@rotghar13 you are one of the few names I remember.
Since I am away from home, thats my meta neutral deck, I will buy koala and tap water in 4x because merfolk
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From Supernatural:
Sam: a demon summoning spell ? why?
Lucifer: to summon a demon (auto censorship here)
====
The Wizard of Oz: A juvenile delinquent runs away from home, kills the first person she meets in a foreign land, robs her corpse, then promptly forms a gang with three complete strangers in order to kill again.
====
Just wanted to report my latest 5-0 in the MTGO competitive league! Details below.
List here. I've been on Spell Pierce for a bit of time thus far, and I'm pretty happy with it; the creature-based combo decks I was hedging against with Dismember's inclusion are gone, so you might as well jam lots of countermagic and interact with folks on the stack.
Matchups Faced:
Dredge (2-1)
Game 1 (draw): This was a non-game, because my opponent had the nuts. I only got to cast an Aether Vial before they put 10 power of attackers on the table, which makes the rest of the game rather academic.
Game 2 (play, mull 6): My opener has Vial into Relic, which is the best start I could ask for. While my opponent does find a Decay for the Vial, I take them off Dredgers, slap a Seas on one of their lands, and start hacking away at their life total. Their scratched-together board of Bloodghasts, Stinkweed Imps, and Narcomoebas is no match for a pile of Lords and Harbingers, and we're on to Game 3.
Game 3 (draw): My opponent mulls to 5 and attempts to make a game of it with Haunted Dead and looping Life from the Loam, but I curve out smoothly and alpha them with double Master of Waves.
Game 1 (play): My opponent durdles hard with Ancestral Vision into Search for Azcanta, and I quickly slap together a board state and start beating him down. Spell Pierce catches an As Foretold, and while Field of Ruin buys them just enough time to resolve the Vision, they are unable to gain control of the board with their additional cards and swiftly succumb.
Game 2 (draw): My hand this time around is significantly slower, but so is my opponent's. They manage to sneak As Foretold into Vision by me, but their follow-up Living End is Negated. I start beating down hard with Mutavaults, Cursecatchers, and a Lord, and my opponent's attempt at forcing through a Terminus ends in defeat.
Game 1 (draw): I am in line to weather my opponent's aggression and turn the corner with islandwalking Merfolk until I make a critical mistake; fearing Conflagrate going upstairs for lethal (and failing to count the number of cards in my opponent's hand), I make a block with Merrow Reejerey that I should not have. This combined with a sequencing mistake (I could have used Reejerey to cast a Cursecatcher and a Spreading Seas in the same turn) leave me a couple of points short on the critical crackback turn.
Game 2 (play): Both of us start somewhat slow (I go T1 Vial into T2 Vial, my opponent's first 2 turns only yield a Bloodghast), but I get untracked very quickly thanks to multiple Silvergills, and my opponent is unable to keep pace with the barrage of Merfolk hitting the battlefield.
Game 3 (draw): My opponent starts off well (2 Narcomoeba, 2 Bloodghast, and an Amalgam by T3), but Relic and Harbinger allow me to stabilize, and Master of Wavess plus a couple of Lords put them away.
Game 1 (play): My opponent starts aggressively with a Delver, but it fails to flip early, and I slap Seas on both their lands to cut them off black. My opponent flails around a bit with Jace, Vryn's Prodigy and assorted cantrips before they can find sources of nonblue mana, and that buys me the time I need to build up a board state of Merfolk and get their life total too low for them to complete the comeback.
Game 2 (draw): This time, my opponent's Turn 1 Delver flips, and it cracks me a couple of times before I find a Harbinger to reset it. Unfortunately for my opponent, a Turn 1 Relic keeps them from doing anything overly interesting until I have a nice board state put together, and their Paths keep finding me the lands I need to keep the pressure on and finish the game.
Game 1 (draw): Another non-game where my opponent had the nuts. Not opening with an Aether Vial severely hampered my chances of fending off a start that featured Flameblade Adept, Hollow One, and Gurmag Angler being cast back-to-back-to-back.
