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Thread: [Deck] Merfolk

  1. #6301

    Re: [Deck] Merfolk

    Quote Originally Posted by Tokugawa View Post
    Wake up!Merfolks are not slivers. Could you also ask wotc for merfolks who bring “destory artifact or enchantment etb”and“t to add 1 mana of any color” to all merfolks?
    Ugh I was just wishing for that. Obv WOTC wont do that because that would make Merfolk archetype a way overpowered.

  2. #6302
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    Re: [Deck] Merfolk

    I am glad that it stays tapped until untap step even if they have Bolt in the middle of combat. Good card.

  3. #6303

    Re: [Deck] Merfolk

    I don't think this card is broad enough to see maindeck play, but it is definitely competing for space with Sower and Submerge.

  4. #6304
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    Re: [Deck] Merfolk

    While interesting the new merfolk doesn't solve merfolk major problems: stoneforge-> batterskull and, only recently, punishing fire.

    I remeber I played this deck a lot back when batterskull wasn't so widely spread and stopped playing merfolk when stoneblade became dominant. Still I miss my blue critters :(

  5. #6305
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    Re: [Deck] Merfolk

    It would be better if the best creatures actually were green and red.
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  6. #6306
    In response: Snapcaster Mage
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    Re: [Deck] Merfolk

    Hmmm... if deathblade continues to be a thing then you have jund, bug variants and esper running deathrite shaman with jund and bug also providing other targets. That plus other random green/red decks are a significant portion of the meta. I am no expert on merfolk, but maybe if you want to have a greater focus on manadial it would be a possible 2-3 maindeck card instead of some of the weaker lords?

    However I think it would need a lot more for Merfolk to become DTB again.
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  7. #6307
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    Re: [Deck] Merfolk

    I don't really care if merfolk needs more stuff to be competitive, I am masochistic, I play merfolk in legacy and Dark Souls Prepare to Die edition (the game said it was on for 222 hours and I am not close to finish ).

  8. #6308
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    Re: [Deck] Merfolk

    I think the new card is incredible, and deserves maindeck slots. I've been hashing it out with people who say I'm wrong.... but they don't see the upside!

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    2 Coralhelm Commander
    2 Tidebinder Mage
    2 Phantasmal Image

    4 Force of Will
    4 Daze
    2 Spell Pierce
    2 Dismember
    2 Umezawa's Jitte
    4 Aether Vial

    12 Island
    4 Wasteland
    4 Mutavault


    Dude is sick imo

  9. #6309
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    Re: [Deck] Merfolk

    Quote Originally Posted by troopatroop View Post
    I think the new card is incredible, and deserves maindeck slots. I've been hashing it out with people who say I'm wrong.... but they don't see the upside!

    4 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    2 Coralhelm Commander
    2 Tidebinder Mage
    2 Phantasmal Image

    4 Force of Will
    4 Daze
    2 Spell Pierce
    2 Dismember
    2 Umezawa's Jitte
    4 Aether Vial

    12 Island
    4 Wasteland
    4 Mutavault


    Dude is sick imo
    No Merrow Reejerey? It helps in most of our worst matchups. I understand the attractiveness of leaving vial @2 for all of your creatures, but the merrow is one of the best lords, clearly better than coralhelm.

    Also Jitte will be considerably worst with the new legend rule because most of the time it's purpose was to destroy opposing ones. An active jitte is nice but casting and equipping costs a total of 4 mana that is lot in a tempo deck, especially if you are running only 20 lands (remember that wastelands are principally LD and mutavault are critters that requires mana to activate).

    I would do the following changes to your list:
    -2 jitte, -2 phantasmal image, -2 coralhelm
    +4 Merrow Reejerey, +1 Tidebinder Mage, +1 island

    This deck is all about consistency and if you want to test Tidebinder Mage I advise you to play at least 3 for starters.

  10. #6310

    Re: [Deck] Merfolk

    this is mono U slivers are 3 colors at least. that's way they have Crystalline and Gemhide (and Wing too)

    btw, what do you need flying for? you already have Islandwalk..

  11. #6311
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    Re: [Deck] Merfolk

    Quote Originally Posted by Poron View Post
    btw, what do you need flying for? you already have Islandwalk..
    Beating Moat; also useful against decks like Maverick that lack Island.
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  12. #6312
    Learning Blue cards
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    Re: [Deck] Merfolk

    Who play moat today?
    I hear they got twisters miles wide in the Midwest.

