I've been testing with Spell Pierce and Disrupting Shoal, and both have proved useful. I also main four Cursecatchers. I'll explain...
Spell Pierce is probably the easiest to explain, as it assists against cards like Wrath of God, All is Dust, Oblivion Stone...Extremely useful against anything that might wipe your tempo out. Since it only costs one mana, it is relatively easy to keep mana open for it while building your army. If your opponent has accumulated the mana to pay the extra two, then your development has probably been too slow, anyways. Having to keep two mana open for any of the other counters slows down the deck way too much for it to accomplish the main plan.
This is where Disrupting Shoal comes in. Early game, it acts very nicely as a Force of Will (or so it has for me). Later in the game, if I'm having a tough time keeping the tempo up and the Spell Pierces fall short for me, this card comes in and saves the day. I've found that simply having the card in the deck, and the opponent realizing it, causes the opponent to make plays that they might otherwise make. It may not happen every game, with every opponent, but it's happened enough times for me to appreciate it.
Cursecatcher does seem to be an underperformer, but it serves its purpose nonetheless. It is a one-drop that forces the opponent to play around it.
The one card that I've been seriously considering maindecking is Spreading Seas. It is a cantrip that can upset my opponents' manabase, and makes my guys unblockable. This puts my opponent on a quick clock, which really helps put on the pressure when they know that I've got a Cursecatcher out and counters in hand.
So, until we get another free counter, or a valid counter that costs one, then this is probably what I'm going with for a while. It's proven well in testing. I have also considered running Spell Snare, but that's really going to have to depend on my meta, which is nonexistent at this point. Until then, I'm really just crossing my fingers for an unbanning of Ancestral Visions and/or Mental Misstep.
cold eyed selkie- scoll thief is easier to cast, allows for splash easier.
sygg river cut-throat- good in a more aggro build. but could be replaced with scroll thief as well.
wistful selkie- silvergill adept is strictly better, and wistful selkie is harder to cast/in a bad splash color
inkfathom infiltrator- doesn't actually DO anything. What makes merfolk so good is playing synergistic cards that all DO something relevant. yes this has synergy in that its a merfolk... but is unblockable really a relevant enough quality to see play? Maybe if I am already splashing black.
it's not even a good answer really. can't they just return to their hand with grove in response? hinder is a better answer but obviously way slower.
It's better to let them place the return to hand on the stack first, and then you Surgical Extraction. That's what makes Surgical Extraction decent, because it's an instant, and it's virtually free.
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I've been testing with Spell Pierce and Disrupting Shoal, and both have proved useful. I also main four Cursecatchers. I'll explain...
Spell Pierce is probably the easiest to explain, as it assists against cards like Wrath of God, All is Dust, Oblivion Stone...Extremely useful against anything that might wipe your tempo out. Since it only costs one mana, it is relatively easy to keep mana open for it while building your army. If your opponent has accumulated the mana to pay the extra two, then your development has probably been too slow, anyways. Having to keep two mana open for any of the other counters slows down the deck way too much for it to accomplish the main plan.
This is where Disrupting Shoal comes in. Early game, it acts very nicely as a Force of Will (or so it has for me). Later in the game, if I'm having a tough time keeping the tempo up and the Spell Pierces fall short for me, this card comes in and saves the day. I've found that simply having the card in the deck, and the opponent realizing it, causes the opponent to make plays that they might otherwise make. It may not happen every game, with every opponent, but it's happened enough times for me to appreciate it.
Cursecatcher does seem to be an underperformer, but it serves its purpose nonetheless. It is a one-drop that forces the opponent to play around it.
The one card that I've been seriously considering maindecking is Spreading Seas. It is a cantrip that can upset my opponents' manabase, and makes my guys unblockable. This puts my opponent on a quick clock, which really helps put on the pressure when they know that I've got a Cursecatcher out and counters in hand.
So, until we get another free counter, or a valid counter that costs one, then this is probably what I'm going with for a while. It's proven well in testing. I have also considered running Spell Snare, but that's really going to have to depend on my meta, which is nonexistent at this point. Until then, I'm really just crossing my fingers for an unbanning of Ancestral Visions and/or Mental Misstep.
Thanks.
I can definitely see the the upside of Cursecatcher in some games, especially if you're running Disrupting Shoal.
I also have been playing with two Spreading Seas maindeck, and two more in the sideboard for 12Post. It's been very good so far. Even against Zoo. Often it can shrink their creatures for a turn or two, allowing you to attack into them, or with Lord, right past them. And sometimes can even leave them with Knight's and Paths stranded in their hand for long enough to put them on the defensive.