Game 2 (play):Burning Inquiry blows up both of our plans this time around, but I managed to get a Turn 1 Relic down, and that keeps my opponent from doing anything overly interesting until after Master of Waves has hit the table. A follow-up Lord then seals the deal.
Game 3 (draw): My opponent digs hard with Burning Inquiry and Looting, but fails to find much other than some Bolts for my early creatures and a Flameblade Adept. I flash in a Harbinger to prevent a healthy chunk of damage from said Adept, then follow it up with Lord into Master of Waves. My opponent's deck has next to no credible answers for that kind of a board, and so they scoop and we get there.
Sideboarding: +2 Echoing Truth, +4 Relic of Progenitus; -4 Merrow Reejerey, -2 Spell Pierce. Unlike Dredge, Pierce is pretty hit-or-miss here, as they have few noncreature spells (and it's not critical for them to resolve them early). Reejerey also comes out, because the tempo loss from having it get zapped by a Bolt or a Brutality is unacceptable in a matchup this fast.
Notes and Observations:
This 75 honestly handles like a dream. Everything felt very smooth, and the toolbox is plenty capable of handling anything that comes its way. I didn't face any Jace or BBE decks this league, but I haven't really had trouble with those either (Exhibit A). This meta seems to be treating mono-U Merfolk very well (I wouldn't dare jam SWOLFOLK right now; Master of Waves is far too good against this field).
I didnt post to much things in this forum but I always read the posts.
The LGS that I use to play, we have a kind of internal league. We play 5 FNM and after that, the best 8 players will play a Top8 with the same format that we see in Wizards GP.
There are almost 25 players at each FNM in the store.
After this 5 days I get the first place of the store with a monoU Merfolk with a total record of 15-4-1
There are 52 players is this rank.
Next week I will play the top8 abd I will write the reports of thw matchs.
That is my list:
4x Cursecachter
4x Silvergill Adept
4x lord of Atlantis
4x master of the Pearl Trident
3x Master of Waves
3x Merrow Reejerey
3x Harbinger of Tides
2x Kopala, Warden of Waves
1x Vendilion Clique
2x Smugglers Coppter
1x Phantasmal Image
2x Dismaber
4x Spreading Seas
4x Aether Vial
4x Mutavauls
15x Island
Sideboard:
2x Negate
3x Relic of Progenithos
2x Tidebinder Mage
2x Unified Will
2x Disainful Stroke
2x Seas Claim
2x Echoing Truth
Ps: I dont have any Cavern of Souls yet.
Ps2: I know that none are using Venddileon but I some hard matchs he did a realy good job (affinti and Valakuts decks)
I realy like copter too because you can filter your deck, get a fliyer body and dont die to sweapers.
Just wanted to report my latest 5-0 in the MTGO competitive league! Details below.
List here. I've been on Spell Pierce for a bit of time thus far, and I'm pretty happy with it; the creature-based combo decks I was hedging against with Dismember's inclusion are gone, so you might as well jam lots of countermagic and interact with folks on the stack.
Matchups Faced:
Dredge (2-1)
Game 1 (draw): This was a non-game, because my opponent had the nuts. I only got to cast an Aether Vial before they put 10 power of attackers on the table, which makes the rest of the game rather academic.
Game 2 (play, mull 6): My opener has Vial into Relic, which is the best start I could ask for. While my opponent does find a Decay for the Vial, I take them off Dredgers, slap a Seas on one of their lands, and start hacking away at their life total. Their scratched-together board of Bloodghasts, Stinkweed Imps, and Narcomoebas is no match for a pile of Lords and Harbingers, and we're on to Game 3.
Game 3 (draw): My opponent mulls to 5 and attempts to make a game of it with Haunted Dead and looping Life from the Loam, but I curve out smoothly and alpha them with double Master of Waves.
Game 1 (play): My opponent durdles hard with Ancestral Vision into Search for Azcanta, and I quickly slap together a board state and start beating him down. Spell Pierce catches an As Foretold, and while Field of Ruin buys them just enough time to resolve the Vision, they are unable to gain control of the board with their additional cards and swiftly succumb.
