This is my first post in this forum but I already read it for a long time.
Im a Merfolk player for a while and I decided to splash to green because of the CoCo and some sideboards cards (like Heroic Intervention).
I have a better result in the last month because of green Splash.
I retired my Master of Waves to put the CoCo because Master of Waves died to everything (almost every deck use path or fatal push).
I use to use 3 vials, 3 CoCo, 0 MoW, 2 copters and the core of a merfolk deck. (I will try to show my deck list before)
Coco is very good weapon because a lot of people didnt expect even if they see your green mana, and you can put 2 merfolks at the end of your opponents turn, and if you have vial, you can play 3
Merfolks!! GG!!
I dont have problem with mana base but I need to use some fetch lands and shock lands.
Im not a American gut, so problem I wrote something wrong. I hope that you can understand hahahahaha
This is my first post in this forum but I already read it for a long time.
Im a Merfolk player for a while and I decided to splash to green because of the CoCo and some sideboards cards (like Heroic Intervention).
I have a better result in the last month because of green Splash.
I retired my Master of Waves to put the CoCo because Master of Waves died to everything (almost every deck use path or fatal push).
I use to use 3 vials, 3 CoCo, 0 MoW, 2 copters and the core of a merfolk deck. (I will try to show my deck list before)
Coco is very good weapon because a lot of people didnt expect even if they see your green mana, and you can put 2 merfolks at the end of your opponents turn, and if you have vial, you can play 3
Merfolks!! GG!!
I dont have problem with mana base but I need to use some fetch lands and shock lands.
Im not a American gut, so problem I wrote something wrong. I hope that you can understand hahahahaha
Running both CoCo and Aether Vial seems like overkill. I personally would just run CoCo if you prefer it over Vial and run more creatures in those slots.
Pretty much. Too many duds. I suggest Noble Hierarch if you insist on going the CoCo route. I suppose Kiora's Follower also be a reasonable facsimile of a mana dork while still being of the relevant type, but it makes the curve a little weirder.
I already test run 4 CoCo with 0 Vials but 3 CoCo and 3 Vials are better.(and a lot of other combination)
@rothgar
I use kiora's follower but I didnt like the result, the others 2 drop of the deck are much better.
Do you think Noble hiearchi it will be a good choice? She is not a merfolk and at the mid/late game, I think her effect didnt help because you always attack with more then 1 merfolk.
@fanattic
I run 26 creatures in the deck and 95% of the times that I use CoCo I got 2 merfolks.
I put the copter in the deck last week and I didnt test it.
Im put this card because a frindy tell me that It will be good.
Thanks guys for tuw feedbacks!
@edit
Do you think that will be better chance the 2 copter for 2 kioras follower??
Well, the idea behind a CoCo deck is to slam it on turn 3 - that's what every successful CoCo deck is trying to do. So you need some type of acceleration to make that happen. Swapping Aether Vial and Master of Waves for Collected Company and some type of accelerant (be it Kiora's Follower or Noble Hierarch) is what makes most sense from the deck construction perspective. Corbin Hosler tested a deck with Company and Vial a few months ago, and it did pretty poorly.
I like to use Coco in turn 4 because sometimes the other player clear the board and you asnwer with 2 merfolks, or you can use to end the game.
If you use in turn 3, you can win the game but it will be difficult because you need at least 3/4lords abd if you didnt, your opponent can clean the board.
Its something difficult to explain, I just learn it because I play with the deck. I use to think that use Coco in turn 3 is better.
Sorry if its a little fuzzy hahahahaha
I use to use Coco to give me more creatures when I dont have anyone. This is the reason that I still using Vial.
The difference between my deck (U/G) then mono U, is that I put 3 CoCo instead the MoW.
The main reason to use Coco is that give to me more fuel in games that The opponent have hard removal and that is a surprise element in a merfolk deck.