I also think Sygg, River Guide is good at the moment. Especially with Vial's. I play three of him, and I'm always glad to have him.
And yeah, with Surgical Extraction, you have to wait for them to tap out (doubtful if they have the engine going), or cast it after they pay the red to return it to their hand.
I've been testing with Spell Pierce and Disrupting Shoal, and both have proved useful. I also main four Cursecatchers. I'll explain...
Spell Pierce is probably the easiest to explain, as it assists against cards like Wrath of God, All is Dust, Oblivion Stone...Extremely useful against anything that might wipe your tempo out. Since it only costs one mana, it is relatively easy to keep mana open for it while building your army. If your opponent has accumulated the mana to pay the extra two, then your development has probably been too slow, anyways. Having to keep two mana open for any of the other counters slows down the deck way too much for it to accomplish the main plan.
This is where Disrupting Shoal comes in. Early game, it acts very nicely as a Force of Will (or so it has for me). Later in the game, if I'm having a tough time keeping the tempo up and the Spell Pierces fall short for me, this card comes in and saves the day. I've found that simply having the card in the deck, and the opponent realizing it, causes the opponent to make plays that they might otherwise make. It may not happen every game, with every opponent, but it's happened enough times for me to appreciate it.
Why isn't anybody mentioning Sygg, river cutthroat? it seems to me like with all the fetch and shocklands you could be drawing cards on their turn as well.
Why isn't anybody mentioning Sygg, river cutthroat? it seems to me like with all the fetch and shocklands you could be drawing cards on their turn as well.
We have. It's in the primer, and I have them in my list.
Edit: My mistake, apologies. I must have been mistook the other Sygg.
Sygg, River Cutthroat added to primer, good point with the Fetch and Shockland letting you draw. Since he is legendary, I wouldn't want to run more than 2 of him though so maybe a couple of him and Bob too?
The thing most of you are probibly going to be disagreeing with is the Lullmage Mentor. I know he is not a lord but he does make every counter spell have "when this counters a spell put a 1/1 merfolk into play". I can't tell you how many counter spell fights that have ended with me adding atleast 2 additional merfolk to the board. I hardly ever use his activativated ability. He just lets me alpha strike alot.
I have to agree with what most others are saying, spell pierce is amazing. I love opening with this card. I have never drawn it and wished it was somthing els. I have also liked disrupting shoals. It has been a great card to have in my hand.
The thing most of you are probibly going to be disagreeing with is the Lullmage Mentor. I know he is not a lord but he does make every counter spell have "when this counters a spell put a 1/1 merfolk into play". I can't tell you how many counter spell fights that have ended with me adding atleast 2 additional merfolk to the board. I hardly ever use his activativated ability. He just lets me alpha strike alot.
I have to agree with what most others are saying, spell pierce is amazing. I love opening with this card. I have never drawn it and wished it was somthing els. I have also liked disrupting shoals. It has been a great card to have in my hand.
Why only 2 Merrow Reejerey? He's one of the best cards in the deck.
With heavy aggro decks the ones to beat, I've been experimenting with disruption merfolk, and it seems to be pretty damn fast.
I'm not sure what to run with what, but so far running a bunch of Islandwalking merfolk + 4 Spreading Seas and 4 Sea's Claim, I can easily disrupt most aggro decks.
At the moment here's my basic list, though it is still very VERY rough.
Honestly it's tempting to take out the fatties and counterspells and go all in cheap merfolk for super aggro. The combination of mana screwing my opponent via Enchantments, unblockable creatures via Islandwalk, and incredible speed and card tempo; seems to really hit hard.
Edit: Experimented with going aggro, works really well against aggro decks and any multi color deck. Just target their key color with enchantmants and they never do anything. I have common wins turn 4~5.
Turn 1: Vial if you have it, otherwise seas or spy if you have it in hand. ALWAYS PRIORITIZE HITTING A POST WITH SEAS!!! No seriously, even if you think you're about to win, this is #1 priority, post decks can make huge comebacks if you let them get another post.
Turn 2: Use vial to drop spy, cast a 2 drop merfolk, preferably Banneret.
Turn 3: MASS MERFOLK EVERYWHERE! (to give you an idea, with vial at 2 charges, spy+banneret on field, you should be able to cast 3 2 drop merfolks plus vial out a merfolk, or cast a 2 drop merfolk + a lord + another 2 drop from vial. Totallying about 6 merfolk all with islandwalk turn 3)
Turn 4: Drop 1-2 lords and islandwalk all over them. If you played your early island enchantments they probably haven't cast a creature yet due to perma manascrew.