Game 2 (draw): My hand this time around is significantly slower, but so is my opponent's. They manage to sneak As Foretold into Vision by me, but their follow-up Living End is Negated. I start beating down hard with Mutavaults, Cursecatchers, and a Lord, and my opponent's attempt at forcing through a Terminus ends in defeat.
Game 1 (draw): I am in line to weather my opponent's aggression and turn the corner with islandwalking Merfolk until I make a critical mistake; fearing Conflagrate going upstairs for lethal (and failing to count the number of cards in my opponent's hand), I make a block with Merrow Reejerey that I should not have. This combined with a sequencing mistake (I could have used Reejerey to cast a Cursecatcher and a Spreading Seas in the same turn) leave me a couple of points short on the critical crackback turn.
Game 2 (play): Both of us start somewhat slow (I go T1 Vial into T2 Vial, my opponent's first 2 turns only yield a Bloodghast), but I get untracked very quickly thanks to multiple Silvergills, and my opponent is unable to keep pace with the barrage of Merfolk hitting the battlefield.
Game 3 (draw): My opponent starts off well (2 Narcomoeba, 2 Bloodghast, and an Amalgam by T3), but Relic and Harbinger allow me to stabilize, and Master of Wavess plus a couple of Lords put them away.
Game 1 (play): My opponent starts aggressively with a Delver, but it fails to flip early, and I slap Seas on both their lands to cut them off black. My opponent flails around a bit with Jace, Vryn's Prodigy and assorted cantrips before they can find sources of nonblue mana, and that buys me the time I need to build up a board state of Merfolk and get their life total too low for them to complete the comeback.
Game 2 (draw): This time, my opponent's Turn 1 Delver flips, and it cracks me a couple of times before I find a Harbinger to reset it. Unfortunately for my opponent, a Turn 1 Relic keeps them from doing anything overly interesting until I have a nice board state put together, and their Paths keep finding me the lands I need to keep the pressure on and finish the game.
Game 1 (draw): Another non-game where my opponent had the nuts. Not opening with an Aether Vial severely hampered my chances of fending off a start that featured Flameblade Adept, Hollow One, and Gurmag Angler being cast back-to-back-to-back.
Game 2 (play):Burning Inquiry blows up both of our plans this time around, but I managed to get a Turn 1 Relic down, and that keeps my opponent from doing anything overly interesting until after Master of Waves has hit the table. A follow-up Lord then seals the deal.
Game 3 (draw): My opponent digs hard with Burning Inquiry and Looting, but fails to find much other than some Bolts for my early creatures and a Flameblade Adept. I flash in a Harbinger to prevent a healthy chunk of damage from said Adept, then follow it up with Lord into Master of Waves. My opponent's deck has next to no credible answers for that kind of a board, and so they scoop and we get there.
Sideboarding: +2 Echoing Truth, +4 Relic of Progenitus; -4 Merrow Reejerey, -2 Spell Pierce. Unlike Dredge, Pierce is pretty hit-or-miss here, as they have few noncreature spells (and it's not critical for them to resolve them early). Reejerey also comes out, because the tempo loss from having it get zapped by a Bolt or a Brutality is unacceptable in a matchup this fast.
Notes and Observations:
This 75 honestly handles like a dream. Everything felt very smooth, and the toolbox is plenty capable of handling anything that comes its way. I didn't face any Jace or BBE decks this league, but I haven't really had trouble with those either (Exhibit A). This meta seems to be treating mono-U Merfolk very well (I wouldn't dare jam SWOLFOLK right now; Master of Waves is far too good against this field).
I'm kind of excited to see the deck go back to this configuration. I really thought that deck ran well when there was a lot of Jund in the meta and we ran Tectonic Edge in the board.
I've debated going back to TecEdge, but I'm not quite sure I'm there yet. I'm really enjoying the current 75 that's super deep on countermagic and graveyard hate, and I'd likely have to cut into that to reincorporate the Edge, which makes us softer to random graveyard and combo decks. I'll do it if that's what the meta dictates, but only if that's what the meta dictates.
