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Thread: [Deck] Merfolk

  1. #6921

    Re: [Deck] Merfolk

    Quote Originally Posted by KobeBryan View Post
    How did you not think of that...i added that card in the sideboard several hundred pages ago.

    Its not that useful to stop equipment i can tell u that.
    Sorry, I am rather new to constructed magic and have only been playing a few months, plus I am incredibly casual. Don't take my suggestions seriously I am just here to learn.

  2. #6922

    Re: [Deck] Merfolk

    Quote Originally Posted by dinosaurus View Post
    Hi everyone!

    I have just found out about this place, and it's a great to see so many discussion, I found it very helpful.

    I came back to the game recently playing Merfolk (I used to play Blue Sky in standard back in the day ). I played in at GP DC with some success, and I'd like to prepare for the SCG Open in Somerset NJ in two weeks. I wondered what people here thought about my current list (and the sideboard):

    4 Cursecatcher
    4 Silvergil Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    2 Merrow Reejerey
    4 Phantasmal Image
    4 True-Name Nemesis

    4 Aether Vial
    4 Daze
    1 Spell Pierce
    4 Force of Will
    1 Umezawa’s Jitte

    12 Island
    4 Mutavault
    1 Wasteland
    3 Cavern of Souls

    There are only a few cards that are not in all lists. I have not tested extensively, but eventually I'm leaning towards Cavern instead of Wasteland if only because of Frank Karsten's frightening article on how many blue sources you need to reliably cast True-Name Nemesis on turn 3... (plus, I anticipate a lot of Delver decks). Jitte main is also a concession to the popularity of Stoneforge Mystic. I can definitely see the potential of Greg Hatch's approach that plays many more one-drops, but I'm still undecided. I think the most questionable card in the main is Spell Pierce. Do you think it should be a third Reejerey?

    Sideboard:

    2 Pithing Needle
    2 Relic of Progenitus
    3 Swan Song
    1 Echoing Truth
    3 Misdirection
    2 Dismember
    1 Manriki-Gusari
    1 Umezawa’s Jitte

    The sideboard is in progress, and I'd appreciate any comments you might have. It's currently based around the cards that worked well for me in DC (Swan Song, Pithing Needle and Dismember) and geared towards beating Stoneforge Mystic and Abrupt Decay, which I see as the two most common problematic strategies for Merfolk. My current view is that Manriki-Gusari (that can be fetched with Image) is a must given how popular blade decks are at the moment and how many more lists play Sword of Fire and Ice. Carry Away is nice, but my feeling is that it's weaker to Spell pierce and Thoughtseize, but I'm curious to see what you think. Dismember is not in all lists, but I think it helps in the Delver matchup to fight both quick Stoneforge or Delver, which is usually how I loose (it also helps against Death & Taxes and Elves).

    I have a tentative sideboard plan, that I share below. Generally, I would greatly appreciate any input on particular matchups, as I have a limited number of games under my belt. (For simplicity, I didn't specify the Fow/Daze split sided in and out depending on whether we are on the draw or the play).

    UWR Delver: +2 Dismember, +1 Manriki-Gusari, +1 Jitte, +1 Misdirection, -1 Spell Pierce, -4 Force of Will.

    If I can't get a quick start, I feel copying TNN or Stoneforge Mystic is the way to win the long game. I also think Misdirection is better than Force here.

    Stoneblade: +1 Manriki-Gusari, +1 Jitte, +2 Needle, -4 Force of Will.

    I'm unsure if Needle is the best option here, but I think we need to prevent them from equipping True-Name.

    Sneak & Show: +2 Needle, +3 Swan Song, +1 Echoing Truth, -2 Merrow Reejerey, -1 Jitte, -3 True-Name Nemesis.

    I'm not sure how much we need to sideboard too much for this matchup.

    Death and Taxes: +2 Dismember, +1 Manriki-Gusari, +1 Jitte, +2 Needle, +1 Echoing Truth, +1 Misdirection, -4 Force of Will, -1 Daze, -1 Spell Pierce, -2 Cursecatcher.

    I feel it's tough, but the plan is to attack with True-Name while keeping them off equipments themselves. I also found Serra Avenger to be problematic (I hope they cut it for Spirit of the Labyrinth!).

    Storm: +3 Swan Song, +2 Relic of Progenitus, -2 Merrow Reejerey, -1 Jitte, -2 True-Name Nemesis.

    Does that feel like it's enough? I don't think they have any side against us.