  13. #6313

    Re: [Deck] Merfolk

    I'm certain that a couple of copies, at least, of the Tidebinder Mage will make it into my sideboard.

  14. #6314
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    Re: [Deck] Merfolk

    Quote Originally Posted by Tokugawa View Post
    Who play Maverick today?
    Fixed.

  15. #6315

    Re: [Deck] Merfolk

    Quote Originally Posted by Finn View Post
    It would be better if the best creatures actually were green and red.
    They're not?

    Stoneforge Mystic and Dark Confidant are the two best creatures in the game, but after that, it's green (and some red) as far as the eye can see, imho. Snapcaster Mage is a very good card but it's not a "creature" in as much as the body is important as it is an instant speed Regrowth that just happens to have a body attached to it, so we can eliminate it from the Merfolk "tap down" discussion because the body is not as important as the ETB effect.

    And I think in terms of threats to Merfolk's game plan, red and green pose the greatest threat. Confidant will often just help kill the opponent himself, and Mystic is a bit slow to fight Merfolk's plan (although obviously, it is still very good vs any kind of aggro).

  16. #6316

    Re: [Deck] Merfolk

    Quote Originally Posted by kingtk3 View Post
    No Merrow Reejerey? It helps in most of our worst matchups. I understand the attractiveness of leaving vial @2 for all of your creatures, but the merrow is one of the best lords, clearly better than coralhelm.

    Also Jitte will be considerably worst with the new legend rule because most of the time it's purpose was to destroy opposing ones. An active jitte is nice but casting and equipping costs a total of 4 mana that is lot in a tempo deck, especially if you are running only 20 lands (remember that wastelands are principally LD and mutavault are critters that requires mana to activate).

    I would do the following changes to your list:
    -2 jitte, -2 phantasmal image, -2 coralhelm
    +4 Merrow Reejerey, +1 Tidebinder Mage, +1 island

    This deck is all about consistency and if you want to test Tidebinder Mage I advise you to play at least 3 for starters.
    Ok, I know I'm in the minority here...but I agree with the cut of Merrow Reejerey. I've always hated him because he defeats the purpose of vial. I really don't want to cast my creatures. I like flashing them in for free with vial and doing other things with my mana like leveling up or using mutavaults to attack.

    I also like Jitte still because it helps with the one match up I have the hardest time with...Goblins. Just saying...

  17. #6317
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    Re: [Deck] Merfolk

    Quote Originally Posted by Bahamut056 View Post
    Ok, I know I'm in the minority here...but I agree with the cut of Merrow Reejerey. I've always hated him because he defeats the purpose of vial. I really don't want to cast my creatures. I like flashing them in for free with vial and doing other things with my mana like leveling up or using mutavaults to attack.

    I also like Jitte still because it helps with the one match up I have the hardest time with...Goblins. Just saying...
    The problem is that you don't always start with vial, and even if you did with all the Abrupt Decays flying around is not guaranteed that it will live enough.

    With vial in play Reejerey looses some punch (although it's always possible to cast a merfolk if you need the trigger), but without vial it actually gives you the mana you need for activate mutavault/equip/level while apllying pressure, because you can cast a merfolk and untap a land: it's like a mini-vial that can also remove blockers.

    Without vial in play Reejerey is probably your best lord in the deck.

  18. #6318

    Re: [Deck] Merfolk

    Hey all, long time lurker, first time poster,

    Is the best list using Jitte or not at the moment? As I can see it was mainly for legend ruling opposing, but now maybe a list like this is ok?

    2 Cursecatcher
    4 Master
    4 Lord
    4 Silver gill
    2 Coralhelm
    4 Merrow
    2 Tidebinder
    2 Phantasmal

    4 Aether Vial
    3 Standstill
    3 Daze
    4 Force
    2 Spell Pierce

    12 Island
    4 Wasteland
    4 Mutavault

    May be taking a list similar to this o the BoM in november

  19. #6319

    Re: [Deck] Merfolk

    I love Jitte in the board.
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  20. #6320

    Re: [Deck] Merfolk

    Quote Originally Posted by JPoJohnson View Post
    I love Jitte in the board.
    That's helpfully constructive

    I love JTMS too, please explain why the 4 mana into Jitte is useful when that could be 2 lords?

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