The concept of sandbagging a CoCo to reload only applies against decks with sweepers, which are rare in the meta. I don't think that's a valid enough reason to jam it in a deck that can't cast it before T4 at the earliest, and that assumes that you hit your land drops (which you won't always do in a 20-land deck). Mana acceleration is critical to making that investment worthwhile. I think to do otherwise is simply poor deckbuilding. If you take a look at most other CoCo decks, they either have 21-22 lands and mana dorks (Devoted Company, Humans, Knightfall), or have the ability to produce massive amounts of mana (Elves). I think you can get away with 20 lands and mana dorks because of Merfolk's native card draw, but no lower.
I still using 20 lands in my deck but I need to use some fetchs/shock/fast lands and a have good results.
I preffer to use CoCo than MoW because in think MoW dont do to much in this meta.
In a lot of cases, its better have a CoCo in hand.
I already play with MoW and his very predictable because he is the only reason to up your vial to 4 and if you cast without vial, he is very easy to destroy.
MOW dont do to much if his is alone or with 1 merfolk but Coco do.
MoW cant come back you in the game alone, Coco do.
The machtups that I already have a lot of merfolks in the board before cast MoW, I will win without him.
Just against Valakut's decks I feel that Mow is better than CoCo.
I know that my idea to use Coco didnt so much sense in this deck but I had better results.
If you have the opportunity, try to use this and you will see the diffenrece.
@rothgar
Please, dont think that Im always against your replys because I dont. I learn a lot of thinks reading your post here!
Just against Valakut's decks I feel that Mow is better than CoCo.
MoW is the worse choice against Valakut decks, it dies to Valakut triggers and with CoCo you can represent counterspell for Titan/Breach and still resolve Company eot.
If you're suggesting that Master of Waves' devotion clause makes it a win-more card and that CoCo is better because of that, then I disagree. Master can derive devotion from Seas effects, wins some matchups (most notably Burn) by himself once he lands, and is generally a pretty powerful standalone card in this shell. Furthermore, it can turn a mediocre board state (say, a Lord and Kira when you don't have evasion) into a terrifying one. I'm also confused as to why you would use Valakut as an example for jamming CoCo on T4 - because they use a damage-based sweeper in Anger, it's actually worth your while to try to jam a CoCo in response to the spell to try and find Lords to get out of range or a Cursecatcher to counter it. If that's too risky for your blood, just float the mana and cast it after it resolves. There's no real reason to not want to cast CoCo as soon as possible.
CoCo is a powerful card, but it requires otherwise suboptimal investment in a splash and in acceleration pieces the deck has proven to not otherwise need. I would also say that it's problematic with Vial, since the math dictates that you need 30 creatures for 90% effectiveness. I don't think it's productive to continue this discussion, unless some concrete evidence beyond anecdotal results can be provided. I've shown why I think it isn't good, and the results of others who have experimented with it concur - the burden of proof now falls on you.
Hello y'all! Been lurking around MTG Salvation forums for quite some time, and this will be my first post :).
I'm currently practicing for GP São Paulo that will be next month, bought a MTGO account and built this deck(I have it on paper too) to start testing matchups.
Currently I'm about 66% ~~ 70% win rate playing friendly leagues(I'm going to start competitive soon, as soon as I get used to that interface... Missclicks lost me a bunch of games already). I can share my spreadsheet later with my results.
This is the list I'm using on paper, online I didn't want to spend 50 tix on a chalice right now, so I swapped both chalices for 2 tidebinders, since there is a LOOOT of burn in frendly leagues.
This weekend I played 2 tournaments at my LGS, ended up 2nd place on the first one and won the other(Both days 4-1). Here is the report of the first one:
DAY 1:
MATCH 1: AZUSA COMPANY
This was a weird match-up, since I never played agaisnt something like that before. However, his plan was to use Azusa, Lost but Seeking and crucible of worlds in order to disrupt me in pair with ghost quarter, and some aggro cards to beat me down. It didn't work, game 1 he misplayed his attack step with 2 of his knight of the reliquary and I swing for lethal next turn for exact 10 life, with copter plus a spreading seas in hand and some folks on the ground.