    Elves: +3 Swan Song, +2 Dismember, +1 Jitte, +2 Needle, +1 Echoing Truth, -4 Daze, -1 Spell Pierce, -3 Cursecatcher, -1 Merrow Reejerey

    I think this matchup is awful, so I'm reluctant to devote too much side to it (although there is a case to be made for Grafdigger's cage given the resurgence of Reanimator). My current plan is just to hope they are unlucky (they have only one "draw" spell, only one symbiote, etc...) and hope to stay alive long enough to stick a Jitte.

    RUG Delver: +2 Relic of Progenitus, +1 Jitte, +1 Dismember, +1 Misdirection, -1 Spell Pierce, - 4 Force of Will.

    Again, I think Misdirection is better than Force here. Is this enough?

    BUG Delver: +2 Relic of Progenitus, +1 Jitte, +3 Misdirection, -1 Spell Pierce, -4 Force of Will, -1 Daze.

    I found that Abrupt Decay and Hymn to Tourach are the easiest way to loose, so I think having access to Misdirection can really turn around some games.

    Reanimator: +2 Relic of Progenitus, +3 Swan Song, +1 Echoing Truth, -1 Jitte, -4 True-Name Nemesis, -1 Aether Vial.

    I wondered if that's enough. I think Entomb is what we really need to fight over, because they usually only play one Elesh Norm.

    Lands/Jund Depths: +2 Relic of Progenitus, +2 Needle, +1 Echoing Truth, -4 Force of Will, -1 Spell Pierce.

    I never played this matchup, so I might be off. How difficult is it actually?

    Jund: +2 Relic of Progenitus, +1 Echoing Truth, +1 Jitte, +3 Misdirection, -4 Force of Will, -1 Spell Pierce, -2 Daze.

    I found this matchup super difficult, so again I think going all in on Misdirection (and hoping to draw TNN + Jitte ) is the best way to win.

    Miracles: +2 Needle, +3 Swan Song, +1 Echoing Truth, -1 Merrow Reejerey, -1 Jitte, -4 Daze.

    I think this also a hard matchup, any advice would be greatly appreciated. Locking Top seems important to keep them off Terminus.

    Thanks a lot! And sorry for the long post...

    Man!, you cut FoW in all the tempo and low-curve MU's, It is a big mistake that I too made once
    these types of decks can win with only one t1 flipped delver or Mongoose
    The tax counters (and mana denial in general) are usually not helpful unless you are in a favorable position from the beginning of the game (something almost impossible).

    In this match one of the most important things is the landrop, so I let out DAZE

    Btw, the best response to equipment, always going to be a good FOW to SFM, before manriki, curse away, and everything you can think of...

    Good luck!, Despite this, i like your detailed post

  3. #6923

    Re: [Deck] Merfolk

    Quote Originally Posted by nbanx View Post
    Hey there, I really enjoyed the write up and I don't have a lot of time to read through it all and respond at the moment, but how do you feel about running 3 copies of submerge in your sideboard?
    Hi, thanks I forgot to discuss Submerge, I think it's a really interesting question. I wonder what people here think, but here is my view on Submerge:
    1. I think we need to play at least 3 if we play any.
    2. Three slots is a lot. I think any card needs to do two things to deserve that many slots: (i) be good against a number of difficult matchups, (ii) be very impactful everytime it's cast. Submerge only works against green decks so that leave (mostly) RUG delver, BUG delver, Jund and Elves. From my own experience, I didn't find submerge so relevant against delver and it certainly didn't turn the matchup around against Jund or Elves. The fact that it can't come in against UWR delver or Stoneblade is also a concern.
    I wonder what's you think!

  4. #6924

    Re: [Deck] Merfolk

    Quote Originally Posted by Anfylion View Post
    Man!, you cut FoW in all the tempo and low-curve MU's, It is a big mistake that I too made once
    these types of decks can win with only one t1 flipped delver or Mongoose
    The tax counters (and mana denial in general) are usually not helpful unless you are in a favorable position from the beginning of the game (something almost impossible).

    In this match one of the most important things is the landrop, so I let out DAZE

    Btw, the best response to equipment, always going to be a good FOW to SFM, before manriki, curse away, and everything you can think of...

    Good luck!, Despite this, i like your detailed post
    Thanks, your point on Daze vs. FoW is well taken. Two questions:
    1. Do you also remove systematically all daze against Stoneblade given that they are a bit slower than Delver decks? My current view is to leave a few unless they play Deathrite.
    2. Do you devote any sideboard slots to fighting equipments then (directly or indirectly)?

