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Thread: [Deck] Merfolk

  1. #5901
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    Re: [Deck] Merfolk

    I still think that mutavault should be a 4x for the deck and I would drop 1 coralhelm commander to fit in another phantasmal image.

    Will this new lord get the Merfolk past Maverick and RUG Canadian and the other decks it struggled with in the past. I am just not sure, although I sure hope that Merfolk rule again.
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  2. #5902
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    Re: [Deck] Merfolk

    Merfolk Champ again in SCG today, 2 merfolk in the top 8! is it a comeback for merfolk? let's see when master of the pearl trident hits the board after the release of M13 :)

  3. #5903

    Re: [Deck] Merfolk

    Quote Originally Posted by chinitoz30 View Post
    Merfolk Champ again in SCG today, 2 merfolk in the top 8! is it a comeback for merfolk? let's see when master of the pearl trident hits the board after the release of M13 :)
    Both decks have Standstill. The one who took it all has 5 fetches and 4 underground seas. I guess he wasn't worried about his mana base. Interesting sideboard with 1 dread of night and 2 perish.

  4. #5904
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    Re: [Deck] Merfolk

    Quote Originally Posted by chinitoz30 View Post
    Merfolk Champ again in SCG today, 2 merfolk in the top 8! is it a comeback for merfolk? let's see when master of the pearl trident hits the board after the release of M13 :)
    However, not a single Merfolk deck in the top 32 of GP Atlanta despite de fact that day 2 was full of islands. Was it that it was too soon for people to realise that Merfolk is well positioned (despite the last SCG results) or is it that Canadian Threshold is just better at the moment?

    I don't play Merfolk but it did surprise me a bit to see a Merfolk-free GP top 32.
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  5. #5905
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    Re: [Deck] Merfolk

    @Finn: For better or worse I think the majority of newer or less-skilled legacy players naturally assume that the fetchland/brainstorm interaction is too valuable to dismiss (similar to how at one point everyone was trying to cram 3x JTMS into every blue deck).

    I personally have been testing the black splash for Perish out of the board and many people in my playgroup have argued extensively that any blue deck with fetches needs to run BS.

    On that note, I still haven't even decided how much I like the black splash yet, but at least I feel like it mixes up our game and improves some of our matchups.

  6. #5906
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    Re: [Deck] Merfolk

    Why not splash white? Perish is great but white opens you up to Thalia and Swords. Thalia seems to synergize with Folk really well; Cursecatcher, Daze, Spell Pierce, and Wasteland.
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  7. #5907

    Re: [Deck] Merfolk

    Quote Originally Posted by CorpT View Post
    It appears bad players are not confined to Salvation.
    You would think that trying to add the best blue card to Merfolk would be a good move... but that isn't quite the case.

    Why is that? Is ti because Merfolk is already redundant enough? Lack of room? Cantripping with a merfolk body > God cantrip but no body? Don't want to run non-basics beyond wasteland and mutavault since the mana base can't support it and/or we want to guarantee basic land drops and not be open to opposing Stifles and such?

  8. #5908
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    Re: [Deck] Merfolk

    Quote Originally Posted by DragoFireheart View Post
    Why is that? Is ti because Merfolk is already redundant enough? Lack of room? Cantripping with a merfolk body > God cantrip but no body? Don't want to run non-basics beyond wasteland and mutavault since the mana base can't support it and/or we want to guarantee basic land drops and not be open to opposing Stifles and such?
    Standstill draws you 3 cards and you don't have to put any of them back.. and I doubt there is room for both Standstill and Brainstorm.
    Last edited by Vacrix; 07-03-2012 at 04:56 PM. Reason: cut out what was already said
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  9. #5909
    Stomping blue decks with "dead" decks, as usual.
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    Re: [Deck] Merfolk

    Quote Originally Posted by DragoFireheart View Post
    You would think that trying to add the best blue card to Merfolk would be a good move... but that isn't quite the case.

    Why is that? Is ti because Merfolk is already redundant enough? Lack of room? Cantripping with a merfolk body > God cantrip but no body? Don't want to run non-basics beyond wasteland and mutavault since the mana base can't support it and/or we want to guarantee basic land drops and not be open to opposing Stifles and such?
    Brainstorm is the best blue card, we know.

