

  7. #4727

    Re: [DTB] Merfolk

    Quote Originally Posted by landwalker000 View Post
    Sorry about that guys. I wrote that response pretty late after work, which is still a lame excuse considering I played the hell out of some magus of the moon in vintage for quite some time. But even with that error aside, shaman isn't bad, it just serves a different purpose then catcher does. Shaman is much better vs. aggro decks, and catcher is much better for the combo/control matches. Also, wouldn't gilded drake be just better then sower for this deck? Does a 3/3 Flyer really matter?
    Well I think the point is to remove a blocker, not give the opponent a flying one. But now that I think about it, the drake is pretty cute with vial and echoing truth.

  8. #4728
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    Re: [DTB] Merfolk

    Are you guys seriously talking about Reef Shaman and Tidal Warrior?

    They were talked about before Coralhelm, and they were shot down, why would they be good now?
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  9. #4729

    Re: [DTB] Merfolk

    Quote Originally Posted by lorddotm View Post
    Are you guys seriously talking about Reef Shaman and Tidal Warrior?

    They were talked about before Coralhelm, and they were shot down, why would they be good now?
    I don't think the word "seriously" can be used in this instance.

  10. #4730

    Re: [DTB] Merfolk

    Reef shaman has been pretty much forgotten, and it has neat tricks that tidal warrior can't do. Dropping this guys turn one, and then wasting turn two, is quite good honestly. Since at the beginning of their 2nd turn you can just turn their only land into a basic that produces a color that isn't in their deck. I understand that the card lacks a power, but it slows down most of your opponents too. Catcher is great, but he doesn't do much in the matches that the deck is bad against, where as shaman actually helps. Being able to islandwalk any aggro deck is a huge advantage. It's also nice that shaman can help you cast your double blue spells too. Both creatures have advantages and disadvantages to them. I just think that shaman helps you to get to the top 8. I understand without results my opinion of reef shaman matters little though.

  11. #4731
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    Re: [DTB] Merfolk

    Quote Originally Posted by landwalker000 View Post
    Reef shaman has been pretty much forgotten, and it has neat tricks that tidal warrior can't do. Dropping this guys turn one, and then wasting turn two, is quite good honestly. Since at the beginning of their 2nd turn you can just turn their only land into a basic that produces a color that isn't in their deck. I understand that the card lacks a power, but it slows down most of your opponents too. Catcher is great, but he doesn't do much in the matches that the deck is bad against, where as shaman actually helps. Being able to islandwalk any aggro deck is a huge advantage. It's also nice that shaman can help you cast your double blue spells too. Both creatures have advantages and disadvantages to them. I just think that shaman helps you to get to the top 8. I understand without results my opinion of reef shaman matters little though.
    You realize a lot of cards in Legacy have colourless in their mana cost right?

    Also, your play requires you to know their deck. If they go Island, go, what are you changing their Island into? Also, if they just ignore it and drop another dual and a Goyf, you have literally wasted your turn one where you could've played a Cursecatcher to help disrupt them, or a Vial and ignore them.

    All in all, Reef Shaman is absolutely horrible, don't run it.
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  12. #4732
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    Re: [DTB] Merfolk

    Quote Originally Posted by landwalker000 View Post
    Reef shaman has been pretty much forgotten, and it has neat tricks that tidal warrior can't do. Dropping this guys turn one, and then wasting turn two, is quite good honestly. Since at the beginning of their 2nd turn you can just turn their only land into a basic that produces a color that isn't in their deck. I understand that the card lacks a power, but it slows down most of your opponents too. Catcher is great, but he doesn't do much in the matches that the deck is bad against, where as shaman actually helps. Being able to islandwalk any aggro deck is a huge advantage. It's also nice that shaman can help you cast your double blue spells too. Both creatures have advantages and disadvantages to them. I just think that shaman helps you to get to the top 8. I understand without results my opinion of reef shaman matters little though.
    You realize a lot of cards in Legacy have colourless in their mana cost right?

    Also, your play requires you to know their deck. If they go Island, go, what are you changing their Island into? Also, if they just ignore it and drop another dual and a Goyf, you have literally wasted your turn one where you could've played a Cursecatcher to help disrupt them, or a Vial and ignore them.

    All in all, Reef Shaman is absolutely horrible, don't run it.
    Quote Originally Posted by Zach Tartell View Post
    Have to ask one of those West coasters about recreational purposes.
    Quote Originally Posted by DownSyndromeKarl View Post
    A baby seal walks into a club.
    West Coast Legacy

  13. #4733
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    Re: [DTB] Merfolk

    While those two 1 drop merfolk arent great, cursecatcher isn;'t that far above them. He makes our good matchups even better, and does nothing for our bad ones. Now, if there was a 1 drop merfolk that was sac to counter an activated ability unless they pay2 or something.... then we would have something. I have ran stifles in the cursecather slot before, and you rarely miss the little guy.

  14. #4734
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    Re: [DTB] Merfolk

    What about Manta Raiders or Cosi Trickster?
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  15. #4735

    Re: [DTB] Merfolk

    Why don't you guys test these cards instead of just randomly asking about bad cards? Why don't you test and then give us the details, post your results.....

    Anyone tried Merfolk of the Pearl Trident?

  16. #4736
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    Re: [DTB] Merfolk


  17. #4737
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    Re: [DTB] Merfolk

    Quote Originally Posted by Humphrey View Post
    What about Manta Raiders or Cosi Trickster?
    Coralhelm Commander fulfills Manta Rider's role: an alternative evasive creature.

    Cosi's Tricksters are only good with decks that have a lot of shuffle effects, such as CounterTop deck but we already have a good matchup with that. Against Zoo, he won't live past 2 turns. Against Storm-based combo, Cursecatcher is just better. Against Junk type decks, he won't get as big as a Goyf, let alone a KotReliquary. Junk decks have a greater chance of flipping Tombstalker with Bob than Trickster getting bigger than the mentioned creatures.

    Quote Originally Posted by SlopeeJ View Post
    Why don't you guys test these cards instead of just randomly asking about bad cards? Why don't you test and then give us the details, post your results.....

    Anyone tried Merfolk of the Pearl Trident?
    I tried them too. Its the worst 1-drop merfolk for this deck. At best, they're just tunashields with no purpose.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
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  18. #4738

    Re: [DTB] Merfolk

    Quote Originally Posted by Whippoorwill View Post
    You can't argue with results. He "beat like a champ" and pitched to force, apparently.

  19. #4739
    Mental Misstep your....oh wait
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    Re: [DTB] Merfolk

    Quote Originally Posted by Star|Scream View Post
    You can't argue with results. He "beat like a champ" and pitched to force, apparently.
    zomg tech
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  20. #4740

    Re: [DTB] Merfolk

    Quote Originally Posted by chags View Post
    zomg tech
    wait a tick... our vials and cursecatchers are def going to be misstepped, so why NOT run pearl trident instead? Who in their right mind is going to counter that??

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