    Thank you very much!

  5. #6925

    Re: [Deck] Merfolk

    Quote Originally Posted by Windmill View Post
    Oh my god, of course, we can fetch for Manriki-Gusari by copying their SFM. That is genius and I wish I had thought of that, it will completely change my sideboard. That frees up 2 slots! Your other analysis was also very helpful. I think MY jitte is really slow though. Cheers
    Thank you! Which card would you add instead? Did anyone else found that a maindeck Jitte tends to underperform? Currently, I like having a target for tutoring in the main, but it's a recent addition to the list.

  6. #6926

    Re: [Deck] Merfolk

    I have been testing a White splash. I tried SFM & Equipment’s but that did not seem to fit the tempo of the deck very well. Adding Swords to the deck made a difference however pre-board in allot of games and disenchants where great post-board. I have not encountered too much trouble with the manabase.

    4 Cursecatcher
    4 Silvergil Adept
    4 Lord of Atlantis
    4 Master of the Pearl Trident
    4 Phantasmal Image
    4 True-Name Nemesis

    4 Aether Vial
    4 Daze
    4 Force of Will
    4 Swords to Plowshares

    4 Island
    4 Tundra
    4 Flooded Strand
    4 Mutavault
    1 Misty Rainforest
    3 Cavern of Souls

    Sideboard:
    4 Swan Song
    3 Disenchant
    3 RIP
    3 Meddling Mage
    2 Umezawa’s Jitte

    I also noticed that an exact copy of Gregory Hatch's 2nd place list placed 30th in Nashville, TN. yesterday.
    Last edited by Shough; 02-10-2014 at 11:09 AM.

  7. #6927

    Re: [Deck] Merfolk

    Quote Originally Posted by Shough View Post
    I also noticed that an exact copy of Gregory Hatch's 2nd place list placed 30th in Nashville, TN. yesterday.
    That was nice to see indeed! Have more people here become convinced that this is the best list to run?

    Personally, I'm looking for a list with flex slots geared towards beating UWR delver and Stoneblade. I'm currently playing Dismember instead of additional one drops or Spell Pierce. I wonder whether this is the best way to go (in the mono-blue version).

    Also, I like the idea of a white splash. Could you tell us more how it improves/change some of the main matchups?

    Thanks!

  8. #6928

    Re: [Deck] Merfolk

    I don’t know but, Greg did an excellent write-up on his experience with the deck at the SCG-INV in December a few pages back. He discussed his reasons for playing the cards he did and what he would change. It’s a great article and worth looking up.

    I have been playing Merfolk for a long time now and just got tired of not being able to deal with resolved permanents. Dismember is a fine card, submerge is great too, I have even used Echoing Truth to good effect. STP is the best creature removal in the game, problem solved. Equipment played via SFM we can’t counter. Once in play Mono-blue is left with bounce, maybe vision charm, Needle, but otherwise unable to stop equipment once in play. With the white splash the options are many, I decided on 3 disenchants because its instant speed. It helps but, there is no guarantee you will see them. I am thinking about dropping a Swan Song for a Manriki-Gusari… The Swan Song is a good solid counter. Meddling Mage is mainly for various Combo Decks but I have used it to stop Supreme Verdict, Abrupt Decay, and Lighting Bolt too. It can stall removal until they can answer it. Having a Jitte to bring in is good in many matchups but, with Image if they are playing SFM I can copy it to find Jitte then use the copy with white mana to play it un-counterable. The splash helps the UWR Delver & Stoneblade Matches but you become slightly weaker to RUG Delver. I'm open to suggestions though...

  9. #6929
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    Re: [Deck] Merfolk

    What do you guys think about jace?

    Lands:
    2x Cavern of Souls
    3x Wasteland
    4x Mutavault
    12x Island

    Creatures:
    4x Cursecatcher
    4x Silvergill Adept
    4x Lord of Atlantis
    4x Master of Pearl Trident
    4x True-Name Nemesis
    4x Phantasmal Image
    1x Thassa, God of the Sea

    Spells:
    4x Force of Will
    4x Aether Vial
    3x Daze

    Planeswalker:
    1x Jace, the Mind Sculptor

    Sideboard:
    4x Relic of Progenitus
    2x Submerge
    2x Pithing Needle
    2x Spell Pierce
    1x Umezawa's Jitte
    1x Jace, the Mind Sculptor
    1x Echoing Truth
    1x Cursed Totem
    1x Surgical Extraction

  10. #6930
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    Re: [Deck] Merfolk

    Quote Originally Posted by Mamemoo View Post
    What do you guys think about jace?