    But just test it with that shitty Time Walk miracle and Snapcasters. You'll lose 90% of your matches.
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  10. #5910
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    Re: [Deck] Merfolk

    Funny thing yesterday. I was playing a Modern Merfolk deck against a legacy maverick deck.

    I was winning and beating him at least 70% of the time. The only times I've lost was due to not drawing lands and not getting the removal that I need to kill him. A jitte was also one of the reasons I lost to maverick.

    For all its worth, I'll post the list to see what can be done against maverick. Spreading seas was god against him.


    This is how my list looked.

    25 creatures
    4 LOA
    4 Master of the Pearl
    4 silvergill
    4 curse catcher
    3 merrow reejerey
    2 phantasmal image
    4 coralhelm commander

    spells
    4 vials
    3 deprive
    2 spell pierce
    2 psionic blast
    4 spreading seas

    20 lands
    4 mutavauts
    20 islands

    sideboard
    3 dismember
    4 negate
    2 threads of disloyalty
    3 hurkyl's recall
    1 psionic blast
    2 grafdigger's cage

    i boarded 3 dismembers, 2 threads and 1 psionic blast. out 3 deprive, 2 spell pierce, and 1 cursecatcher.

    It was surprising. i still won game one against him. Deprive was big when he tried to kill my lords.

    I was able to swarm and swarm with lords. That was a key in all victories.

  11. #5911
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    Re: [Deck] Merfolk

    Why would you run the strictly worse Deprive over Counterspell?

  12. #5912
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    Re: [Deck] Merfolk

    Quote Originally Posted by Barook View Post
    Why would you run the strictly worse Deprive over Counterspell?
    Quote Originally Posted by Avatar of Shadow View Post
    I was playing a Modern Merfolk deck
    Maybe thats the reason.
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  13. #5913
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    Re: [Deck] Merfolk

    Sorry I cannot believe you played a skilled Maverick-pilot. Modern Merfolk will never stomp Maverick with 90%. Never ever. Please do a Legacy vs Legacy and skill vs skill test and report back to us, because this simply sounds like...yeah whatever.

    As I am thinking of coming back to fish because of the 8 Lord of Atlantis...what's the manabase we all can agree on? We need like 14 Islands to support UU, I wouldn't touch the playset of Wastelands making it 2 slots to go. 2 Mutavault? 2 Cavern of Souls? Is it just a metagame-preference or did some1 do serious testing considering the manabase?

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  14. #5914
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    Re: [Deck] Merfolk

    Quote Originally Posted by Philipp802 View Post
    Sorry I cannot believe you played a skilled Maverick-pilot. Modern Merfolk will never stomp Maverick with 90%. Never ever. Please do a Legacy vs Legacy and skill vs skill test and report back to us, because this simply sounds like...yeah whatever.

    As I am thinking of coming back to fish because of the 8 Lord of Atlantis...what's the manabase we all can agree on? We need like 14 Islands to support UU, I wouldn't touch the playset of Wastelands making it 2 slots to go. 2 Mutavault? 2 Cavern of Souls? Is it just a metagame-preference or did some1 do serious testing considering the manabase?

    Greetings
    Take it for what its worth. The guy played maverick for a year now, since zoo dropped out of DTB.

    I was surprised at the results too. The island walking and swarming really did a number on him.

  15. #5915

    Re: [Deck] Merfolk

    Read about the last 10 pages, starting to get back into the Merfolk discussion after the new lord spoiler.

    @AoS - Traditionally not a great match up, especially a stock list vs stock list. However, there is always room for variance. I wouldn't put too much weight on those results unless you made some sweet tech change that would put you ahead of the already thousands of games other people have tested.

    @Philipp - I think that's a bit meta game dependent but if I'm running Vials in the main then those two lands are going to be Mutavaults.

  16. #5916
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    Re: [Deck] Merfolk

    I love reading salvation. Its a joke every time someone posts. Check this one out.

