Is it wise to play only 2 coralhelm commanders. I've seen lists that don't run any.
Coralhelm Commander is a creature that shines in some matchups, but is too slow in others. I can see why people get frustrated with it, but I think that it's best to run four. Commander is the only playable Merfolk that can deal with Delver (which is one of the most played creatures in the format). Merfolk doesn't run much in the way of removal, so it's nice to have Commander if they resolve a Delver turn one on the play and flip it early. Commander is also outstanding in games that go long because they give you something to do with your extra mana. Commander is usually pretty good against Maverick, as it flies over their army. They will need to find a Scryb Ranger or Maze of Ith to deal with it, but Merfolk can use countermagic and Wasteland, respectively to keep that from happening. Right now, I think Commander is generally pretty good against the most commonly played decks in the format.
I see more than others do because I know where to look.
I also like the Coralhelm Commander; but I am running 3 MB with the 4th in the SB. It is generally a good enough creature in the deck; but I also see it as a slower creature overall so the use of 0-4 is meta dependant. For larger events I would say that 3 is probably the right number as you need enough to deal with the Delver's of the Meta, and to fly over Maverick, etc - as mentioned above.
I don't see it as a 4-off unless your meta is saturated with the type of stuff mentioned above. And i most certainly don't see it as a 0-off unless your facing 50% or more Combo and then you want as much control as you can pack.
Merfolk are not running well in my area though, as too many players really are prepared for it, so mine are taking another break after only having a short revival.
After seeing some UW Delver stomping in the last Standard season, I've decided to bring a really tempoish play from that beastly deck. Some people argue that Merfolk is a tempo deck, but it's a swarm aggro at its heart. Every lord you put out is very valuable, and every turn is valuable. So why not play some "delay" effects?
The list:
4 Wasteland
4 Mutavault
12 Island
4 Master of the Pearl Trident
4 Lord of Atlantis
4 Merrow Rejeerey
4 Cursecatcher
4 Silvergill Adept
3 Coralhelm Commander
2 Merfolk Sovereign
4 Force of Will
4 AEther Vial
3 Daze
4 VAPOR SNAG
SB: 3 Submerge
SB: 3 Aquatect's Will
SB: 3 Spell Pierce
SB: 2 Echoing Truth
SB: 2 Surgical Extractio
SB: 2 Relic of Progenitus
Yes, my friends! The beloved 0.25 cents card that wrecked many, many decks in Standard. Vapor Snag is pretty much everything Merfolk wants. It resets a full turn from Maverick and RUG and push damage, which gives us time to drop another Lord and develop. Or you can just use it to put blockers away, and push damage when you can't Islandwalk. Not to mention this is awesome against Griselbrand and Batterskull germ.
I'm not trolling folks, give this card a serious test and it won't let you down. It's a really nice pseudo-removal that keeps up the tempo flowing. GOOD STUFF.
Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return
So why not play Echoing Truth for more targets? It's just 1 mana...
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.
I'm thinking of building this deck but I need some advice building it for a meta with a lot of "random aggro" like Affinity and various tribal decks, as well as a decent number of "cheat a fattie into play" decks like Sneak/Show and NO/x. I'm thinking of putting two or three Jitte in the main, and dropping the Corralhelms for Phantasmal Images. My thinking is that Jitte will help with the aggro, and Images help with the legends while at the same time dropping Coralhelms means I have mana to spare to equip the Jitte. Is this line of thought sound or am I missing something?
MErfolk is ok vs random Aggro; but I would not recommend cutting the Coralhelm Commander completely for Images.
I woulod run about 2-3 Coralhelm's with the rest of the set available in the Side. This card gets around a lot of Aggro due to it's flying factor, and I actually see it as helping in many Aggro matchups.
Jitte is huge, and if your meta has a lot of aggro then running a pair of them maindeck is not a bad idea. It might be tough to establish at times; but again things like the C-Commander can get you past the ground blockers (pro-rated from Mother of Runes, etc) and then the Jitte will wreck some decks outright.
Goblins can be a tough match-up for Merfolk and so can Elves; but the more you play vs them the better you learn how to beat them. Don't let the Elves establish into their combo insanity or your dead meat; but that is pretty well th story vs them regardless of the deck your using against them.
Affinity is a non-issue, run some GY hate such as Hurkyl's Recall and pone them outright.
