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Thread: [Deck] Merfolk

  1. #5681
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    Re: [Deck] Merfolk

    If illusions, fae and spirits have hexproof lord, I am eagerly awaiting that blue signature race get one.
    You forgot Slivers.
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  2. #5682
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    Re: [Deck] Merfolk

    Quote Originally Posted by FANAttIC View Post
    If illusions, fae and spirits have hexproof lord, I am eagerly awaiting that blue signature race get one.
    I can not see them giving it to Merfolk as well. I would love it to happen but I think it would be too much. We might get a Hexproof Merfolk though which would be cool.

  3. #5683
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    Re: [Deck] Merfolk

    Why would it be too much? I mean, merfolk are not tier1 anymore, fae mostly does not play Scion (they are exchangeable, playable but not sacred), illusions are not tier1 in standard and spirits are on decline because there is one mass removal for flyers in format.
    "Other creatures of my own type get hexproof" is not broken ability on any lord so far.

    Make it shroud if there has to be bigger drawback so that Reej and Sovereign don't work at full power.

    Few decades later and there is another merfolk in top8 with 100+ people: http://www.thecouncil.es/tcdecks/dec...1&iddeck=56332

  4. #5684
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    Re: [Deck] Merfolk

    Yeah, we need to keep in mind the difference between Shroud and Hexproof, and the difference between "All members of {tribe}" and "All other members of {tribe}". For a brief second, Eladamri was awesome because he applied to all Elves. And Slivers can protect the entire hive with just one creature.

    I'd love it if Merfolk got an "All Merfolk" protection lord, but I'm not exactly bullish on the chances of it happening. At the same time, anything less would arguably be weaker than Kira.

    Yes Kira's not a Merfolk and she's Legendary, but she also flies, and requires upwards of two spells to kill a single target, whereas a fae-like protection lord would be removed in a 1-for-1 trade.
    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.

  5. #5685
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    Re: [Deck] Merfolk

    if the knight tribe can get a knight lord that makes all other knights indestructible, certainly merfolk can do the same.

  6. #5686
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    Re: [Deck] Merfolk

    Indestructible is not in flavor for slippery fishies.
    Hard to pinpoint in murky waters aka shroud or something like 1uu 1/1 Tidal Courier without flying ability, would be ok

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    Re: [Deck] Merfolk

    Quote Originally Posted by FANAttIC View Post
    Indestructible is not in flavor for slippery fishies.
    Hard to pinpoint in murky waters aka shroud or something like 1uu 1/1 Tidal Courier without flying ability, would be ok
    Just saying...if other tribes get overpowered lord abilities, merfolk should too.

  8. #5688
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    Re: [Deck] Merfolk

    Quote Originally Posted by Avatar of Shadow View Post
    Just saying...if other tribes get overpowered lord abilities, merfolk should too.
    Other tribes get an overpowered lord. Merfolk get an over-powered number of lords.
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  9. #5689
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    Re: [Deck] Merfolk

    Yeah, I think only Elves competes on the number of "your other dudes get +1/+1" creatures. It's not enough though: Elf combo does far better than elf aggro these days.
    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. #5690
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    Re: [Deck] Merfolk

    So... for a few of us still "rocking" this deck, what are your sideboard slots against 3 likely to see opponents: uw blade, gw maverick and rug delver?

    Would 3 Chalice of the Void and 3 Submerge be a good start vs rug? Would you try attacking their mana base with Wasteland + Surgical on dual (I think they play maybe 2 basics at best: Island and Forest; at worst (for them if no basics) they will be cut down 1 color for that game)?
    Should we play tempo game vs blade with Vapor Snag on Batterskull (or splash StP and Moorland Haunt)? I am inches closer every day to introduce Snapcaster into main.
    Gut Shot and Submerge are my package (2+3) vs maverick with 2 Dismembers in main. What else is there (if it is punishing version well... Relic of Progenitus and Surgical are coming to completely destroy any resemblance to merfolk deck before sideboard)

  11. #5691

    Re: [Deck] Merfolk

    I kinda miss this deck. What you guys think should be added for this deck to make it back to its once dominant form?

    1. A new Lord?
    2. something else?

  12. #5692

    Re: [Deck] Merfolk

    Quote Originally Posted by JJ-JKidd View Post
    I kinda miss this deck. What you guys think should be added for this deck to make it back to its once dominant form?

    1. A new Lord?
    2. something else?
    The problem is SFM for Batterskull; it's pretty hard to see Merfolk being a serious contender if that combo doesn't go away.