Turn 5: You haven't won yet? Ok drop moar lords. MOAR LORDS!!!
These lists are severely lacking Silvergill Adepts. They are one of the best cards you can run and probably shouldn't be cut before Cursecatcher. A 2/1 for 1U that cantrips?! Sooooo good. I guess since you are playing Lullmage Mentor (which I don't think belongs in this deck) you think the counter from the Cursecatchers will help, but people will just play around it, waiting until they have an extra mana before casting spells.
You're running cryptic command in an aggro deck, swap it out for Sea's Claim, especially when the big decks to beat are tri-color, or 12 post. The huge amount of mana disruption early game in my build really gives me an advantage, and forcing islands on them makes my islandwalking merfolk formidable.
I would run 4 sygg and 2 selkies, personally. Not sure about ghost quarter as well as spreading seas, giving up mana in an aggro deck sounds dangerous, though it can be useful to make a comeback.
Merfolk is an aggro deck but it uses Vial to cheat creatures into play to leave mana open for disruption. 4 Sygg is too many as it is a legendary creature so more than 1 is a dead draw. I do really like the spreading seas in the deck over Cryptic Command though.
Merfolk is an aggro deck but it uses Vial to cheat creatures into play to leave mana open for disruption. 4 Sygg is too many as it is a legendary creature so more than 1 is a dead draw. I do really like the spreading seas in the deck over Cryptic Command though.
Ah sorry I didn't realize Sygg is legendary, nevermind then!
I like running banneret and 2 harbingers, then I can run one offs of a couple toolbox merfolk that I can tutor up with harbinger if I need them. IE a one off of thada adal is nice.
Banneret just speeds the deck up that much more, really worth it. Our main threat are the artifacts that 12 post runs that counter/destroy cards by CMC, since we have a huge clump of 2 drop merfolk, so one needs to try and split up evenly amongst 1 drops and 3 drops. I'm thinking running a couple more 1 drop merfolk would help avoid said threat.
Stonybrook Banneret is a decent card but I prefer AEther Vial as it makes your creatures free, uncounterable and have Flash. Banneret will make a decent replacement to the deck if Vial gets banned again though.
I think the issue is you wont ALWAYS have aether vial in play, my list runs 4 and I can go 4-5 games without seeing one. Banneret basically acts as a secondary vial, letting you quickly dump creatures on board.
Spell Pierce is probably the easiest to explain, as it assists against cards like Wrath of God, All is Dust, Oblivion Stone...Extremely useful against anything that might wipe your tempo out. Since it only costs one mana, it is relatively easy to keep mana open for it while building your army. If your opponent has accumulated the mana to pay the extra two, then your development has probably been too slow, anyways. Having to keep two mana open for any of the other counters slows down the deck way too much for it to accomplish the main plan.
This is where Disrupting Shoal comes in. Early game, it acts very nicely as a Force of Will (or so it has for me). Later in the game, if I'm having a tough time keeping the tempo up and the Spell Pierces fall short for me, this card comes in and saves the day. I've found that simply having the card in the deck, and the opponent realizing it, causes the opponent to make plays that they might otherwise make. It may not happen every game, with every opponent, but it's happened enough times for me to appreciate it.
Cursecatcher does seem to be an underperformer, but it serves its purpose nonetheless. It is a one-drop that forces the opponent to play around it.
The one card that I've been seriously considering maindecking is Spreading Seas. It is a cantrip that can upset my opponents' manabase, and makes my guys unblockable. This puts my opponent on a quick clock, which really helps put on the pressure when they know that I've got a Cursecatcher out and counters in hand.
So, until we get another free counter, or a valid counter that costs one, then this is probably what I'm going with for a while. It's proven well in testing. I have also considered running Spell Snare, but that's really going to have to depend on my meta, which is nonexistent at this point. Until then, I'm really just crossing my fingers for an unbanning of Ancestral Visions and/or Mental Misstep.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
it's not even a good answer really. can't they just return to their hand with grove in response? hinder is a better answer but obviously way slower.
sygg river cut-throat- good in a more aggro build. but could be replaced with scroll thief as well.
wistful selkie- silvergill adept is strictly better, and wistful selkie is harder to cast/in a bad splash color
inkfathom infiltrator- doesn't actually DO anything. What makes merfolk so good is playing synergistic cards that all DO something relevant. yes this has synergy in that its a merfolk... but is unblockable really a relevant enough quality to see play? Maybe if I am already splashing black.
It's better to let them place the return to hand on the stack first, and then you Surgical Extraction. That's what makes Surgical Extraction decent, because it's an instant, and it's virtually free.
Thanks.
I can definitely see the the upside of Cursecatcher in some games, especially if you're running Disrupting Shoal.
I also have been playing with two Spreading Seas maindeck, and two more in the sideboard for 12Post. It's been very good so far. Even against Zoo. Often it can shrink their creatures for a turn or two, allowing you to attack into them, or with Lord, right past them. And sometimes can even leave them with Knight's and Paths stranded in their hand for long enough to put them on the defensive.
I also think Sygg, River Guide is good at the moment. Especially with Vial's. I play three of him, and I'm always glad to have him.
And yeah, with Surgical Extraction, you have to wait for them to tap out (doubtful if they have the engine going), or cast it after they pay the red to return it to their hand.
I've been running a Counterspell suite of x4 Disrupting Shoal, x3 Mana Tithe, and x2 Spell Pierce.
It seems to be a nice combination. It's definitely not the greatest combination of counterspells, but it definitely works.
The best answer to Punishing Fire is Ghost Quarter, with honorable mention to Tech Edge, both of which also happen to shine against 12-post, etc.
Sig by me!
Currently Playing:
:symr::symg::symb: Living End Modern
:symu:, :symu::symw: Merfolk Fish ("Marine Freaks") Legacy, Modern
Death and Taxes Legacy
RDW/ Burn ("Peking Duck w/ 8 Pancakes") Legacy, Modern
:symu::symb::symr: Worldgorger Dragon Vintage
:symu::symr::symw: Narset EDH
:symw::symu::symb::symr::symg: Cube
We have. It's in the primer, and I have them in my list.
Edit: My mistake, apologies. I must have been mistook the other Sygg.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Currently Playing:
R Mono Red Goblins R
UW Charitable Donations WU
U Merfolk U
Commander
G Verdeloth Token G
RGW Uril, the Mist Stalker WGR
2 Sygg, River Cutthroat
2 Lullmage Mentor
2 Merrow Reejerey
4 Lord of Atlantis
4 Coralhelm Commander
4 Silvergill Adept
4 Cursecatcher
4 Aether Vial
4 Spell Pierce
4 Disrupting Shoal
4 Rune Snag
2 Spreading Seas
Lands 20
4 Scalding tarn
4 Ghost Quarter
4 Mutavault
8 Island
1 Mountain
2 Blood Moon
2 Spreading Seas
3 Spell Snare
2 Kira, Great Glass-Spinner
3 Pongify
2 Mindbreak Trap
The thing most of you are probibly going to be disagreeing with is the Lullmage Mentor. I know he is not a lord but he does make every counter spell have "when this counters a spell put a 1/1 merfolk into play". I can't tell you how many counter spell fights that have ended with me adding atleast 2 additional merfolk to the board. I hardly ever use his activativated ability. He just lets me alpha strike alot.
I have to agree with what most others are saying, spell pierce is amazing. I love opening with this card. I have never drawn it and wished it was somthing els. I have also liked disrupting shoals. It has been a great card to have in my hand.
Why only 2 Merrow Reejerey? He's one of the best cards in the deck.
Currently Playing:
R Mono Red Goblins R
UW Charitable Donations WU
U Merfolk U
Commander
G Verdeloth Token G
RGW Uril, the Mist Stalker WGR
I'm not sure what to run with what, but so far running a bunch of Islandwalking merfolk + 4 Spreading Seas and 4 Sea's Claim, I can easily disrupt most aggro decks.
At the moment here's my basic list, though it is still very VERY rough.
19 Island
4 Mutavault
4 Lord of Atlantis
4 Merfolk Spy
4 Stonybrook Banneret
2 Stormtide Leviathan
3 Merrow Reejerey
3 Silvergill Adept
4 Aether Vial
Spells: 12
4 Sea's Claim
4 Spreading Seas
4 Mana Leak
Honestly it's tempting to take out the fatties and counterspells and go all in cheap merfolk for super aggro. The combination of mana screwing my opponent via Enchantments, unblockable creatures via Islandwalk, and incredible speed and card tempo; seems to really hit hard.
Edit: Experimented with going aggro, works really well against aggro decks and any multi color deck. Just target their key color with enchantmants and they never do anything. I have common wins turn 4~5.