@Vapor Snag this is not a new card, it has seen plenty of Modern play and the big reason that a lot of Legacy decks (merfolk) are not running it is probably because there are times with Blue cards are useless (goblin piledriver, etc) thus the reason a lot of Merfolk have taken to running 2-ish of Dismember and the aforementioned Jitte. I am not putting Vapor Snag down, as I love it; but I am not going out of my way to use Vapor Snag at this time.
PS -- Aquatect's Will in the Side is also not so new; but Spreading Seas will also let you put them off a colour at times, and you will always draw a card off of it. You will not need Islandwalk that early on, so establishing 2 mana should not be an issue, and the replacement card can often be the pump the lord that allows you to have enough umph to finish in one assault.
The decks doing well in SCG pretty consistently pack Standstills, though recent (post-Master) forum posts I've read seem down on the Standstill plan. Is it just too slow and inconsistent despite Vials, Mutavaults, and Dismembers?
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.
I have been working on Merfolk for GP Denver at the beginning of 2013. I do not know what to think about the deck as a whole. I really do think it is the best deck in the format, but I think it has to become more of a control deck than an aggro deck. I feel that it is nearly necessary to remove Coralhelm Commander and Merfolk Sovereign to compete. I feel that you need to be able to control OmniTell/ Sneak and Show. I haven't had any real trouble with any other deck thus far in playing in the local metagame. I have tinkered with the deck, and I feel that removing Standstill is a critical mistake, but I am willing to listen to arguements to the contrary. I am currently playing two main deck copies of both Cunning Wish and Venser, Shaper Savant. I feel that those cards give you reach against the entire Legacy field. Please give me feedback, I will be posting my decklist in a while.
Here is the list I am currently playing...
4 Mutavault
3 Wasteland
12 Island
4 Aether Vial
3 Standstill
2 Cunning Wish
4 Force of Will
4 Daze
3 Spell Pierce
1 Counterspell
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Cursecatcher
2 Merrow Reejerey
2 Venser, Shaper Savant
SIDE BOARD
2 Mindbreak Trap
2 Envelop
2 Hydroblast
2 Submerge
1 Hibernation
1 Chain of Vapor
1 Hurkyl's Recall
1 Ravenous Trap
1 Tormod's Crypt
1 Flusterstorm
1 Echoing Truth
I am considering removing the Flusterstorm from the deck, I just do not want to run the risk of having a Mindbreak Trap getting countered out of ANT, so I at least want the option available. Please share your thoughts.
Your decklist is all over the place. with 19 lands and a sideboard with a bunch of 1 ofs with no search engine.
No one plays ANT. If you need to beat ANT, you use cursecatchers, FOW, Dazes while putting a clock.
Also, why would you take out the only card that can beat moat from this deck?
Agree! And what about Vendilion Clique here! Looks pretty sweet with our counter walll...
hi guys,
from 1 month i started to play merfolk ur(i take idea about red for bolt from modern )
i think is great , because bolt helps us against many bad creatures (lavamancer, mother,delver,master in mirror,ranger etc )
other merfolk s players have tried to play bolt in this deck?
i think merfolk need help of other colour, because only blu is really hard against maverick, goblin and aggro
Guys I need some help, please. I started playing Legacy about one month ago. I had read lotīs of primers, watched videos and so on. But my first two tournaments were awe full. First I was going 2:4 and yesterday 2:3. I donīt know is it the deck or missing experience?
Let me show you my deck:
12 Island
4 Wasteland
4 Mishras Factory (I donīt get any mutavaults atm)
4 Lord of Atlantis
4 Master of the Pearl trident
4 Coral helm Commander
4 Cursecatcher
4 Silvergill Adept
4 Merrow Reejerey
4 Aether Vial
4 Force of Will
3 Daze
3 Spellpierce
2 Dissmember
Sideboard
2 Kira
2 Image
3 Submerge
3 Tormod's Crypt
3 Hydroblast
2 Jitte
I know my Sideboard is very random but Iīve no idea what Meta Iīll see so I just throw some stuff in.
For sure I make some missplays like donīt counter the keycards and so one.
But is there anything wrong with my deck?
And could you tell me what cards for sideboard are good and against what?
Wow, Merfolk back in the DTB huh? It sure has been a while. I guess it makes sense though... Master of the Pearl Trident means you can pretty much ignore Batterskull against blue decks now, Maverick is getting played less because of UW Miracles, and Merfolk typically preys on Counterbalance decks. No Zoo right now is also a good thing for Merfolk.
Is there a standard list for Merfolk right now, or is each one that makes Top 8 significantly different from the others? I guess even more specifically, has Standstill become a staple card again?
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