G2(sided in dispels and tidebinders, and I think i sided out kira + reejerey, but not sure) he got smashed by a dispel on his CoCo when he tried to respond my "bait" cursecatcher with it and I won with a 6-token MoW on the crackback.
(1-0)
Match 2: Grixis Death Shadow
I think this match-up is not THAT bad... But sometimes you feel hopeless playing against it. This match was veeery, very close. Game 1 was totally busted, and why I think Death's Shadow should get ban. He opened a fetch-shock-seize hand with the cycler to lose 2 life, discard my vial. I played land-go. He fetch-shocked again, played 2 5/5 death's shadow turn 2 pass. I played a silvergil and... thats game. Cant beat that kind of power, no one can.
Game 2 was my revenge(Sided in Relics, chalice, and some dispels. Out seas, vial). Mana cursecatcher. He tried to seize me again, sacked the catcher. Next turn played a chalice on one, and that was it. Pretty straight foward after it.
Game 3 was very close. He was on the play, mull to 6. He had a slow hand and I curved out perfectly with cursecatcher - lord - lord - MoW to beat him. A timely dismember on his 5/5 shadow won me the game.
(2-0)
Match 3: Grixis Death Shadow... again... My LGS is full of Shadows lists, Jund, Grixis, even Abzan.
This was kind of the same story of the round 2 matchup. He steamrolled me on g1. G2 cursecatcher into chalice again, thats game 95% of the time. G3 was a very tense and grindy matchup. Late that game I had lethal on board, he had one card in hand and one black mana up. I was probably dead next turn, since his last turn serum visions scrys was both to the top and had a 3-creature board. Tried to swing for lethal, a push on my lord and I would lost it. He didn't had it, had only terminate and push was on top, gg.
(3-0)
Match 4: BW SmallPox
This deck is getting popular, and I think it is really good against the meta.
Game 1 he had no chance, perfect curve on the play with MoW finish.
Game 2, sided in some counterspells. At some point the board state was good for me. He had Liliana with 1 counter, I knew he had only push on hand, so I did not attack with mutavault and played a Kira(with my only 3 lands). My hand was negate/MoW. I was expecting lili discard, I would pitch MoW and hold my counterspell. However... he topdecked his 2-offEnsnaring Bridge that turn when my shields were down and I conceaded. Can't beat bridge on the board.
Game 3 he played bridge on turn 3 when I had no answer, gg.
(3-1)
Match 5: Burn
Game 1 - Burn on the play, never had a chance this game. Mana goblin guide(no land on top), I played cursecatcher. Turn 2 eidolon, and started burning me out. Nothing I could do without vial.
Game 2 - My turn to steamroll him. Mana vial, mana chalice. GG burn, next game.
Game 3 - This was very close, and I think he misplayed. Late that game I was on 7. Board state was Eidolon vs Harbinger bouncing guide + chalice on 1. He attacked, I blocked. He used boros charm to protect his eidolon and played another eidolon. Played master of waves(1 token only) and passed. He drew something he couldnt play(he had no cards in hand). Played another master... and beat him down with it + mutavault the following turns. The point was, if he used boros on my face, he would have won. Later that game he drew a burn and I was on 4.
(4-1)
All around, this list is feeling great. Both online and live. Copter is great(Yeah... i know you guys don't link it very much, but right now most of our matches are very grindy... and his looting is awesome at ditching late game vials into threats). 19 lands is not hurting me. And sideboard options cover almost everything I want... I have some problems with affinity(who doesn't?) and can't beat bridge on board... But everything else seems fine. Also chalice is GREAT, it is a great tool for us, and when it resolves its a free win most of the time.
Any thoughts?
(Sorry about some english mistakes, It's not my natural language )
We actually have come around on Copter of late. It's proven to be a worthy use of the flex spots. As for the Grixis Shadow matchup... opting for Copter sometimes makes that matchup worse, but I think it's still a fine matchup for us. I've had a lot of personal success against them. I think that Echoing Truth should be a consideration for you, since it's good against Shadow decks and those pesky Ensnaring Bridges from Smallpox.