Im loving all these Mono-U lists - the fact that bad matchups like Elves/Lantern/Affinity and even CoCo decks have left town is just awesome for Merfolk - ill be jamming this list soon:
//Mana
12 Island
4 Mutavault
2 Cavern of Souls
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
//Creatures
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Master of Waves
2 Merrow Reejerey
2 Kira, Great Glass-Spinner
2 Smuggler's Copter
4-1 My first time playing Fish in quite a while. The field i faced was pretty narrow... but MoW was unquestionably my best card and won me virtually every game I took. Was also playing with Looter Scooter and was surprisingly pleased with how well it did.
2-1 vs. Burn
1-2 vs. Burn (mulled to 5 both games i was in the draw)
2-1 vs. Hollowed One
2-0 vs. Humans
2-0 vs. Jeskai Control
I've been down on MoW for a while because of Push, Brutality, etc, but I'd be hard pressed to not put my 4th back in after only running 3. Was also on 3 Spell Pierce main, which did serious work. SB needs singe tweaking, but im pretty happy with mono blue.
What site do you guys use to try and track the tendencies for the metagame and for merfolk in general?
Because I like mtgdecks.net, but I can't find their listing of fish decks along the time. I wanted to see what was the tendency of playing tropical fish. Currently, they only give you the 12 last best results: https://mtgdecks.net/Modern/merfolk/page:1
Where 8 decks are tropical and 4 are monoU. I would like to see older data too though. I think the tides were turning for the merfolk stock list before the BBE and Jace unban, now it is more up in the air. Master is definitely better in a metagame full of red removal spells, and jund seems to be packing kolaghan' command, terminate and bolt instead of push (though they apparently still run brutality). Overall I think we are not favored in the matchup anyway, but MoW is a good trump card to have.
For tropical, in this new metagame, I was thinking maybe packing some simic charms in the sideboard? All modes seem relevant nowadays... I see some lists running CoCo, which also seems reasonable in a world where jund is one of the top-tier decks.
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Would you like to read Commander stories? Check my latest stories, coming from Lorwyn and Innistrad: Ghoulcaller Gisa and Doran, The Siege Tower! If you like my writing, ask me to write something for your commander as well!
It depends how you build your list - ive skewed my list to beat Jund and control by going down the colour screw/land denial path - it reminds me of merfolk from years ago - with 4x Tec Edge - also have some extra Sea's Claim..
I also wanted a 2nd ET. Not really sure about Stroke; wanted another hard counter and it hits Cryptic, Jace, Eldrazi, Scapeshift, etc., but with Pierce (3), Dispel (2) and Relic (3) that is probably overboarding and it never really came in. But I also didn't see any big mana in my 5 games.
Needle was another hedge against Jace with broad value in other matchups. Not at all sure what is correct here.
Hi guys - I really think we should be considering the mana denial plan atm - it's working quite well for me against Jund, Control and of course Tron. Additionally, I think Tec Edge is becoming important again because we need something to side in when we take out Vials against Jund..
The list below reflects my desire to take on greedy mana-bases while giving us more consistent Islandwalk to ensure we are unblockable against lists that seek to gum up the ground (Humans, E-Tron, Hollow One, Traverse Shadow, CoCo decks).
Although not a proponent of the UG lists - one thing I did learn from testing UG was that I wanted more 1 cmc spells such that I have consistent turn 1 plays. Thus the MD inclusion of seemingly out of place cards like Relic of Progenitus (which I think is well positioned as a MD card atm).
//Mana
11 Island
4 Mutavault
3 Cavern of Souls
1 Oboro, Palace in the Clouds
1 Faerie Conclave
//Creatures
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Master of Waves
2 Merrow Reejerey
2 Kira, Great Glass-Spinner
//Non-creature spells
4 Æther Vial
4 Spreading Seas
2 Sea's Claim
2 Relic of Progenitus
Im also considering making room for Pithing Needle or Spyglass - do ppl think these cards are generally worse against Affinity and Tron compared to Rejection - I suppose they may be but they do have greater utility - I suppose Rejection is far better against Lantern then Needle/spyglass?
