Page 322 of 400 FirstFirst ... 222272312318319320321322323324325326332372 ... LastLast
Results 6,421 to 6,440 of 7999

Thread: [Deck] Merfolk

  1. #6421
    Trop -> Nacatl Pass
    troopatroop's Avatar
    Join Date

    Dec 2003
    Location

    Norwich, Connecticut
    Posts

    2,070

  2. #6422
    Member
    SupREME-10's Avatar
    Join Date

    Nov 2011
    Location

    Canada
    Posts

    180

    Re: [Deck] Merfolk

    I still think that Merrow Reejerey is too powerful to be left out of the deck and don't understand why I keep seeing list without him in there.

    I know that I am old school Mono-U but I don't see how losing him and splashing into W-B are going to improve the deck in any meta of any real size.

    Cheers and here is what I am using.


    Deck List

    4 x Cursecatcher
    4 x Lord of Atlantis
    4 x Master of the Pearl Trident
    4 x Merrow Reejerey
    3 x Phantasmal Image
    4 x Silvergill Adept

    4 x AEther Vial
    3 x Daze
    1 x Echoing Truth
    4 x Force of Will
    2 x Spell Pierce
    3 x Standstill

    1 x Cavern of Souls
    12 x Island
    4 x Mutavault
    4 x Wasteland

    Sideboard
    2 x Umezawa's Jitte
    3 x Surgical Extraction
    2 x Back to Basics
    2 x Kira, Great Glass-Spinner
    2 x Spell Snare
    2 x Submerge
    2 x Tidebinder Mage

    And I know it's 61 cards but please don't go off on that part as I have a personal reason for that (and you can just ignore a land if it bothers you that much).
    Cheers

    And if you enjoy other Magic The Gathering sites try out www.mtgfanatic.com

  3. #6423
    Stomping blue decks with "dead" decks, as usual.
    Vandalize's Avatar
    Join Date

    Sep 2010
    Posts

    314

    Re: [Deck] Merfolk

    Quote Originally Posted by troopatroop View Post
    I think you might want less Tundras and more fetches. It opens yourself to Stifle, but decreases Wasteland (which is FAR more common) effectiveness. Moreover, you only have few cards that requires white mana, so 4 Tundra is pretty much not needed.

    Also, if you're playing white, why not play the best GY hate? Rest in Peace is really disruptive and hard to deal with, and can deal with Tarmogoyfs, Knights and Shamans.

    I'd build something like this:

    Lands [20]
    4 Wasteland
    4 Mutavault
    2 Tundra
    4 Island
    2 Scalding Tarn
    2 Flooded Strand
    2 Polluted Delta

    Creatures [21]
    4 Cursecatcher
    4 Master of the Pearl Trident
    4 Lord of Atlantis
    4 Silvergill Adept
    3 Phantasmal Image/Coralhelm Commander
    2 Tidebinder Mage

    Spells [19]
    4 Force of Will
    4 Daze
    4 AEther Vial
    4 Swords to Plowshares
    3 Standstill

    Sideboard [15]
    3 Swan Song/Spell Pierce
    3 Rest in Peace
    1 Surgical Extraction
    2 Submerge
    2 Tidebinder Mage
    2 Absolute Law
    2 Umezawa's Jitte/Disenchant
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  4. #6424

    Re: [Deck] Merfolk

    After a GPT I went to this last Saturday (Won with TES), we ended up having a casual tournament for fun with various decks and I ended up winning with Mono-U Merfolk. Played against Goblins, Planeswalker Control, Miracles, Esper Stoneblade and TES. Due to a huge misplay on the Goblins', I ended up going 5-0 and having a lot of fun.

    I personally still think that Mono-U is the way to go. I run 2 Dismembers in main and I absolutely love them. Sure there are a small handful of matchups where it's lackluster, but it really improves our bad matchups and was one of the reasons I beat Gobbos G2.
    “There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle".
    - Albert Einstein

  5. #6425
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    Quote Originally Posted by JPoJohnson View Post
    After a GPT I went to this last Saturday (Won with TES), we ended up having a casual tournament for fun with various decks and I ended up winning with Mono-U Merfolk. Played against Goblins, Planeswalker Control, Miracles, Esper Stoneblade and TES. Due to a huge misplay on the Goblins', I ended up going 5-0 and having a lot of fun.

    I personally still think that Mono-U is the way to go. I run 2 Dismembers in main and I absolutely love them. Sure there are a small handful of matchups where it's lackluster, but it really improves our bad matchups and was one of the reasons I beat Gobbos G2.
    Do you have a jitte in the MD or SB?

  6. #6426

    Re: [Deck] Merfolk

    I have it in the side.

    Edit: I'll post a decklist once I get home.
    “There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle".
    - Albert Einstein

  7. #6427

    Re: [Deck] Merfolk

    Has anyone tested Swan Song yet? I havent had time to. My initial feeling is that Spell Pierce still hits artifacts and Planeswalkers. Flusterstorm doesn't but helps more in counter wars. Swan Song doesn't either, but is a hard counter, which has some value. The 2/2 bird may not matter only as a chump vs a board of Merfolk lords, but that is like lifegain from the spell to consider. Also a 2/2 goes a little further in Legacy than other formats.

  8. #6428

    Re: [Deck] Merfolk



    DTB we are coming back, i think this can replace Merrow Reejerey that some lists started to cut already, or anyway it's another wonderful merfolk for the aggro version (without standstill).

  9. #6429

    Re: [Deck] Merfolk

    Quote Originally Posted by Barsoom View Post


    DTB we are coming back, i think this can replace Merrow Reejerey that some lists started to cut already, or anyway it's another wonderful merfolk for the aggro version (without standstill).
    Link or translation?

    Okay, found it:

    As Identity Nemesis enters the battlefield, choose a player.

    Identity Nemesis has protection from that player. (This creature cannot be blocked, targeted, damaged or enchanted by a source controlled by that player.)

    Good one.

  10. #6430

    Re: [Deck] Merfolk

    This works really well with Phantasmal Image. I like this card.

  11. #6431
    Learning Blue cards
    Tokugawa's Avatar
    Join Date

    Nov 2012
    Location

    Beijing,China
    Posts

    319

    Re: [Deck] Merfolk

    Quote Originally Posted by Achamian View Post
    Link or translation?

    Okay, found it:

    As Identity Nemesis enters the battlefield, choose a player.

    Identity Nemesis has protection from that player. (This creature cannot be blocked, targeted, damaged or enchanted by a source controlled by that player.)

    Good one.
    Does it reads as "Mini-Progenitus"? He is extremely hard to die!
    I hear they got twisters miles wide in the Midwest.

  12. #6432
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [Deck] Merfolk

    Man I love playing standstill, but now that I see this guy I may need to cut them to go the aggro route. He seems so good! Cutting standstill really hits our CA though. How do you guys make up the CA without standstill?

  13. #6433
    We are lost. We can never go home.
    Einherjer's Avatar
    Join Date

    May 2011
    Location

    Noricum
    Posts

    1,475

    Re: [Deck] Merfolk

    Quote Originally Posted by Tru3z3rox View Post
    Man I love playing standstill, but now that I see this guy I may need to cut them to go the aggro route. He seems so good! Cutting standstill really hits our CA though. How do you guys make up the CA without standstill?
    Smash face?
    My articles here, here, here and here | My current list | Follow me on Twitter | Questions I answered.

  14. #6434
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [Deck] Merfolk

    What do you smash face with after having 1-2 of your guys removed from the game and force of willing once? I find myself with very few cards in hand.

    As amazing as this guy is I don't see myself running a set. I'll probably run about 3 just because he is still not a lord and costs 3.

  15. #6435
    Thinking about Magic...
    kingtk3's Avatar
    Join Date

    Jan 2011
    Location

    Italy
    Posts

    591

    Re: [Deck] Merfolk

    Quote Originally Posted by Einherjer View Post
    Smash face?
    +1

    I played merfolk for years with some good results and standstill was never in my main except for when the meta demanded for it. Playing standstill often extends the game and merfolk is bad in mid and late game.

    On the other hand I always wished for an intargettable merfolk lord (likewise crystalline sliver): this one isn't a lord but it makes up for it with some incredible features, beign able to block anything without trample for days and, most of all, beign himself unblockable even without islands on opponent's side!

    I guess that swan song will be played over flusterstorm too, since the only things that kill this one are terminus, deed and engineered plague.
    Ignorance is strength

  16. #6436
    Trop -> Nacatl Pass
    troopatroop's Avatar
    Join Date

    Dec 2003
    Location

    Norwich, Connecticut
    Posts

    2,070

    Re: [Deck] Merfolk



    4 Wasteland
    4 Mutavault
    11 Island
    2 Cavern of Souls

    4 Aether Vial
    2 Dismember
    4 Force of Will
    2 Spell Pierce
    3 Daze

    3 Cursecatcher
    4 Silvergill Adept
    4 Phantasmal Image
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Identity Nemesis
    1 Merrow Reejerey



    Mono Blue DTB... Can we make it back? Love the new 3 drop, it's just retarded. Protection from Player, LOLGTFO basically...

    I only like 1 Reejerey, and it's really only for the line with "IN". Tick Vial to 3, Vial Reejerey. Play an Identity Nemesis through Cavern, Untap Aether Vial, Vial in another Nemesis. Now you have uncounterable GG Blocks and lethal in 2 turns.

    This deck is so sexy right now! xD
    Last edited by troopatroop; 10-17-2013 at 06:54 AM.

  17. #6437

    Re: [Deck] Merfolk

    I feel like 4 Identity Nemesis is almost certainly correct. At least 3 Phantasmal Image to go along with that. Copying Nemesis gets rid of Image's drawback. I did some testing with this list and Nemesis is quite strong. Blocks Goyf all day. Kills Planeswalkers. Merfolk is going to make a comeback.

    3 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Identity Nemesis
    2 Merrow Reejerey
    3 Phantasmal Image

    4 Aether Vial
    4 Force of Will
    3 Daze
    2 Spell Pierce
    2 Dismember

    4 Mutavault
    4 Wasteland
    2 Cavern of Souls
    11 Island

  18. #6438
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    Quote Originally Posted by supachai View Post
    I feel like 4 Identity Nemesis is almost certainly correct. At least 3 Phantasmal Image to go along with that. Copying Nemesis gets rid of Image's drawback. I did some testing with this list and Nemesis is quite strong. Blocks Goyf all day. Kills Planeswalkers. Merfolk is going to make a comeback.

    3 Cursecatcher
    4 Silvergill Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Identity Nemesis
    2 Merrow Reejerey
    3 Phantasmal Image

    4 Aether Vial
    4 Force of Will
    3 Daze
    2 Spell Pierce
    2 Dismember

    4 Mutavault
    4 Wasteland
    2 Cavern of Souls
    11 Island
    why do you even need dismembers anymore? dismember was a way to deal with problematic creatures. now with identity, you dont' have any problematic creatures because you can chump all day all night.

    I think you are just throwing cards in this merfolk deck without fully understanding how to play it.

    I'm guessing the same for the majority who just automatically wants to dismiss reejery for identity.

    If anything, Identity fits in the standstill slot because right now its a aggro heavy meta. No point of having standstill at this point when merfolk can still deal with combo at this point without sacrificing much. In fact, standstill comes out 75% of the time post board.

    What this identity really needs are jittes in the MD to support the combat damage. You also want reejery as well since you can swing in, bring something in and untap with identity for an additional blocker.

  19. #6439

    Re: [Deck] Merfolk

    Quote Originally Posted by KobeBryan View Post
    why do you even need dismembers anymore? dismember was a way to deal with problematic creatures. now with identity, you dont' have any problematic creatures because you can chump all day all night.

    I think you are just throwing cards in this merfolk deck without fully understanding how to play it.

    I'm guessing the same for the majority who just automatically wants to dismiss reejery for identity.

    If anything, Identity fits in the standstill slot because right now its a aggro heavy meta. No point of having standstill at this point when merfolk can still deal with combo at this point without sacrificing much. In fact, standstill comes out 75% of the time post board.

    What this identity really needs are jittes in the MD to support the combat damage. You also want reejery as well since you can swing in, bring something in and untap with identity for an additional blocker.
    agreed 100 percent, couldnt have said it better

  20. #6440

    Re: [Deck] Merfolk

    Quote Originally Posted by KobeBryan View Post
    why do you even need dismembers anymore? dismember was a way to deal with problematic creatures. now with identity, you dont' have any problematic creatures because you can chump all day all night.

    I think you are just throwing cards in this merfolk deck without fully understanding how to play it.

    I'm guessing the same for the majority who just automatically wants to dismiss reejery for identity.

    If anything, Identity fits in the standstill slot because right now its a aggro heavy meta. No point of having standstill at this point when merfolk can still deal with combo at this point without sacrificing much. In fact, standstill comes out 75% of the time post board.

    What this identity really needs are jittes in the MD to support the combat damage. You also want reejery as well since you can swing in, bring something in and untap with identity for an additional blocker.
    Yeah, I don't play Merfolk at all. I just want to see what people were saying about the new fish. Your arguments make sense; dismembers aren't needed and I like the sound of Reejery giving pseudo vigilance and Jitte to pair up with Nemesis. How would your list look if you wanted to fit all that in?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)