Well folks, after what feels like a thousand 4-1s in which I either got bad draws or bad matchups in Round 5, we finally got in the 5-0 column (evidence in the picture below). Details below:
Game 1: I vomited my hand onto the field by way of Aether Vial, whereas my opponent had a durdly start with Maps, Mind Stones, but no early Eldrazi. Easy victory.
Game 2: My opponent manages to assemble Walking Ballista + Basilisk Collar with Tron out, and that was all she wrote.
Game 3: I Seased their Tron lands to slow them down, then established an early board presence with Vial and countered a Reality Smasher with Rejection. My opponent had a Dismember for the first Lord, but not for the 3 that came after it.
Game 1: I get my opponent to 3 life early, but a combination of Snapcasters and Lingering Souls allow my opponent to stabilize, and a 10/10 Shadow seals the deal.
Game 2: A very grindy game, this one was won by way of Kira into Master of Waves that my opponent couldn't answer.
Game 3: My opponent has a good amount of interaction but not many threats, and I overwhelm him without taking a single point of damage.
Sideboarding: +2 Dispel, +2 Echoing Truth, +4 Relic of Progenitus, -4 Aether Vial, -4 Spreading Seas
UW Control (2-0)
Note: My opponent for this matchup was none other than bennyhillz, a very successful MTGO grinder who has pioneered an oft-copied build of UW Control. This guy is a master of the archetype.
Game 1: This was an epic game. I came out blazing early and hit his life total down to 2. He lands a Gideon Jura and a Cryptic Command to buy time, and casts Supreme Verdict once I manage to chew my way through them. I flash in a Harbinger of the Tides on end step, which gets Pathed, leaving me with a Mutavault against his Ghost Quarter. I cast a Lord, my Vault gets GQ'd, and then I follow my Lord up with a Master of Waves. He then casts a Sphinx's Revelation for x=4 hoping to find a Path to stabilize, but comes up empty. Phew!
Game 2: My opponent has Stony Silence to turn off my Vials and Relics (and I drew 2 of each over the course of the game, though I managed to crack one of the Relics in response), but no Supreme Verdict to deal with the waves of Fish that came for him. A relatively straightforward game, with a Vendilion Clique being the only notable resistance put up.
Sideboarding: +2 Dispel, +4 Negate, +4 Relic of Progenitus, -2 Dismember, -4 Harbinger of the Tides, -4 Spreading Seas
UR Kiln Fiend (2-0)
Note: My opponent here was h0lydiver, inventor of the UR Kiln Fiend deck that did the rounds during the Dredge-and-Infect meta. She was also a proponent of the Bird Brain control deck before Amonkhet's ruling on split cards killed it dead. While the deck may be unconventional, she is a skilled brewer and player.
Game 1: A T2 Kiln Fiend lets me know what I'm up against immediately, and I respond by hitting her red source with Seas and keeping my Vial on 2 for a Harbinger until I can deploy blockers. My opponent deploys an Enigma Drake, which I Harbinger away once it attacks and then slam a Master of Waves on the following turn, prompting a concession.
Game 2: My opponent's sole threat is an Enigma Drake, which is a poor match for a Relic of Progenitus and a swarm of Merfolk. My opponent manages to sneak in a bit of damage here and there by Bolting a couple of creatures and jamming cantrips to get spells in her graveyard, but is overwhelmed fairly quickly.
Sideboarding: +2 Dispel, +2 Echoing Truth, +4 Relic of Progenitus, -4 Merrow Reejerey, -4 Spreading Seas
Living End (2-1)
Game 1: My opponent casts a Violent Outburst in response to my attempt to Vial in a Cursecatcher (word to the wise: Vial it in when they cycle instead), putting 14 power on the board. I manage to stabilize behind a Kira and a Master of Waves, only to succumb to a second Living End which was just out of the reach of my Cursecatchers. Bummer.