I'd usually prefer Rejection over Needle/Spyglass, yes. And TecEdge is definitely something to consider jamming going forward - greedy manabases are in, combo is out.
I don't see Needle/Spyglass fighting in same spots with Rejection.
Rejection has role against colorless stuff while those two can stop Devoted Druid, Jace, Azcanta and lots of other problematic cards.
For me, Rejection fights with other counters, namely anti-big mana Disdainful Stroke or Unified Will.
Well I see Rejection as a card that fights Affinity, Tron and Lantern - pithing needle hits all of these decks pretty hard but also hits PWs and sometimes combo decks (like CoCo combo as you suggest).
My current issue is how much I want to bother with trying to beat Affinity - Recall or no Recall??
Also is there room for Spellskite due to the uptick in Bogles?
4 Lord of Atlantis
4 Master of the Pearl
4 Mistbinder
4 Reejerey
4 Phantasmal Image
Straight aggro, each fish getting larger and larger. In the flex spots running Simic Charm either to protect or go all in. Just an idea. Seems like a fast clock.
I'd probably stick with Echoing Truth over Spellskite. Echoing Truth is great if you draw it after their auras have already come down. It can also two for one them if you catch a Daybreak Coronet on something with only one other aura. Echoing Truth is also great in a lot of other match ups, like Affinity and Lantern.
Has anyone tried an Ixalan style Merfolk deck that focuses on growing guys with counters rather than lords? Removing lords for more utility or tempo spells. The engine of Deeproot Elite and Vineshaper Mystic and/or jungleborn pioneer seem pretty good getting 3 +1/+1 counters on lets just say a Kumena's Speaker to become a 5/5 or so. I'm not thinking it's any good to be honest, but I just want to entertain the thought.
Artic Merfolk is to return anything on the board to gain some value, such as Silvergills drawing another card, generating another hexproof token with Jungleborn, and even reuse Vineshaper's 2 +1/+1 counters.
The problem is that when it comes to stacking on the +1/+1 counters, Humans do it a lot better than Merfolk do. Leveraging Islandwalk is rather important.
Since I am away from home, thats my meta neutral deck, I will buy koala and tap water in 4x because merfolk
Sam: a demon summoning spell ? why?
Lucifer: to summon a demon (auto censorship here)
====
The Wizard of Oz: A juvenile delinquent runs away from home, kills the first person she meets in a foreign land, robs her corpse, then promptly forms a gang with three complete strangers in order to kill again.
====
with R i'll burn you and with B youll'be maimed
Just wanted to report my latest 5-0 in the MTGO competitive league! Details below.
List here. I've been on Spell Pierce for a bit of time thus far, and I'm pretty happy with it; the creature-based combo decks I was hedging against with Dismember's inclusion are gone, so you might as well jam lots of countermagic and interact with folks on the stack.
Matchups Faced:
Dredge (2-1)
Game 1 (draw): This was a non-game, because my opponent had the nuts. I only got to cast an Aether Vial before they put 10 power of attackers on the table, which makes the rest of the game rather academic.
Game 2 (play, mull 6): My opener has Vial into Relic, which is the best start I could ask for. While my opponent does find a Decay for the Vial, I take them off Dredgers, slap a Seas on one of their lands, and start hacking away at their life total. Their scratched-together board of Bloodghasts, Stinkweed Imps, and Narcomoebas is no match for a pile of Lords and Harbingers, and we're on to Game 3.
Game 3 (draw): My opponent mulls to 5 and attempts to make a game of it with Haunted Dead and looping Life from the Loam, but I curve out smoothly and alpha them with double Master of Waves.
Sideboarding: +2 Echoing Truth, +4 Relic of Progenitus; -2 Kopala, Warden of Waves, -4 Merrow Reejerey. There's an argument to be made for Kopala staying in for this matchup, but this plan has worked well enough to encourage me sticking with it.
