Now, the story. I've been looking at merfolk for legacy, and while looking at the lists I noticed that the deck would be extended legal with a few changes (FoW, Daze. In some cases standstill and aether vial). I know these are two really different formats, and what works in one doesn't always (hardly ever) work in another. I liked folk in standard, I'm planning on using them at GP Chicago. While on AIM I was chatting with a friend. I mentioned merfolk. He scoffed at the idea of even thinking of them stating how meny "bad" match ups this deck has.
After this, I figured it would be a nice challenge to attempt a merfolk deck. I haven't taken much time with the above list, maybe 10-20 mins. I did take the time to break down the SB plan for what my friend (Josh Claytor, who some of you may know from starcity games articles or pure mtgo articles) think are the top 5 deck in standard.
As of right now, I'm looking for suggestions on the deck. I do plan on taking it to MTGO friday and/or saturday for some testing. The following are the list of 5 decks and my SB plan for each.
Krosan grip: Im more affarid of shakles/EE/KoSB then most things. This little guy has split secound, which allows me to pop there EE w/o a respond if they decide to pass me priority.
Dark confidant: I like this guy. He's gas at a price ( but not the price we actually pay for gas :p). I can see him getting cut, or cut down for something else, but only bad test results will tell me yes or no.
Anestral visions: Don't know about this cards. I like it, but is it too slow? Spellstutter sprites are golden vs. it, which makes me sad, but this is my starting point. I maybe take them out and try repeals for tempo vs. elves/zoo/moxes. Again, testing will tell.
If any one has suggestions I will be checking in as often as I can.
ok for starters all you have done is taken mono U fae and put jank cards in it.
and second you cannot justify playing merfolk over fae...
He is challenging himself, hence the title of the thread.
The deck looks pretty bad
Lord or atlantis isn't getting anywhere and silvergill adept might not even come into play for two mana. It just isnt taking advantage of merfolk creatures well enough to be in extended, ignoring the fact that it isn't that strong of a concept in extended (in theory IMO).
ok for starters all you have done is taken mono U fae and put jank cards in it.
and second you cannot justify playing merfolk over fae...
No. What I did was include usefull cards that happen to be in another deck. I'm not sure where in my post I said to, or said I was going to play this over fae. To be perfectly honest, had I been able to make the trip to Louisville Saturday for the ptq, mono u fae is my choice.This is merely something to do to pass time. I was interested in other peoples suggestions. So I posted it here. In the "decks for critique," but maybe I posted it in the "decks for bashing and assumptions" by mistake.
No. What I did was include usefull cards that happen to be in another deck. I'm not sure where in my post I said to, or said I was going to play this over fae. To be perfectly honest, had I been able to make the trip to Louisville Saturday for the ptq, mono u fae is my choice.This is merely something to do to pass time. I was interested in other peoples suggestions. So I posted it here. In the "decks for critique," but maybe I posted it in the "decks for bashing and assumptions" by mistake.
Hehehe so true over here. people don't read what you write, they just critique the deck! Not Fae? Not blue? Not Good!!! hehehe. I believe that you will need more merfolk less Fae. the clique can stay. Extended staple. but maybe the sprite can go for curse catcher?
This was to help with the lack of merfolk in the deck, and curse catcher seems better then spellstutter in the early game, and that's were this deck needs to take off.
I was interested in other peoples suggestions. So I posted it here. In the "decks for critique," but maybe I posted it in the "decks for bashing and assumptions" by mistake.
Saying "your deck is bad because of x, y, and z" is a critique, and people have given you a very viable suggestion: play something else. Just because people have a negative opinion about your deck doesn't mean they're bashing it, they're trying to prevent you from making a terrible mistake in playing this deck.
The reason merfolk was good in Legacy is because of Force of Will, Daze, and AEther Vial. They allow you to aggro out your cheap lords and beaters while not worrying about being tapped out so you can still counter things. Removing them from the deck neuters it completely, making it unplayable.
I played merfolk in type 2 and it won on turn 4 or 5 1/3 of the time with unblockable damage, I love this deck and really want to make an extended version that wins on turn 3. Here's my deck list. Please, only helpfull criticism.
With chrome mox, banneret, and merrow reejery it can swing at least 14 unblockable on turn three and win before they can wrath. I don't know if white was a good splash for sideboard or not, but it seems like the easiest color to splash without taking too much pain from shocklands against elves. I need help with the sideboard, thank you for any constructive criticism.
2-3 Wake Thrasher is usually a good call. Most of the winning merfolk decks in legacy run a few. Go nuts w/Reejery.
You're pretty much aggro w/counter backup to keep your dudes alive. If you want to play more of a control role then you're better off just playing faeries.
4x merrow reejerey
4x silvergill adept
4x dark confidant
4x spellstutter sprite
2x vendilion clique
2x krosan grip
4x spell snare
4x mana leak
3x ancestral vision
3x umezawa's jitte
2x threads of disloyalty
3x breeding pool
3x watery grave
1x academy ruins
4x mutavault
1x riptide laboratory
5x islands
4x thoughtseize
1x threads of disloyalty
3x smother
3x flashfreeze
2x glen elendra archmage
1x krosan grip
1x umezawa's jitte
Now, the story. I've been looking at merfolk for legacy, and while looking at the lists I noticed that the deck would be extended legal with a few changes (FoW, Daze. In some cases standstill and aether vial). I know these are two really different formats, and what works in one doesn't always (hardly ever) work in another. I liked folk in standard, I'm planning on using them at GP Chicago. While on AIM I was chatting with a friend. I mentioned merfolk. He scoffed at the idea of even thinking of them stating how meny "bad" match ups this deck has.