    Lands:
    2x Cavern of Souls
    3x Wasteland
    4x Mutavault
    12x Island

    Creatures:
    4x Cursecatcher
    4x Silvergill Adept
    4x Lord of Atlantis
    4x Master of Pearl Trident
    4x True-Name Nemesis
    4x Phantasmal Image
    1x Thassa, God of the Sea

    Spells:
    4x Force of Will
    4x Aether Vial
    3x Daze

    Planeswalker:
    1x Jace, the Mind Sculptor

    Sideboard:
    4x Relic of Progenitus
    2x Submerge
    2x Pithing Needle
    2x Spell Pierce
    1x Umezawa's Jitte
    1x Jace, the Mind Sculptor
    1x Echoing Truth
    1x Cursed Totem
    1x Surgical Extraction
    as bad as brainstorm in this deck

  11. #6931

    Re: [Deck] Merfolk

    In Mono-Blue Merfolk one Sower of Temptation would be better than Jace.

  12. #6932
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    Re: [Deck] Merfolk

    You guys don't even run wastelands anymore. How useful is daze now? Maybe you can replace that card with a draw engine

  13. #6933

    Re: [Deck] Merfolk

    Isn't Daze our safety net though? It is a free early counterspell and there isn't much wrong with that. I would feel weak to combo without it because our entire point of ditching Wasteland is so that we can play dudes rather than keep counterspell mana open.

    Though I am still skeptical on dropping Wasteland and I think I will keep it in favour of Mutavault for now when I get to play at my next tournament.

  14. #6934

    Re: [Deck] Merfolk

    I believe daze is important to the deck to combat combo, wasteland or no wasteland. However… I am thinking about swapping Corsi's Trickster in to replace cursecatcher. The only time Cursecatcher is superior is in the combo matchup and then it only serves to stall one turn to allow them mana to play around it. After a few turns it is just a Merfolk of the Pearl Trident. Even most combo decks run lots of pinglands, tutors, etc. and the added pressure from Trickster is a boost to the aggressiveness of the deck. In non-combo matchups it is superior; often it draws removal away from lords as it grows. Anybody have any thoughts on this?

  15. #6935
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    Re: [Deck] Merfolk

    3 merfolk decks won their trials at GP Paris. This will be fun.
    They are even really "different".

  16. #6936

    Re: [Deck] Merfolk

    And none of them ran Wasteland!

    I'm going to have to try testing that out.
    “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. #6937

    Re: [Deck] Merfolk

    Where did you find decklists?

    Sent from my SM-N900V using Tapatalk

  18. #6938

    Re: [Deck] Merfolk

    Quote Originally Posted by KobeBryan View Post
    You guys don't even run wastelands anymore. How useful is daze now? Maybe you can replace that card with a draw engine
    While not a draw engine, I've seen lots of lists running Preordain recently. I think in Merfolk it's better than Brainstorm (obviously) and Ponder (maybe not quite as obviously) since Merfolk isn't a deck that really requires threats and counters at the same time, it's dependent on where you're at on the board, if you're behind you want to add threats, if you're ahead you want counters, and Preordain lets you filter best in a fetchless deck.

    Quote Originally Posted by dinosaurus View Post
    Submerge only works against green decks so that leave (mostly) RUG delver, BUG delver, Jund and Elves. From my own experience, I didn't find submerge so relevant against delver and it certainly didn't turn the matchup around against Jund or Elves. The fact that it can't come in against UWR delver or Stoneblade is also a concern.
    I wonder what's you think!
    Don't forget it permanently deals with a Marit Lage token, and almost every Depths deck is running forests. This is a big reason I've started adding Submerge to many of my blue decks; I've really started fearing the Depths decks as they can be difficult to interact with. Honestly I'd advocate Submerge against them even if you're running 4 Wasteland.

  19. #6939

    Re: [Deck] Merfolk

    Anyone have the decklists of the latest Merfolk decks that did well at Paris?

  20. #6940
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    Re: [Deck] Merfolk

    Quote Originally Posted by Windmill View Post
    Anyone have the decklists of the latest Merfolk decks that did well at Paris?
    http://www.wizards.com/Magic/Magazin...gppar14/day1#2
    As far as I know Rohner's list was best placed (11-4), maybe someone else got 12-3 but no top16.
    The list with Vendillion Cliques seems "interesting", Clique is a great metagame call for Paris because it answers Verdict, Terminus, Jace, Batterskull and Entreat.

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