Game 2: My opponent Living Ends early in order to dodge the countermagic I brought in, but I manage to chip his life total low with Kira and a Mutavault, then slam a Master of Waves to win the race.
Game 3: I Seas an early red source and prevent the T3 Living End, which in turn lets me hold up the 2 Negates I had in hand for the rest of the game. My opponent finds 2 Ingot Chewers for my Vials and a Shriekmaw for my Cursecatcher, but is then forced to hardcast a Desert Cerodon to avoid dying to my Silvergill Adept. Undeterred, I deploy Lords followed by a Master of Waves to finish the job, while my Negates stuff his first attempt to Cascade into a Living End and stood at the ready to stuff the one coming off suspend had I failed to kill him in time.
Sideboarding: +2 Dispel, +4 Negate, +4 Relic of Progenitus, -2 Dismember, -4 Harbinger of the Tides, -4 Merrow Reejerey
Overall Impressions:
The 75 runs super smoothly right now. Despite being a Kira skeptic in the past, I now consider her a powerful asset, and would heartily recommend her in the maindeck (preferably not at the expense of any Merfolk, though). I think our deck is strongly positioned right now (I feel good against every top deck that isn't Affinity, and even that's sometimes winnable with Ceremonious Rejection), and would heartily recommend Merfolk going forward. Keep swimming!
Any tips for the Shadow and Eldrazi Tron matchups? Lost games to them the other night but they all felt super winnable and I probably lost due to poor decisions and unfamiliarity with the matchups. Also tips on playing around Ratchet Bomb? My Tron opponent kept it on two and it made all my plays feel super awkward. Thanks!
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This is my first post in this forum but I already read it for a long time.
Im a Merfolk player for a while and I decided to splash to green because of the CoCo and some sideboards cards (like Heroic Intervention).
I have a better result in the last month because of green Splash.
I retired my Master of Waves to put the CoCo because Master of Waves died to everything (almost every deck use path or fatal push).
I use to use 3 vials, 3 CoCo, 0 MoW, 2 copters and the core of a merfolk deck. (I will try to show my deck list before)
Coco is very good weapon because a lot of people didnt expect even if they see your green mana, and you can put 2 merfolks at the end of your opponents turn, and if you have vial, you can play 3
Merfolks!! GG!!
I dont have problem with mana base but I need to use some fetch lands and shock lands.
Im not a American gut, so problem I wrote something wrong. I hope that you can understand hahahahaha
Running both CoCo and Aether Vial seems like overkill. I personally would just run CoCo if you prefer it over Vial and run more creatures in those slots.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
@rothgar
I use kiora's follower but I didnt like the result, the others 2 drop of the deck are much better.
Do you think Noble hiearchi it will be a good choice? She is not a merfolk and at the mid/late game, I think her effect didnt help because you always attack with more then 1 merfolk.
@fanattic
I run 26 creatures in the deck and 95% of the times that I use CoCo I got 2 merfolks.
I put the copter in the deck last week and I didnt test it.
Im put this card because a frindy tell me that It will be good.
Thanks guys for tuw feedbacks!
@edit
Do you think that will be better chance the 2 copter for 2 kioras follower??
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
http://tappedout.net/mtg-articles/2017/jul/10/modern-tiered-list-weekly-update-71017/
If you use in turn 3, you can win the game but it will be difficult because you need at least 3/4lords abd if you didnt, your opponent can clean the board.
Its something difficult to explain, I just learn it because I play with the deck. I use to think that use Coco in turn 3 is better.
Sorry if its a little fuzzy hahahahaha
I use to use Coco to give me more creatures when I dont have anyone. This is the reason that I still using Vial.
The difference between my deck (U/G) then mono U, is that I put 3 CoCo instead the MoW.
The main reason to use Coco is that give to me more fuel in games that The opponent have hard removal and that is a surprise element in a merfolk deck.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
I preffer to use CoCo than MoW because in think MoW dont do to much in this meta.