After this, I figured it would be a nice challenge to attempt a merfolk deck. I haven't taken much time with the above list, maybe 10-20 mins. I did take the time to break down the SB plan for what my friend (Josh Claytor, who some of you may know from starcity games articles or pure mtgo articles) think are the top 5 deck in standard.
As of right now, I'm looking for suggestions on the deck. I do plan on taking it to MTGO friday and/or saturday for some testing. The following are the list of 5 decks and my SB plan for each.
Zoo:
+1 threads +3 smother +3 flashfreeze +1 jitte
-4 mana leak -2 krosan grip -2 clique
Fae:
+4 thoughtseize +2 glen elendra +1 krosan grip
-2 threads -4 spellstutter -1 manaleak
Burn:
+1 jitte +2 glen elendra +3 flashfreeze
-2 threads -4 dark confidant
Death cloud:
+3 flashfreeze +2 glen elendra +4 thoughtseize +1 jitte
-4 spellstutter -2 krosan grip -2 threads -3 ancestral visions
Elves:
+4 flashfreeze +1 jitte +4 thoughtseize +3 smother
-4 manaleak -4 spellsnare -3 ancestral visions -1 krosan grip
Somethings I'd like to exsplain in this list:
Krosan grip: Im more affarid of shakles/EE/KoSB then most things. This little guy has split secound, which allows me to pop there EE w/o a respond if they decide to pass me priority.
Dark confidant: I like this guy. He's gas at a price ( but not the price we actually pay for gas :p). I can see him getting cut, or cut down for something else, but only bad test results will tell me yes or no.
Anestral visions: Don't know about this cards. I like it, but is it too slow? Spellstutter sprites are golden vs. it, which makes me sad, but this is my starting point. I maybe take them out and try repeals for tempo vs. elves/zoo/moxes. Again, testing will tell.
If any one has suggestions I will be checking in as often as I can.
Thanks,
Kevin
and second you cannot justify playing merfolk over fae...
He is challenging himself, hence the title of the thread.
The deck looks pretty bad
Lord or atlantis isn't getting anywhere and silvergill adept might not even come into play for two mana. It just isnt taking advantage of merfolk creatures well enough to be in extended, ignoring the fact that it isn't that strong of a concept in extended (in theory IMO).
Awesome banner and avatar thanks to spiderboy4 from highlight studios!
No. What I did was include usefull cards that happen to be in another deck. I'm not sure where in my post I said to, or said I was going to play this over fae. To be perfectly honest, had I been able to make the trip to Louisville Saturday for the ptq, mono u fae is my choice.This is merely something to do to pass time. I was interested in other peoples suggestions. So I posted it here. In the "decks for critique," but maybe I posted it in the "decks for bashing and assumptions" by mistake.
Hehehe so true over here. people don't read what you write, they just critique the deck! Not Fae? Not blue? Not Good!!! hehehe. I believe that you will need more merfolk less Fae. the clique can stay. Extended staple. but maybe the sprite can go for curse catcher?
-4 spellstutter sprite -3 ancestral visions
+4 curse catcher +2 sygg, cutthroat +1 vedilion clique
This was to help with the lack of merfolk in the deck, and curse catcher seems better then spellstutter in the early game, and that's were this deck needs to take off.
:symb::symb:MEMBER OF CLAN MONO -BLACK :symb::symb:
CONGRATS PRESIDENT OBAMA
Saying "your deck is bad because of x, y, and z" is a critique, and people have given you a very viable suggestion: play something else. Just because people have a negative opinion about your deck doesn't mean they're bashing it, they're trying to prevent you from making a terrible mistake in playing this deck.
The reason merfolk was good in Legacy is because of Force of Will, Daze, and AEther Vial. They allow you to aggro out your cheap lords and beaters while not worrying about being tapped out so you can still counter things. Removing them from the deck neuters it completely, making it unplayable.
Lands
4 wanderwine hub
2 polluted delta
2 flooded strand
2 hallowed fountain
4 mutavault
4 island
1 legandary, untap legend land from kamigawa
Creatures
4 stonybrook banneret
4 merrow reejery
4 lord of atlantis
4 silvergill adept
3 cursecatchter
2 sygg, river guide
Spells
3 ancestral visions
3 ponder
4 remand
4 cryptic command
1 aquitect's will
3 chrome mox
2 threads of disloyalty
With chrome mox, banneret, and merrow reejery it can swing at least 14 unblockable on turn three and win before they can wrath. I don't know if white was a good splash for sideboard or not, but it seems like the easiest color to splash without taking too much pain from shocklands against elves. I need help with the sideboard, thank you for any constructive criticism.
You're pretty much aggro w/counter backup to keep your dudes alive. If you want to play more of a control role then you're better off just playing faeries.
Rules Advisor
3 chalice of the void
3 echoing truth
3 rule of law
2 aquitect's will
1 unsummon
3 flashfreeze
Thanks for any help you can provide.