  13. #5693

    Re: [Deck] Merfolk

    I know I'm late to the party, but I've just started to jam Merfolk and am looking forward to brewing. I don't know if I want to splash yet, but I'd prefer not to because I don't have the cards for it.

    My first inclination is to play Standstill, as my past experience with the deck is that if the fish fall behind on cards, they stay behind. The cards that seem best to utilize Standstill are the only removal we have available, Dismember and Vapor Snag. Snag has not seen play in this archetype before, but I think it has real potential to out tempo equipment. It's obviously worse against Batterskull, but bouncing a creature in response to an equip activation seems pretty aggressive.

    Also, has anybody tried Carry Away as a sideboard card? It seems like a total blowout worth testing.

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    Re: [Deck] Merfolk

    Quote Originally Posted by 1337erhosen View Post
    Also, has anybody tried Carry Away as a sideboard card? It seems like a total blowout worth testing.
    You should definitely try it out. I don't think it will make a big impact though. Here's why: Decks running equipment these days have a very varied plan of attack. Maverick plays KotR that just out-beats equipment. Stoneblade has enough removal and threats to keep your stolen equipment un-equipped. So just stealing 1 piece of equipment won't turn the game around. Generally speaking, Carry Away won't keep Merfolk from losing the Card Advantage game against SFM or Snapcaster. Compound that with the fact that SFM will just cheat Batterskull into play, bash for 4, then bounce it when you target it with Carry Away, you're just not getting any value out of that sideboard slot.

  15. #5695
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    Re: [Deck] Merfolk

    Also, when you take Batterskull germ dies so the only thing you get is expensive sorcery speed removal and expensive equipment. If there is Phantasmal Image aboard then we can have Sword of Light and Shadow to have protection against germs and souls.

    Dismember and Vapor Snag are not the only removal we have. Standstill can be paired with Submerge and Gut Shot also. Last two are also better since we don't pay mana for perfect start: Vial into Standstill.

  16. #5696
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    Re: [Deck] Merfolk

    The best thing that I have found to deal with equipment is more equipment. I started putting 2x Manriki-Gusari in my sideboard and I think that although there are still issues with the deck, this card deffinately helps in some matches. Splashing White to gain access to Stoneforge Mystic is another option (accellerate the Equipment grab); but I am also not sure that I want to splash as it delutes the merfolk content.

    I am open to comments, oh and 2x Skaab Ruinator has been great fun to test things out; as it adds a lot of recurision potential on the creature base, I only wish that he was a Merfolk too.
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  17. #5697
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    Re: [Deck] Merfolk

    Mystic seems like a smarter move than Ruinator, just at first glance. Grabbing jitte/SoFI/SoFF/SoLS/Batterskull is good tech, and it allows you to splash Swords for removal. Mystic is also at 2 mana, getting some great value out of your Vials even if she isn't a fish.
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  18. #5698
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    Re: [Deck] Merfolk

    Ruinator is better than I would have thought, as he just keeps coming back again and again to block-attack etc.

    Stoneforge is solid solid tech; but you can't feed him to FoW is a time of need, and splashing tends to bring in other tech like StoP, so you loose even more fishheads or more control.

    I cut the CoralHelm Commanders to insert the Ruinators, as the Commanders are mana intensive too. It also opened 2 slots for more maindeck gear or control; but like I said, I am still toying with it.
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  19. #5699

    Re: [Deck] Merfolk

    Quote Originally Posted by SupREME-10 View Post
    Ruinator is better than I would have thought, as he just keeps coming back again and again to block-attack etc.

    Stoneforge is solid solid tech; but you can't feed him to FoW is a time of need, and splashing tends to bring in other tech like StoP, so you loose even more fishheads or more control.

    I cut the CoralHelm Commanders to insert the Ruinators, as the Commanders are mana intensive too. It also opened 2 slots for more maindeck gear or control; but like I said, I am still toying with it.
    How often do you have 3 creatures in your graveyard? How many times do you find yourself being able to cast it from the graveyard in a game? Do you usually win or lose those games?

  20. #5700
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    Re: [Deck] Merfolk

    Quote Originally Posted by Star|Scream View Post
    How often do you have 3 creatures in your graveyard? How many times do you find yourself being able to cast it from the graveyard in a game? Do you usually win or lose those games?
    I use the AEther Vial to cheat him in on most occasions, so the 3 creatures in graveyard are not relevant; same goes for using him from the GY.

    I am still toying with the build, so no percentages vs this and that; but like I said, so far it has been fun and it does win some games for you outright.
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