In a lot of cases, its better have a CoCo in hand.
I already play with MoW and his very predictable because he is the only reason to up your vial to 4 and if you cast without vial, he is very easy to destroy.
MOW dont do to much if his is alone or with 1 merfolk but Coco do.
MoW cant come back you in the game alone, Coco do.
The machtups that I already have a lot of merfolks in the board before cast MoW, I will win without him.
Just against Valakut's decks I feel that Mow is better than CoCo.
I know that my idea to use Coco didnt so much sense in this deck but I had better results.
If you have the opportunity, try to use this and you will see the diffenrece.
@rothgar
Please, dont think that Im always against your replys because I dont. I learn a lot of thinks reading your post here!
MoW is the worse choice against Valakut decks, it dies to Valakut triggers and with CoCo you can represent counterspell for Titan/Breach and still resolve Company eot.
CoCo is a powerful card, but it requires otherwise suboptimal investment in a splash and in acceleration pieces the deck has proven to not otherwise need. I would also say that it's problematic with Vial, since the math dictates that you need 30 creatures for 90% effectiveness. I don't think it's productive to continue this discussion, unless some concrete evidence beyond anecdotal results can be provided. I've shown why I think it isn't good, and the results of others who have experimented with it concur - the burden of proof now falls on you.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
I'm currently practicing for GP São Paulo that will be next month, bought a MTGO account and built this deck(I have it on paper too) to start testing matchups.
Currently I'm about 66% ~~ 70% win rate playing friendly leagues(I'm going to start competitive soon, as soon as I get used to that interface... Missclicks lost me a bunch of games already). I can share my spreadsheet later with my results.
This is the list I'm using on paper, online I didn't want to spend 50 tix on a chalice right now, so I swapped both chalices for 2 tidebinders, since there is a LOOOT of burn in frendly leagues.
1 Oboro, Palace in the Clouds
4 Aether Vial
12 Island
2 Cavern of Souls
4 Spreading Seas
2 Smuggler's Copter
3 Dismember
4 Silvergill Adept
4 Cursecatcher
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Master of Waves
3 Merrow Reejerey
2 Kira, Great Glass-Spinner
4 Relic of Progenitus
2 Gut Shot
2 Negate
2 Dispel
2 Chalice of the void
This weekend I played 2 tournaments at my LGS, ended up 2nd place on the first one and won the other(Both days 4-1). Here is the report of the first one:
DAY 1:
MATCH 1: AZUSA COMPANY
This was a weird match-up, since I never played agaisnt something like that before. However, his plan was to use Azusa, Lost but Seeking and crucible of worlds in order to disrupt me in pair with ghost quarter, and some aggro cards to beat me down. It didn't work, game 1 he misplayed his attack step with 2 of his knight of the reliquary and I swing for lethal next turn for exact 10 life, with copter plus a spreading seas in hand and some folks on the ground.
G2(sided in dispels and tidebinders, and I think i sided out kira + reejerey, but not sure) he got smashed by a dispel on his CoCo when he tried to respond my "bait" cursecatcher with it and I won with a 6-token MoW on the crackback.
(1-0)
Match 2: Grixis Death Shadow
I think this match-up is not THAT bad... But sometimes you feel hopeless playing against it. This match was veeery, very close. Game 1 was totally busted, and why I think Death's Shadow should get ban. He opened a fetch-shock-seize hand with the cycler to lose 2 life, discard my vial. I played land-go. He fetch-shocked again, played 2 5/5 death's shadow turn 2 pass. I played a silvergil and... thats game. Cant beat that kind of power, no one can.
Game 2 was my revenge(Sided in Relics, chalice, and some dispels. Out seas, vial). Mana cursecatcher. He tried to seize me again, sacked the catcher. Next turn played a chalice on one, and that was it. Pretty straight foward after it.
Game 3 was very close. He was on the play, mull to 6. He had a slow hand and I curved out perfectly with cursecatcher - lord - lord - MoW to beat him. A timely dismember on his 5/5 shadow won me the game.