UW As Foretold Control (2-0)
Game 1 (play): My opponent durdles hard with Ancestral Vision into Search for Azcanta, and I quickly slap together a board state and start beating him down. Spell Pierce catches an As Foretold, and while Field of Ruin buys them just enough time to resolve the Vision, they are unable to gain control of the board with their additional cards and swiftly succumb.
Game 2 (draw): My hand this time around is significantly slower, but so is my opponent's. They manage to sneak As Foretold into Vision by me, but their follow-up Living End is Negated. I start beating down hard with Mutavaults, Cursecatchers, and a Lord, and my opponent's attempt at forcing through a Terminus ends in defeat.
Sideboarding: +2 Dispel, +4 Negate, +4 Relic of Progenitus; -4 Harbinger of the Tides, -2 Spell Pierce, -4 Spreading Seas. I wasn't entirely sure what I was facing (I thought it was a more conventional brand of UW control deck), so the Relics may not be the optimal choice here.
Dredge (2-1)
Game 1 (draw): I am in line to weather my opponent's aggression and turn the corner with islandwalking Merfolk until I make a critical mistake; fearing Conflagrate going upstairs for lethal (and failing to count the number of cards in my opponent's hand), I make a block with Merrow Reejerey that I should not have. This combined with a sequencing mistake (I could have used Reejerey to cast a Cursecatcher and a Spreading Seas in the same turn) leave me a couple of points short on the critical crackback turn.
Game 2 (play): Both of us start somewhat slow (I go T1 Vial into T2 Vial, my opponent's first 2 turns only yield a Bloodghast), but I get untracked very quickly thanks to multiple Silvergills, and my opponent is unable to keep pace with the barrage of Merfolk hitting the battlefield.
Game 3 (draw): My opponent starts off well (2 Narcomoeba, 2 Bloodghast, and an Amalgam by T3), but Relic and Harbinger allow me to stabilize, and Master of Wavess plus a couple of Lords put them away.
Sideboarding: +2 Echoing Truth, +4 Relic of Progenitus; -2 Kopala, Warden of Waves, -4 Merrow Reejerey. See notes above.
Esper Goryo's Vengeance (2-0)
Game 1 (play): My opponent starts aggressively with a Delver, but it fails to flip early, and I slap Seas on both their lands to cut them off black. My opponent flails around a bit with Jace, Vryn's Prodigy and assorted cantrips before they can find sources of nonblue mana, and that buys me the time I need to build up a board state of Merfolk and get their life total too low for them to complete the comeback.
Game 2 (draw): This time, my opponent's Turn 1 Delver flips, and it cracks me a couple of times before I find a Harbinger to reset it. Unfortunately for my opponent, a Turn 1 Relic keeps them from doing anything overly interesting until I have a nice board state put together, and their Paths keep finding me the lands I need to keep the pressure on and finish the game.
Sideboarding: +2 Dispel, +2 Echoing Truth, +4 Negate, +4 Relic of Progenitus; -4 Aether Vial, -4 Master of Waves, -4 Spreading Seas. This is a matchup where I need to disrupt early and often, and Master costing 4 mana is a bit much. My opponent also showed me several discard spellsti the Vials were a liability.
RB Hollow One (2-1)
Game 1 (draw): Another non-game where my opponent had the nuts. Not opening with an Aether Vial severely hampered my chances of fending off a start that featured Flameblade Adept, Hollow One, and Gurmag Angler being cast back-to-back-to-back.
Game 2 (play): Burning Inquiry blows up both of our plans this time around, but I managed to get a Turn 1 Relic down, and that keeps my opponent from doing anything overly interesting until after Master of Waves has hit the table. A follow-up Lord then seals the deal.
Game 3 (draw): My opponent digs hard with Burning Inquiry and Looting, but fails to find much other than some Bolts for my early creatures and a Flameblade Adept. I flash in a Harbinger to prevent a healthy chunk of damage from said Adept, then follow it up with Lord into Master of Waves. My opponent's deck has next to no credible answers for that kind of a board, and so they scoop and we get there.