    "The Reejereys should be cut. They're a 3CMC lord and their ability, though theoretically extremely useful, is gimmicky in practice and (though not rarely) uncommonly relevant. I feel people keep them in since they're "smart" or "an interesting mode of interacting" when really they're an overcosted Lord that's taking up somehwere between 3 and 4 slots in lists that would be better off running them as some form of removal, and that's not even optimal."

  17. #5917

    Re: [Deck] Merfolk

    Quote Originally Posted by Avatar of Shadow View Post
    I love reading salvation. Its a joke every time someone posts. Check this one out.

    "The Reejereys should be cut. They're a 3CMC lord and their ability, though theoretically extremely useful, is gimmicky in practice and (though not rarely) uncommonly relevant. I feel people keep them in since they're "smart" or "an interesting mode of interacting" when really they're an overcosted Lord that's taking up somehwere between 3 and 4 slots in lists that would be better off running them as some form of removal, and that's not even optimal."
    You call that post a joke, yet you do nothing to refute anything that is being said. I don't think it's crazy to talk about cutting Reejereys. With Master of the Pearl Trident, Reejerey may no long be necessary. Merfolk can get a lot faster and potentially better if you cut all your three-drops and just run one and two drop merfolk. It is a huge advantage to leave your Aether Vials on two. Is it really worth running Reejerey anymore? I'm not so sure. However, instead of arrogantly criticizing those that advocate cutting Reejerey, you should seriously test a Merfolk deck without them yourself. You might be pleasantly surprised at how much more efficiently the deck runs when you reduce the top of your mana curve from three to two. I think that Merfolk players should have an honest discussion of whether or not Reejerey makes the cut and should test the deck both ways.
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  18. #5918
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    Re: [Deck] Merfolk

    Quote Originally Posted by Justin View Post
    You call that post a joke, yet you do nothing to refute anything that is being said. I don't think it's crazy to talk about cutting Reejereys. With Master of the Pearl Trident, Reejerey may no long be necessary. Merfolk can get a lot faster and potentially better if you cut all your three-drops and just run one and two drop merfolk. It is a huge advantage to leave your Aether Vials on two. Is it really worth running Reejerey anymore? I'm not so sure. However, instead of arrogantly criticizing those that advocate cutting Reejerey, you should seriously test a Merfolk deck without them yourself. You might be pleasantly surprised at how much more efficiently the deck runs when you reduce the top of your mana curve from three to two. I think that Merfolk players should have an honest discussion of whether or not Reejerey makes the cut and should test the deck both ways.
    been there, done that. read 3 pages back.

  19. #5919
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    Re: [Deck] Merfolk

    I think the optimal Merfolk-List is along these lines:


    14 Island
    4 Wasteland
    2 Mutavault

    4 Cursecatcher
    4 Aether Vial

    8 Lord of Atlantis
    4 Phantasmal Image
    4 Silvergill Adept
    4 Coralhelm-Commander

    2 Merrow Reejerey

    4 Force of Will
    4 Daze
    2 Dismember / Spell Pierce

    The only changes are the 2 flex. slots down there and maybe +1 Reejerey -1 Image but having 12 Lord of Atlantis sounds pretty perfect doesn't it?

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  20. #5920
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    Re: [Deck] Merfolk

    Quote Originally Posted by Philipp802 View Post
    I think the optimal Merfolk-List is along these lines:


    14 Island
    4 Wasteland
    2 Mutavault

    4 Cursecatcher
    4 Aether Vial

    8 Lord of Atlantis
    4 Phantasmal Image
    4 Silvergill Adept
    4 Coralhelm-Commander

    2 Merrow Reejerey

    4 Force of Will
    4 Daze
    2 Dismember / Spell Pierce

    The only changes are the 2 flex. slots down there and maybe +1 Reejerey -1 Image but having 12 Lord of Atlantis sounds pretty perfect doesn't it?

    Greetings
    I think 2 image, 3 rejeerey is the optimal list. 3 rejeerey will not clog your opening hand and you can cast the rejeerey so you don't have to click the vial to 3

    With 2 images, it gives you 3 flex slots.

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