(2-0)
Match 3: Grixis Death Shadow... again... My LGS is full of Shadows lists, Jund, Grixis, even Abzan.
This was kind of the same story of the round 2 matchup. He steamrolled me on g1. G2 cursecatcher into chalice again, thats game 95% of the time. G3 was a very tense and grindy matchup. Late that game I had lethal on board, he had one card in hand and one black mana up. I was probably dead next turn, since his last turn serum visions scrys was both to the top and had a 3-creature board. Tried to swing for lethal, a push on my lord and I would lost it. He didn't had it, had only terminate and push was on top, gg.
(3-0)
Match 4: BW SmallPox
This deck is getting popular, and I think it is really good against the meta.
Game 1 he had no chance, perfect curve on the play with MoW finish.
Game 2, sided in some counterspells. At some point the board state was good for me. He had Liliana with 1 counter, I knew he had only push on hand, so I did not attack with mutavault and played a Kira(with my only 3 lands). My hand was negate/MoW. I was expecting lili discard, I would pitch MoW and hold my counterspell. However... he topdecked his 2-offEnsnaring Bridge that turn when my shields were down and I conceaded. Can't beat bridge on the board.
Game 3 he played bridge on turn 3 when I had no answer, gg.
(3-1)
Match 5: Burn
Game 1 - Burn on the play, never had a chance this game. Mana goblin guide(no land on top), I played cursecatcher. Turn 2 eidolon, and started burning me out. Nothing I could do without vial.
Game 2 - My turn to steamroll him. Mana vial, mana chalice. GG burn, next game.
Game 3 - This was very close, and I think he misplayed. Late that game I was on 7. Board state was Eidolon vs Harbinger bouncing guide + chalice on 1. He attacked, I blocked. He used boros charm to protect his eidolon and played another eidolon. Played master of waves(1 token only) and passed. He drew something he couldnt play(he had no cards in hand). Played another master... and beat him down with it + mutavault the following turns. The point was, if he used boros on my face, he would have won. Later that game he drew a burn and I was on 4.
(4-1)
All around, this list is feeling great. Both online and live. Copter is great(Yeah... i know you guys don't link it very much, but right now most of our matches are very grindy... and his looting is awesome at ditching late game vials into threats). 19 lands is not hurting me. And sideboard options cover almost everything I want... I have some problems with affinity(who doesn't?) and can't beat bridge on board... But everything else seems fine. Also chalice is GREAT, it is a great tool for us, and when it resolves its a free win most of the time.
Any thoughts?
(Sorry about some english mistakes, It's not my natural language )
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
—Radha, Keldon warlord
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
It can even kill 2 or more Shadows with Target player gains 4 life option.
Current list
Matchups Faced:
Eldrazi Tron (2-1)
Game 1: I vomited my hand onto the field by way of Aether Vial, whereas my opponent had a durdly start with Maps, Mind Stones, but no early Eldrazi. Easy victory.
Game 2: My opponent manages to assemble Walking Ballista + Basilisk Collar with Tron out, and that was all she wrote.
Game 3: I Seased their Tron lands to slow them down, then established an early board presence with Vial and countered a Reality Smasher with Rejection. My opponent had a Dismember for the first Lord, but not for the 3 that came after it.
Sideboarding: +3 Ceremonious Rejection, +2 Echoing Truth, -1 Cursecatcher, -4 Master of Waves
4c Shadow (2-1)
Game 1: I get my opponent to 3 life early, but a combination of Snapcasters and Lingering Souls allow my opponent to stabilize, and a 10/10 Shadow seals the deal.
Game 2: A very grindy game, this one was won by way of Kira into Master of Waves that my opponent couldn't answer.
Game 3: My opponent has a good amount of interaction but not many threats, and I overwhelm him without taking a single point of damage.