Sideboarding: +2 Echoing Truth, +4 Relic of Progenitus; -4 Merrow Reejerey, -2 Spell Pierce. Unlike Dredge, Pierce is pretty hit-or-miss here, as they have few noncreature spells (and it's not critical for them to resolve them early). Reejerey also comes out, because the tempo loss from having it get zapped by a Bolt or a Brutality is unacceptable in a matchup this fast.
Notes and Observations:
This 75 honestly handles like a dream. Everything felt very smooth, and the toolbox is plenty capable of handling anything that comes its way. I didn't face any Jace or BBE decks this league, but I haven't really had trouble with those either (Exhibit A). This meta seems to be treating mono-U Merfolk very well (I wouldn't dare jam SWOLFOLK right now; Master of Waves is far too good against this field).
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
I didnt post to much things in this forum but I always read the posts.
The LGS that I use to play, we have a kind of internal league. We play 5 FNM and after that, the best 8 players will play a Top8 with the same format that we see in Wizards GP.
There are almost 25 players at each FNM in the store.
After this 5 days I get the first place of the store with a monoU Merfolk with a total record of 15-4-1
There are 52 players is this rank.
Next week I will play the top8 abd I will write the reports of thw matchs.
That is my list:
4x Cursecachter
4x Silvergill Adept
4x lord of Atlantis
4x master of the Pearl Trident
3x Master of Waves
3x Merrow Reejerey
3x Harbinger of Tides
2x Kopala, Warden of Waves
1x Vendilion Clique
2x Smugglers Coppter
1x Phantasmal Image
2x Dismaber
4x Spreading Seas
4x Aether Vial
4x Mutavauls
15x Island
Sideboard:
2x Negate
3x Relic of Progenithos
2x Tidebinder Mage
2x Unified Will
2x Disainful Stroke
2x Seas Claim
2x Echoing Truth
Ps: I dont have any Cavern of Souls yet.
Ps2: I know that none are using Venddileon but I some hard matchs he did a realy good job (affinti and Valakuts decks)
I realy like copter too because you can filter your deck, get a fliyer body and dont die to sweapers.
I’m not a native english guy
I'm kind of excited to see the deck go back to this configuration. I really thought that deck ran well when there was a lot of Jund in the meta and we ran Tectonic Edge in the board.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
//Mana
12 Island
4 Mutavault
2 Cavern of Souls
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
//Creatures
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Master of Waves
2 Merrow Reejerey
2 Kira, Great Glass-Spinner
2 Smuggler's Copter
//Non-creature spells
4 Æther Vial
4 Spreading Seas
2 Spell Pierce
//Sideboard
SB: 4 Relic of Progenitus
SB: 3 Ceremonious Rejection
SB: 3 Negate
SB: 2 Dispel
SB: 1 Sea's Claim
SB: 2 Echoing Truth
UWx control/midrange
Bant Eldrazi
Nothing too interesting about the list, pretty standard.
Unfortunately for him he has 6 dead sideboard slots since no one brought Eldrazi or Tron.
2-1 vs. Burn
1-2 vs. Burn (mulled to 5 both games i was in the draw)
2-1 vs. Hollowed One
2-0 vs. Humans
2-0 vs. Jeskai Control
I've been down on MoW for a while because of Push, Brutality, etc, but I'd be hard pressed to not put my 4th back in after only running 3. Was also on 3 Spell Pierce main, which did serious work. SB needs singe tweaking, but im pretty happy with mono blue.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Because I like mtgdecks.net, but I can't find their listing of fish decks along the time. I wanted to see what was the tendency of playing tropical fish. Currently, they only give you the 12 last best results: https://mtgdecks.net/Modern/merfolk/page:1
Where 8 decks are tropical and 4 are monoU. I would like to see older data too though. I think the tides were turning for the merfolk stock list before the BBE and Jace unban, now it is more up in the air. Master is definitely better in a metagame full of red removal spells, and jund seems to be packing kolaghan' command, terminate and bolt instead of push (though they apparently still run brutality). Overall I think we are not favored in the matchup anyway, but MoW is a good trump card to have.