Here's the new list:
16 Island
4 Mutavault
4 Lord of Atlantis
4 Merfolk Spy
4 Stonybrook Banneret
4 Merrow Reejerey
4 Silvergill Adept
3 Merrow Harbinger
1 Wanderwine Prophets
1 Thada Adel, Acquisitor
2 Riptide Pilferer
4 Aether Vial
Spells: 9
4 Sea's Claim
4 Spreading Seas
1 Merrow Commerce
Turn 1: Vial if you have it, otherwise seas or spy if you have it in hand. ALWAYS PRIORITIZE HITTING A POST WITH SEAS!!! No seriously, even if you think you're about to win, this is #1 priority, post decks can make huge comebacks if you let them get another post.
Turn 2: Use vial to drop spy, cast a 2 drop merfolk, preferably Banneret.
Turn 3: MASS MERFOLK EVERYWHERE! (to give you an idea, with vial at 2 charges, spy+banneret on field, you should be able to cast 3 2 drop merfolks plus vial out a merfolk, or cast a 2 drop merfolk + a lord + another 2 drop from vial. Totallying about 6 merfolk all with islandwalk turn 3)
Turn 4: Drop 1-2 lords and islandwalk all over them. If you played your early island enchantments they probably haven't cast a creature yet due to perma manascrew.
Turn 5: You haven't won yet? Ok drop moar lords. MOAR LORDS!!!
So what do we need for sideboards?
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
my list:
The problem i have with is the build( i moved this from legacy) is the consistency, and aggresive match up. Any advice
[URL="http://forums.mtgsalvation.com
/showthread.php?t=348313"]http://forums.mtgsalvation.com/showthread.php?t=348313[/URL]
My List/ Trade Thread
2x Kira, Great Glass-Spinner
4x Lullmage Mentor
4x Coralhelm Commander
4x Cursecatcher
4x Lord of Atlantis
4x Merrow Reejery
Enchantments (4)
4x Spreading Seas
4x Cryptic Command
4x Mana Leak
4x Spell Syphon
Land (22)
2x Contested Warzone
4x Reflecting Pool
4x Halimar Depths
12x Island
3x Hindering Light
4x Path to Exile
4x Convincing Mirage
4x Sea's Claim
Sideboard is unofficial and any ideas will be appreciated and taken as constructive criticism.
Standard:
UB Biomancer Beatdown
UG Elven Stompy
RWGu Slivers
Modern:
Naya Sliver Zoo
Jund Kolonian Ooze Control
EDH:
Rith, the Awakener Populate
Slivers (rotating general)
Hana, Ship's Navigator- Pillow Fort
Currently Playing:
R Mono Red Goblins R
UW Charitable Donations WU
U Merfolk U
Commander
G Verdeloth Token G
RGW Uril, the Mist Stalker WGR
I would run 4 sygg and 2 selkies, personally. Not sure about ghost quarter as well as spreading seas, giving up mana in an aggro deck sounds dangerous, though it can be useful to make a comeback.
Currently Playing:
R Mono Red Goblins R
UW Charitable Donations WU
U Merfolk U
Commander
G Verdeloth Token G
RGW Uril, the Mist Stalker WGR
Ah sorry I didn't realize Sygg is legendary, nevermind then!
I like running banneret and 2 harbingers, then I can run one offs of a couple toolbox merfolk that I can tutor up with harbinger if I need them. IE a one off of thada adal is nice.
Banneret just speeds the deck up that much more, really worth it. Our main threat are the artifacts that 12 post runs that counter/destroy cards by CMC, since we have a huge clump of 2 drop merfolk, so one needs to try and split up evenly amongst 1 drops and 3 drops. I'm thinking running a couple more 1 drop merfolk would help avoid said threat.
I think the issue is you wont ALWAYS have aether vial in play, my list runs 4 and I can go 4-5 games without seeing one. Banneret basically acts as a secondary vial, letting you quickly dump creatures on board.
4 Coralhelm Commander
4 Cursecatcher
4 Dark Confidant
2 Kira, Great Glass-Spinner
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adapt
3 Spell Pierce
3 Spell Snare
1 Creeping Tar Pit
4 Darkslick Shores
4 Ghost Quarter
5 Island
4 Mutavault
1 Swamp
3 Watery Grave
2 Sower of Tempation
2 Threads of Disloyalty
4 Deathmark
3 Thoughtseize
I think I need the most help with the Sideboard and the mana-base. I really like having 22 lands, but I think those 22 can be chosen better.
Thoughts?