Sideboarding: +2 Dispel, +2 Echoing Truth, +4 Relic of Progenitus, -4 Aether Vial, -4 Spreading Seas
UW Control (2-0)
Note: My opponent for this matchup was none other than bennyhillz, a very successful MTGO grinder who has pioneered an oft-copied build of UW Control. This guy is a master of the archetype.
Game 1: This was an epic game. I came out blazing early and hit his life total down to 2. He lands a Gideon Jura and a Cryptic Command to buy time, and casts Supreme Verdict once I manage to chew my way through them. I flash in a Harbinger of the Tides on end step, which gets Pathed, leaving me with a Mutavault against his Ghost Quarter. I cast a Lord, my Vault gets GQ'd, and then I follow my Lord up with a Master of Waves. He then casts a Sphinx's Revelation for x=4 hoping to find a Path to stabilize, but comes up empty. Phew!
Game 2: My opponent has Stony Silence to turn off my Vials and Relics (and I drew 2 of each over the course of the game, though I managed to crack one of the Relics in response), but no Supreme Verdict to deal with the waves of Fish that came for him. A relatively straightforward game, with a Vendilion Clique being the only notable resistance put up.
Sideboarding: +2 Dispel, +4 Negate, +4 Relic of Progenitus, -2 Dismember, -4 Harbinger of the Tides, -4 Spreading Seas
UR Kiln Fiend (2-0)
Note: My opponent here was h0lydiver, inventor of the UR Kiln Fiend deck that did the rounds during the Dredge-and-Infect meta. She was also a proponent of the Bird Brain control deck before Amonkhet's ruling on split cards killed it dead. While the deck may be unconventional, she is a skilled brewer and player.
Game 1: A T2 Kiln Fiend lets me know what I'm up against immediately, and I respond by hitting her red source with Seas and keeping my Vial on 2 for a Harbinger until I can deploy blockers. My opponent deploys an Enigma Drake, which I Harbinger away once it attacks and then slam a Master of Waves on the following turn, prompting a concession.
Game 2: My opponent's sole threat is an Enigma Drake, which is a poor match for a Relic of Progenitus and a swarm of Merfolk. My opponent manages to sneak in a bit of damage here and there by Bolting a couple of creatures and jamming cantrips to get spells in her graveyard, but is overwhelmed fairly quickly.
Sideboarding: +2 Dispel, +2 Echoing Truth, +4 Relic of Progenitus, -4 Merrow Reejerey, -4 Spreading Seas
Living End (2-1)
Game 1: My opponent casts a Violent Outburst in response to my attempt to Vial in a Cursecatcher (word to the wise: Vial it in when they cycle instead), putting 14 power on the board. I manage to stabilize behind a Kira and a Master of Waves, only to succumb to a second Living End which was just out of the reach of my Cursecatchers. Bummer.
Game 2: My opponent Living Ends early in order to dodge the countermagic I brought in, but I manage to chip his life total low with Kira and a Mutavault, then slam a Master of Waves to win the race.
Game 3: I Seas an early red source and prevent the T3 Living End, which in turn lets me hold up the 2 Negates I had in hand for the rest of the game. My opponent finds 2 Ingot Chewers for my Vials and a Shriekmaw for my Cursecatcher, but is then forced to hardcast a Desert Cerodon to avoid dying to my Silvergill Adept. Undeterred, I deploy Lords followed by a Master of Waves to finish the job, while my Negates stuff his first attempt to Cascade into a Living End and stood at the ready to stuff the one coming off suspend had I failed to kill him in time.
Sideboarding: +2 Dispel, +4 Negate, +4 Relic of Progenitus, -2 Dismember, -4 Harbinger of the Tides, -4 Merrow Reejerey
Overall Impressions:
The 75 runs super smoothly right now. Despite being a Kira skeptic in the past, I now consider her a powerful asset, and would heartily recommend her in the maindeck (preferably not at the expense of any Merfolk, though). I think our deck is strongly positioned right now (I feel good against every top deck that isn't Affinity, and even that's sometimes winnable with Ceremonious Rejection), and would heartily recommend Merfolk going forward. Keep swimming!
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers: