Page 323 of 400 FirstFirst ... 223273313319320321322323324325326327333373 ... LastLast
Results 6,441 to 6,460 of 7999

Thread: [Deck] Merfolk

  1. #6441
    Member

    Join Date

    Jun 2013
    Location

    Indiana
    Posts

    53

    Re: [Deck] Merfolk

    im throwing in the devotion land because with reejery it can get obserd, also chalice of the void to make mental misstep effects

  2. #6442
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    Quote Originally Posted by KevinSrednoselac View Post
    im throwing in the devotion land because with reejery it can get obserd, also chalice of the void to make mental misstep effects
    go ahead. i'm sure you want 9 colorless sources with 25 UU cards.

  3. #6443
    Member
    Valtrix's Avatar
    Join Date

    May 2008
    Location

    Milwaukee, WI
    Posts

    1,118

    Re: [Deck] Merfolk

    Why do you want the devotion land when it only can generate extra mana when you have three lands in play already. You curve out at three; no reason to need to generate more at the cost of less color consistency. Hard casting force more easily is not a reason.
    Playing Punishing Regular Miracles.

    Contribute to the community Miracles Primer.

  4. #6444
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    lands
    20 lands

    creatures 22
    4 cursecatcher
    4 lord of atlantis
    4 masters of the pearl trident
    4 silvergill adept
    3 merrow reejerey
    3 phantasmal image

    artifacts 4
    4 vials

    11
    4 force of will
    3 daze
    2 misdirection
    2 umezawa's jitte

    3 flex slots (standstills or this new guy). I may take out misdirection at this point since i don't think i'll be misdirecting anything now. THe misdirection was mostly against BUG and jund decks.

    sideboard
    3 chalice of the void
    2 tidebinder mage
    2 submerge
    3 surgical
    2 relic
    2 echoing truth
    1 manriki gasuri

    With the new guy, I may take out 1 relic and 1 manriki for two llawans. I think llawan will be needed now since it seems the focus will be on blue midrange, geist and this new merfolk

  5. #6445
    Trop -> Nacatl Pass
    troopatroop's Avatar
    Join Date

    Dec 2003
    Location

    SUNY Geneseo
    Posts

    2,070

    Re: [Deck] Merfolk

    I like your list alot, only thing I'm doing differently is going up to 4 Phantasmal Image for now. 1 Reejery still gives you vial tricks occasionally, and I really want maximum Nemesis density! haha

    This deck just got changed alot, because now, you're just playing a ridiculous card and riding it to victory, maybe even copying it for 2 mana. Decks with Abrupt Decay as a central removal plan will struggle to stop this threat, whereas before they just had their way with us. Now we have the inevitability, against decks that struggle to beat us in time, and with Tidebinders after SB. Merfolk has now"solidified a large portion of its MDcreature base, which was always missing another top threat.

    Silvergill Adept
    Lord of Atlantis
    Master of the Pearl Trident
    Identity Nemesis
    Phantasmal Image

    These 20 cards should be pretty much core now, imo. 3 Cursecatcher and 1 Reejerey round out my build, and they're just not of the same caliber. If only we had a 1 mana "Merfolk" Elf, I think the deck would be tier 1.

  6. #6446
    Thinking about Magic...
    kingtk3's Avatar
    Join Date

    Jan 2011
    Location

    Italy
    Posts

    591

    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.
    Well said, I agree with you except on the Jitte part: I would prefer more counterspell instead and reejerey instead. I've never liked Jitte main deck because it kills the tempo plan since it basically costs 4 mana that can't come down from vial, doesn't do anything on its own and can get removed in response to attack or defense.

    With 4 nemesis main deck I would play at least 12 "real" lords to pump the damage, and since will be thicking up vial to 3 for nemesis I think 4 reejerey are required before the first image.
    I would also play more counters to protect the lords since they are good versus combo too. So...

    mana 24
    13 island
    4 wasteland
    3 mutavault
    4 aether vial

    creatures 24
    4 cursecatcher
    4 lord of atlantis
    4 master of the pearl trident
    4 silvergill adept
    4 merrow reejerey
    4 Identity Nemesis

    protection 12
    4 force of will
    3 daze
    2 divert
    3 spell pierce


    I can see arguments for upping the land count to 21 for an extra island or cavern of souls and playing swan song main instead of spell pierce (I'm sure on or the other will be in side).
    Ignorance is strength

  7. #6447
    Member

    Join Date

    Jun 2013
    Location

    Indiana
    Posts

    53

    Re: [Deck] Merfolk

    I only play one devotion land because it can get your wholem hand out on like turn 4

  8. #6448

    Re: [Deck] Merfolk

    Devotion land is garbage in Legacy 'folk. I would never run it.

    In regards to the new spoiled merfolk, I can see him in the board, but I wouldn't run him main.
    “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

  9. #6449
    Member

    Join Date

    Jun 2013
    Location

    Indiana
    Posts

    53

    Re: [Deck] Merfolk

    Quote Originally Posted by JPoJohnson View Post
    Devotion land is garbage in Legacy 'folk. I would never run it.

    In regards to the new spoiled merfolk, I can see him in the board, but I wouldn't run him main.

    Sideboard nemesis is the dumbest thing I've ever heard I've played fish in tournaments amd never got less than 3rd you need at LEAST 3 of these main

  10. #6450

    Re: [Deck] Merfolk

    Quote Originally Posted by KevinSrednoselac View Post
    Sideboard nemesis is the dumbest thing I've ever heard I've played fish in tournaments amd never got less than 3rd you need at LEAST 3 of these main
    Edit: My bad on the previous version of this post.

    So, what would you take out? Dismember? Spell Pierce? Standstill? And if you don't run Standstill already, what then?
    Last edited by JPoJohnson; 10-17-2013 at 01:47 PM.
    “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

  11. #6451

    Re: [Deck] Merfolk

    I did a few games last night with a stock list and replaced the 3 reejery in my current list with the nemesis and i was very pleased when he hit the board. I still had 3 standstill and probes in, im thinking of cutting them and trying a more aggressive approach for the next testing session.

    Creatures (28)
    --------------
    4 Cursecatcher
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Silvergill Adept
    4 Phantasmal Image
    4 Identity Nemesis
    4 Merrow Reejerey

    Lands (21)
    ----------
    10 Island
    3 Cavern of Souls
    4 Mutavault
    4 Wasteland

    Spells (11)
    -----------
    4 Aether Vial
    3 Daze
    4 Force of Will


    Sideboard
    ---------
    1 Pithing Needle
    2 Relic of Progenitus
    3 Standstill
    2 Back to Basics
    2 Dismember
    1 Swan Song
    1 Surgical Extraction
    1 Umezawa's Jitte
    1 Echoing Truth
    1 ????

  12. #6452
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    Quote Originally Posted by nazarammi View Post
    I did a few games last night with a stock list and replaced the 3 reejery in my current list with the nemesis and i was very pleased when he hit the board. I still had 3 standstill and probes in, im thinking of cutting them and trying a more aggressive approach for the next testing session.

    Creatures (28)
    --------------
    4 Cursecatcher
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Silvergill Adept
    4 Phantasmal Image
    4 Identity Nemesis
    4 Merrow Reejerey

    Lands (21)
    ----------
    10 Island
    3 Cavern of Souls
    4 Mutavault
    4 Wasteland

    Spells (11)
    -----------
    4 Aether Vial
    3 Daze
    4 Force of Will


    Sideboard
    ---------
    1 Pithing Needle
    2 Relic of Progenitus
    3 Standstill
    2 Back to Basics
    2 Dismember
    1 Swan Song
    1 Surgical Extraction
    1 Umezawa's Jitte
    1 Echoing Truth
    1 ????
    I can tell you this deck will have LOTS of problems against combo

  13. #6453
    Trop -> Nacatl Pass
    troopatroop's Avatar
    Join Date

    Dec 2003
    Location

    SUNY Geneseo
    Posts

    2,070

    Re: [Deck] Merfolk

    Identity Nemesis is extremely good. Imo, He will be a benchmark creature in Magic. This deck can now force the opponent to use Supreme Verdict to stop 1 creature. Litterally, demand them to. I don't know about 28 creatures, but I think burn spells are really nice! We like the removal, and the direct damage is huge with our new unblockables. I think I want to play this, to have an edge in the mirror :p

    U/r Folk

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

    4 Lightning Bolt
    2 Chain Lightning
    4 Force of Will
    4 Aether Vial
    3 Daze
    1 Umezawa's Jitte

    3 Volcanic Island
    3 Island
    2 Flooded Strand
    1 Misty Rainforest
    2 Polluted Delta
    3 Mutavault
    4 Wasteland
    2 Cavern of Souls


    It makes Jitte a lot better. All you have to do is survive until you play him, survive after that, and then see if your opponent played one before you. I understand it seems like it should have more to it, but there really isn't. Silvergill Adept is also very nice for defense! Who cares if we just muck the ground and clock slowly. Our deck can do that too. If your opponent is a fair deck, you've trumped their whole strategy of interaction.

    people REALLY don't like this card? don't tell me we have another tarmogoyf...

    Just imagine how many scoops Jitte + this guy will enduce for the future of all magic!

    If he wasn't a sensational blocker I could somewhat understand where you're coming from...

    Oh yeah, and the strategy for the deck is to play Identity Nemesis and burn their fucking face.
    Less interaction = Good.
    Last edited by troopatroop; 10-18-2013 at 04:17 AM.

  14. #6454
    Some dipshit of a Moderator.
    Dice_Box's Avatar
    Join Date

    Mar 2013
    Location

    A Tabernacle in some random Valley.
    Posts

    4,843

    I am building Fish right now. I have borrowed it from a friend and had some fun with it. Fact the only night I came first at my local store I had this deck in hand. Thought I was 50 bucks off finished, then this guy arrived.

    Personally I am on the "12 Lords" path. If we are going to tick up to 3 on Vial, we might as well have the other great 3 drop to play. I am also liking Image as a course of action. But I am not sure it I was run it in a 12 lord build.

    Jitte I think is now a solid 2 of across the 75, one main, one sided out. I also would not cut down on control to add this guy. You want your 8 to 10 counters, they help against a fair amount of the meta. Dismember I think should stay as well. You can say this guy can block all day, but DRS, Goblin Welder, Metalworker and the like are not going to attack, yet they will hurt you.

    Sent from my mobile, forgive spelling and grammatical errors.
    It is better to ask and look stupid then keep your mouth shut and remain so.
    Quote Originally Posted by Spam View Post
    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
    Quote Originally Posted by DarthVicious View Post
    I hope your afterlife is filled with eternal torment.
    Quote Originally Posted by Dice_Box View Post
    Fuck. Which one of my quotes do I drop for this?
    Quote Originally Posted by DarthVicious View Post
    Something about how fun it is pulling the wings off flies and microwaving the neighbors cat?

  15. #6455
    Trop -> Nacatl Pass
    troopatroop's Avatar
    Join Date

    Dec 2003
    Location

    SUNY Geneseo
    Posts

    2,070

    Re: [Deck] Merfolk

    Deathrite Shaman is a big reason why I think we should consider playing Bolt, because we'd have to take 4 to remove it. 6 Bolts is a huge investment in deckspace, but they can be very gratifying. I've burned my way into more than a few quick wins so far, it's like cake with the new guy. I also expect to see more 1cc accel like Noble Hierarch and GSZ to power out this guy. I could certainly see 2 Spell Pierce over the 2 Chain Lightning.

    To those who site that we're ticking Vial to 3, and how that gives Reejerey value, I see what you're saying, but you have to concede that we're not playing 8 3 drops in our deck. I think 6 is more than enough, and I don't think 4 is the end of the world. I think I would sooner play Thassa, God of the Sea over a Reejerey now.

  16. #6456

    Re: [Deck] Merfolk

    I still personally think this guy, for me, will only belong in the sideboard. I like how the deck is situated in games as far as matchups will go and will look forward to having this card in my deck to strengthen the bad matchups post-board. If I end up in a meta full of critters getting in my way (goblins, maverick, etc) then maybe I'll readjust my deck at that point, but I'm not going to play in either my current meta OR against an unknown meta with him maindeck.
    “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

  17. #6457
    Member
    KobeBryan's Avatar
    Join Date

    Jun 2011
    Location

    Arcadia, CA
    Posts

    2,232

    Re: [Deck] Merfolk

    Quote Originally Posted by troopatroop View Post
    Identity Nemesis is extremely good. Imo, He will be a benchmark creature in Magic. This deck can now force the opponent to use Supreme Verdict to stop 1 creature. Litterally, demand them to. I don't know about 28 creatures, but I think burn spells are really nice! We like the removal, and the direct damage is huge with our new unblockables. I think I want to play this, to have an edge in the mirror :p

    U/r Folk

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

    4 Lightning Bolt
    2 Chain Lightning
    4 Force of Will
    4 Aether Vial
    3 Daze
    1 Umezawa's Jitte

    3 Volcanic Island
    3 Island
    2 Flooded Strand
    1 Misty Rainforest
    2 Polluted Delta
    3 Mutavault
    4 Wasteland
    2 Cavern of Souls


    It makes Jitte a lot better. All you have to do is survive until you play him, survive after that, and then see if your opponent played one before you. I understand it seems like it should have more to it, but there really isn't. Silvergill Adept is also very nice for defense! Who cares if we just muck the ground and clock slowly. Our deck can do that too. If your opponent is a fair deck, you've trumped their whole strategy of interaction.

    people REALLY don't like this card? don't tell me we have another tarmogoyf...

    Just imagine how many scoops Jitte + this guy will enduce for the future of all magic!

    If he wasn't a sensational blocker I could somewhat understand where you're coming from...

    Oh yeah, and the strategy for the deck is to play Identity Nemesis and burn their fucking face.
    Less interaction = Good.
    DRS isn't really the problem

    Its the deck that runs DRS that has really cheap removals thats the problem. They are fast, they have cheap stuff, and they can just out tempo you.

    I'm really talking about that brug deck. they have 4 bolts, 2 abrupt decay, 2 lilianas and then sideboard comes in 3 red elemental blasts.

    The removal is so cheap, you gotta play something like chalice of the void against these tempo decks.

  18. #6458
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [Deck] Merfolk

    I've officially dropped standstill (again) in favor of this guy and a more aggro/tempo approach. This is my current list:

    Lands:
    20 lands

    Spells:
    4 Force
    4 Daze
    4 Bolt

    Artifacts:
    4 Vial

    Creatures:
    2 True Name Nemesis
    4 Curse Catcher
    4 Silvergil Adept
    8 Lords
    4 Rejereey
    2 Image

    Sideboard:
    2 Submerge
    1 Curse of the Swine
    2 REB
    2 Fire/Ice
    4 Spell Pierce
    2 Surgical Extraction
    2 Relic of Progenitus

  19. #6459

    Re: [Deck] Merfolk

    Why would anyone not play 4 nemesis? It is the most broken creature printed in a while...

    It also makes me want to play Jitte's main like in the old days.

  20. #6460
    Member

    Join Date

    May 2010
    Location

    USA
    Posts

    350

    Re: [Deck] Merfolk

    Quote Originally Posted by TArceneaux View Post
    Why would anyone not play 4 nemesis? It is the most broken creature printed in a while...

    It also makes me want to play Jitte's main like in the old days.
    Um well...because it isn't that amazing in our deck. In gold fishing it is actually slower than our other options. The reason it is good is that it solves some of our most pressing concerns. Removal.

    How many lords do you want to remove to run this guy?

    The reason I don't run 4 of this guy is the same reason that I don't run Jitte in the main anymore. It pushes the deck to be a bit slower.

Thread Information

Users Browsing this Thread

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