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Thread: [Deck] Merfolk

  1. #5401
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    Re: [DTB] Merfolk

    Quote Originally Posted by Avatar of Shadow View Post
    I'm finding spell pierces to be very very useless. I haven't countered anything thus far.

    Do you think we should take the 3 spell pierces out for standstills?
    I've been running Spell Snare in that slot and liked them so far.
    Asylum EDH: Foil or go home.

  2. #5402
    Bear Cub > Tarmogoyf

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    Re: [DTB] Merfolk

    I was thinking of running Standstill. I got a lot of combo in my meta, and drawing into more gas would be nice.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  3. #5403
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    Re: [DTB] Merfolk

    Quote Originally Posted by kirbysdl View Post
    I was thinking of running Standstill. I got a lot of combo in my meta, and drawing into more gas would be nice.
    Over the 3 spell pierces?

  4. #5404
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    Re: [DTB] Merfolk

    Quote Originally Posted by kirbysdl View Post
    I was thinking of running Standstill. I got a lot of combo in my meta, and drawing into more gas would be nice.
    Over the 3 spell pierces?

  5. #5405
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    Re: [DTB] Merfolk

    Merfolk
    60 cards, 15 sideboard
    12 Island
    4 Mutavault
    4 Wasteland
    20 lands


    4 Cursecatcher
    3 Coralhelm Commander
    4 Lord of Atlantis
    4 Phantasmal Image
    4 Silvergill Adept
    3 Merrow Reejerey
    22 creatures


    4 AEther Vial
    3 Spell Pierce
    4 Daze
    3 Standstill
    4 Force of Will
    18 other spells


    Sideboard
    2 Llawan, Cephalid Empress
    2 Umezawa's Jitte
    3 Tormod's Crypt
    3 Dismember
    2 Kira, Great Glass-Spinner
    3 Blue Elemental Blast
    15 sideboard cards

    That's what's there now, the numbers of Reejerey/Image/Coralhelm are up in the air right now.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  6. #5406

    Re: [DTB] Merfolk

    I'm really not so sure about all this talk of going to less than 4 Reejereys. Using his trigger to alpha strike for the win or to untap and cheat extra fish into play has just happened too often for me to want to do that.

    As far as the empty slots that Misstep leaves, I'm not 100% sure that putting more counters there is actually the way to go. Spell Snare seems decent, but I'm not sure I'd want to commit that many spaces to it in the maindeck (I'd feel like 3 copies would be pushing it), and it doesn't seem like a sideboard card. Spell Pierce just seems dead against a few decks, although I'm actually a pretty big fan of this in the sideboard. I think increasing threat density might actually be the way to go, since one of the most important things about MMS, in my mind, was that it gave us a potential 12 free counterspells that we could run. The fact is that leaving mana open tends to suck in this deck more often than not. If it didn't seem likely that Zoo would gain from Misstep being banned, I'd advocate Standstill, but I don't feel like this is the call right now. Honestly, I think some combination of Kira/ Image/ Sovereign is probably the best way to spend our "open slots" these days, in a relatively unknown meta. Seeing as combo and Zoo both stand to gain, it seems valid to just try to be as aggro as possible, and diversify the sideboard to the matches that you're most afraid of.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  7. #5407

    Re: [DTB] Merfolk

    I'm really not so sure about all this talk of going to less than 4 Reejereys. Using his trigger to alpha strike for the win or to untap and cheat extra fish into play has just happened too often for me to want to do that.

    As far as the empty slots that Misstep leaves, I'm not 100% sure that putting more counters there is actually the way to go. Spell Snare seems decent, but I'm not sure I'd want to commit that many spaces to it in the maindeck (I'd feel like 3 copies would be pushing it), and it doesn't seem like a sideboard card. Spell Pierce just seems dead against a few decks, although I'm actually a pretty big fan of this in the sideboard. I think increasing threat density might actually be the way to go, since one of the most important things about MMS, in my mind, was that it gave us a potential 12 free counterspells that we could run. The fact is that leaving mana open tends to suck in this deck more often than not. If it didn't seem likely that Zoo would gain from Misstep being banned, I'd advocate Standstill, but I don't feel like this is the call right now. Honestly, I think some combination of Kira/ Image/ Sovereign is probably the best way to spend our "open slots" these days, in a relatively unknown meta. Seeing as combo and Zoo both stand to gain, it seems valid to just try to be as aggro as possible, and diversify the sideboard to the matches that you're most afraid of.
    Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak

  8. #5408
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    Re: [DTB] Merfolk

    In that list, I think I'd go 4 Reejerey, 4 Coralhelm, 2 Image. Reejerey is too good not to play as a 4-of, even though you might not want to tick your Vial to 3, just casting him is worth it. He is probably the best lord in some match-ups, obviously superior to LoA in all games against non-blue decks.

    Coralhelm is also the best creature in some match-ups, and he is by far the best fish to top-deck late-game. Image is neither of this, he is a copy of either other fish, but he is a horrible topdeck compared to either (or at least he has been in my testing).

    Also, I don't think Standstill is that good right now, the amount of fast aggro decks means it's often a dead draw. Dismember probably deserves some slots in MD as well.

  9. #5409
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    Re: [DTB] Merfolk

    The reasoning for my list was separated from the list itself, so some of the choices may seem strange. To reiterate and expand, there's a ton of combo and Reanimator in my meta, and little to no Zoo. Hence the many Images to copy Legends, and Standstill go draw into more stuff. In short, this is a metagame-influenced list.

    I'm not sure that Reejerey is superior to LoA even vs nonBlue, since LoA simply costs less. The ability to tap/untap arbitrary permanents is obviously useful, but we can't make use of it when Vialing in 'folk, which is what we want to do the vast majority of the time. Reejerey might in fact be better, but it's definitely not "obvious" to me at least. Plus, many people do play blue.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  10. #5410
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    Re: [DTB] Merfolk

    Lands (20)
    3 Island
    4 Mutavault
    4 Wasteland
    4 Tundra
    4 Flooded Strand
    1 misty rainforest


    Creatures (22)
    4 Cursecatcher
    4 Lord of Atlantis
    4 Silvergill Adept
    4 Merrow Reejerey
    3 Coralhelm Commander
    3 Phantasmal Image

    Counters (8)
    4 Force of Will
    4 Daze

    Enchantment (3)
    3 standstill

    Other (7)
    4 AEther Vial
    3 Swords to Plowshares


    Sideboard
    2 Relic of Progenitus
    2 Llawan, Cephalid Empress
    2 Enlightened Tutor
    1 Swords to Plowshares
    1 Ethersworn Canonist
    2 Submerge
    1 Ghostly Prison
    1 null rod
    2 hibernation
    1 spell pierce

    How do you guys think of this list?

    Do you think its enough lands? I dropped the kiras since I'm basically punting the zoo matchup. No matter what you do, its not a good fight. pre or post board.

  11. #5411
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    Re: [DTB] Merfolk

    I proposed a white splash with small tutor box over on mtgs, but was convinced to run mono blue. I'd probably play Propaganda over Prison. Sure you might get Red Elemental Blasted, but you also might have your white source wasted.

    Especially since you're playing Standstill, try to keep the Vial at 2. This means more Coralhelm/Image and less Reejerey.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  12. #5412
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    Re: [DTB] Merfolk

    Quote Originally Posted by kirbysdl View Post
    I proposed a white splash with small tutor box over on mtgs, but was convinced to run mono blue. I'd probably play Propaganda over Prison. Sure you might get Red Elemental Blasted, but you also might have your white source wasted.

    Especially since you're playing Standstill, try to keep the Vial at 2. This means more Coralhelm/Image and less Reejerey.
    eh...the deck i play prison for would be dredge. Not Zoo. I have so many cards boarding in against zoo i have no space for it. Using 2 hibernation, 2 submerge, 1 swords to plowshares.

    What did you use for the tutored board. Still getting spanked by batterskull no matter what.


    I can't think of my last 3 sideboard slots. Please help.

    Sideboard
    2 Relic of Progenitus
    2 Enlightened Tutor
    1 Swords to Plowshares
    1 Ethersworn Canonist
    2 path to exile
    1 null rod
    2 hibernation
    1 absolute law
    Last edited by KobeBryan; 10-04-2011 at 03:29 AM.

  13. #5413

    Re: [DTB] Merfolk

    Quote Originally Posted by Avatar of Shadow View Post
    eh...the deck i play prison for would be dredge. Not Zoo. I have so many cards boarding in against zoo i have no space for it. Using 2 hibernation, 2 submerge, 1 swords to plowshares.

    What did you use for the tutored board. Still getting spanked by batterskull no matter what.


    I can't think of my last 3 sideboard slots. Please help.

    Sideboard
    2 Relic of Progenitus
    2 Enlightened Tutor
    1 Swords to Plowshares
    1 Ethersworn Canonist
    2 path to exile
    1 null rod
    2 hibernation
    1 absolute law
    ive seen people use Tower of Magistrate for batterskull. Give the Germ(an) pro artifacts and it dies then just repeat to what ever the equip it to. It looks like most people agree on 2 in the board.

  14. #5414
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    Re: [DTB] Merfolk

    Quote Originally Posted by Magic_Shortbus9 View Post
    ive seen people use Tower of Magistrate for batterskull. Give the Germ(an) pro artifacts and it dies then just repeat to what ever the equip it to. It looks like most people agree on 2 in the board.
    it comes in equipped. How does it work?

  15. #5415
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    Re: [DTB] Merfolk

    Protection removes relevant attached Auras and Equipment.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  16. #5416
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    Re: [DTB] Merfolk

    Quote Originally Posted by kirbysdl View Post
    Protection removes relevant attached Auras and Equipment.
    I understand now. But two towers isn't going to improve our matchup against blade control anyways.

    On another note, Have you guys played against these two new decks, UWR blade control and Blue zoo. These two decks are NASTY.
    Last edited by KobeBryan; 10-05-2011 at 01:56 AM.

  17. #5417
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    Re: [DTB] Merfolk

    I don't know; the two towers may be relevant. It's an uncounterable method of permanently turning off Batterskull and being randomly good against Affinity and MUD (if that's even a deck anymore)

    Also, Spell pierces as a 3 or a 4 of maindeck look pretty good right now. Lots of combo running around, most of which Pierce is awesome against.
    Last edited by bakofried; 10-05-2011 at 04:13 PM.
    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-

  18. #5418
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    Re: [DTB] Merfolk

    Hi guys! I have an Open Legacy in my city this saturday, and I have some questions about this deck cause I want to take Merfolk there.

    First of all, with the banning of Mental Misstep, the mana curve will probably rise... Which is the optimum number of lands to play? I'm between 20-21 (With 3 wastelands and 4 mutavault) but I don't know exactly how many lands I should put in.

    Secondly, what cards are the best to put in the 4 slots that Misstep has opened? My metagame is full of Zoo, Burn and all this aggro stuff and I thought that Kira could be useful, but what do u guys recomend me?

    Finally, I'd like to say that I've tested with 2-3 Spell pierce MD and they have been useless most of games I played, so I decided to put them on SB. What can I put on these slots? And is Phantasmal Image that good? I mean, what if I have no lords on the battlefield to copy? It's almost a dead card and I can't use it to cast Silvergill...

    Thanks!

  19. #5419

    Re: [DTB] Merfolk

    Quote Originally Posted by Kanadell~ View Post
    Hi guys! I have an Open Legacy in my city this saturday, and I have some questions about this deck cause I want to take Merfolk there.

    First of all, with the banning of Mental Misstep, the mana curve will probably rise... Which is the optimum number of lands to play? I'm between 20-21 (With 3 wastelands and 4 mutavault) but I don't know exactly how many lands I should put in.

    Secondly, what cards are the best to put in the 4 slots that Misstep has opened? My metagame is full of Zoo, Burn and all this aggro stuff and I thought that Kira could be useful, but what do u guys recomend me?

    Finally, I'd like to say that I've tested with 2-3 Spell pierce MD and they have been useless most of games I played, so I decided to put them on SB. What can I put on these slots? And is Phantasmal Image that good? I mean, what if I have no lords on the battlefield to copy? It's almost a dead card and I can't use it to cast Silvergill...

    Thanks!

    Never play less than 4 Wastelands!! 21 lands should be optimal, 13 + 4 + 4.
    Kira is great, you should definitely try that, I would play 2 MD and 1 in sideboard.
    I also find out that Pierces MD arent great as you did, but I would play at least 3 (probably 4) in sideboard.

    I would like to try Vendilion Clique in the deck, it seems pretty great, cycling useless Vials/Dazes in lategame while pressuring your opponent, or on otherside taking his Wrath of God or something like that.
    What do you guys think?

  20. #5420
    Bear Cub > Tarmogoyf

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    Re: [DTB] Merfolk

    I'm running 20 land, but am sometimes tempted to add a 21st. I'm running Standstill in the main though, which should help me draw into more.

    Despite Image's downsides with Reejerey and Adept, I still run a full set. You can copy stuff on the other side of the field too. Useful vs opposing Legends, copy Cursecatcher against combo, etc.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

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