For tropical, in this new metagame, I was thinking maybe packing some simic charms in the sideboard? All modes seem relevant nowadays... I see some lists running CoCo, which also seems reasonable in a world where jund is one of the top-tier decks.
Read my other stories as well (some ongoing):
Reaper King (a horror story), Kaalia of the Vast (an origin story), Sequels for Innistrad (Alternative sequels for Inn), Grey Areas (Odric's fanfic), Royal Succession (goblins),The Tracker's Message (eldrazi on Innistrad) and Ugin and his Eye (the end of OGW).
UWx control/midrange
Bant Eldrazi
3x Relic
3x Ceremonious Rejection
3x Vapor Snag
1x Echoing Truth
2x Dispel
2x Disdainful Stroke
1x Pithing Needle
I also wanted a 2nd ET. Not really sure about Stroke; wanted another hard counter and it hits Cryptic, Jace, Eldrazi, Scapeshift, etc., but with Pierce (3), Dispel (2) and Relic (3) that is probably overboarding and it never really came in. But I also didn't see any big mana in my 5 games.
Needle was another hedge against Jace with broad value in other matchups. Not at all sure what is correct here.
The list below reflects my desire to take on greedy mana-bases while giving us more consistent Islandwalk to ensure we are unblockable against lists that seek to gum up the ground (Humans, E-Tron, Hollow One, Traverse Shadow, CoCo decks).
Although not a proponent of the UG lists - one thing I did learn from testing UG was that I wanted more 1 cmc spells such that I have consistent turn 1 plays. Thus the MD inclusion of seemingly out of place cards like Relic of Progenitus (which I think is well positioned as a MD card atm).
//Mana
11 Island
4 Mutavault
3 Cavern of Souls
1 Oboro, Palace in the Clouds
1 Faerie Conclave
//Creatures
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Master of Waves
2 Merrow Reejerey
2 Kira, Great Glass-Spinner
//Non-creature spells
4 Æther Vial
4 Spreading Seas
2 Sea's Claim
2 Relic of Progenitus
//Sideboard
SB: 3 Tectonic Edge
SB: 3 Negate
SB: 3 Ceremonious Rejection
SB: 2 Spell Pierce
SB: 2 Relic of Progenitus
SB: 2 Dismember
Im also considering making room for Pithing Needle or Spyglass - do ppl think these cards are generally worse against Affinity and Tron compared to Rejection - I suppose they may be but they do have greater utility - I suppose Rejection is far better against Lantern then Needle/spyglass?
UWx control/midrange
Bant Eldrazi
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Rejection has role against colorless stuff while those two can stop Devoted Druid, Jace, Azcanta and lots of other problematic cards.
For me, Rejection fights with other counters, namely anti-big mana Disdainful Stroke or Unified Will.
My current issue is how much I want to bother with trying to beat Affinity - Recall or no Recall??
Also is there room for Spellskite due to the uptick in Bogles?
UWx control/midrange
Bant Eldrazi
4 Lord of Atlantis
4 Master of the Pearl
4 Mistbinder
4 Reejerey
4 Phantasmal Image
Straight aggro, each fish getting larger and larger. In the flex spots running Simic Charm either to protect or go all in. Just an idea. Seems like a fast clock.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Artic Merfolk is to return anything on the board to gain some value, such as Silvergills drawing another card, generating another hexproof token with Jungleborn, and even reuse Vineshaper's 2 +1/+1 counters.
4 Breeding Pool
4 Unclaimed Territory
2 Island
2 Forest
3 Misty Rainforest
4 Kumena's Speaker
4 Silvergill Adept
4 Merfolk Branchwalker
4 Deeproot Elite
4 Vineshaper Mystic
4 Jungleborn Pioneer
3 Merrow Reejerey
3 Vines of Vastwood
2 Dismember
1 Bow of Nylea
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB