It can't if you tapped out for a merfolk sovereign. I don't think merfolk is fast enough to actually deal with 12post.
I agree with the post above me. My Fish deck seems to perform decently against 12post (decently being 50%). I haven't gotten to play against any versions with blue, but I'm inclined to think that Fish would do better against it thanks to Islandwalk without needing Seas.
I just have a tough time against combo decks, as I cut counters down to just Cursecatcher and Spell Pierce. Post-board I would bring in 4 Mindbreak Trap, as they help against both Emrakul and storm. I find that the Seas help against storm, though, as it shuts down their storage lands and hideaways. The combo that I'm most worried about is Ascension. Unless they play into a Spell Pierce with no counter backup, I'm just about screwed on that one.
EDIT: I just noticed, he has no Sovereigns in his decklist. Where did you get the idea that he did? Aside from that, intelligent play is not to tap out as often as you can help it anyways. I don't think anyone would argue in favor of making unintelligent plays.
The new spoilers just made this deck even better. The new Skaab Ruinator is amazing w/ vial and starts out bigger than the average tarmogoyf. I would deffinantly consider running 2 of these in this deck.
Skaab Ruinator is a good card but it’s a Zombie Horror not a Merfolk so it really has no place in the deck, imo. Myr Superion is also a 5/6 for 2 but both are primarily dependent on Vial to be played and don’t have synergy with the rest of the deck.
Ok, so your saying that people should not spash green for tarmogoyf just because if loses some synergy, which some decks do in legacy. Even with it merfolk will still have amazing synergy, they now have a flying tarmogoyf that just requires a vial, which is easy to get on turn 1. Even without hitting a vial, unless against control, exiling 3 creatures from your grave should not be hard considering most decks are more explosive aggro decks.
Sage's Dousing is amazing with merfolk, and the combo of Silvergill Douser and Merfolk Thaumaturgist locks down creature-heavy decks once it gets going -- especially if you have Merrow Commerce in play. The possibility of a Lullmage Mentor soft-lock is nothing to sneeze at either, but it's rarely worth pushing for.
I find it a bit amusing that I suggested Delay on page 2 and was told it was probably not good enough.
Edit: Also going to suggest Echoing Truth again. It should be quite good against anything that's throwing multiples of any permanent out, resulting in a pretty big tempo loss for them.
Edit 2: Just looked at the list from the tournament and he has Echoing Truth in the sideboard. This is an interesting day.
I played TS, a 'rock' birthing pod deck, Zoo, and a RG infect deck in that order. I only lost 2 games, one to the pod and the other to the zoo.
Commander just wins games by himself. He's by far the best top deck. Having 6 hard counters is very convenient. I played on the defensive most of the time, letting the aggressive decks send threats and I responded to them while slowly firing guys out with vial, leaving lands untapped. Cosi is also nice to bring in against decks like zoo. She gets kind of silly pretty fast with fetch lands, and has a nice synergy with PtE. Hindering light was hilariously good CA against zoo and similar decks with a lot of removal. A lot of people will probably not be a fan of the fact I don't run man lands. I just don't like tapping mana to send them in, I like having mana open to counter. Anyway, figured I should post my results with this brew.
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Modern UWR UWR Mid-Range GBW Junk Legacy RBG Punishing Jund Vintage 0 Ichorid X MUD
Pretty standard list, I think. Sideboard might need some work. Gitaxian Probe could probably be something else, I'm just not sure what. But then again, it does cantrip and gives you an idea or what your opponent has in store for you, so maybe it's all right.
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Currently playing:
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
I don't think Cryptic Command even belongs in this deck. It's too slow for the current environment, and as long as 12post and its variants are in the metagame, Merfolk needs to be playing either Ghost Quarter/Tectonic Edge/Spreading Seas. If you play either Ghost Quarter or Tectonic Edge with Mutavault, it is highly unlikely that you will be able to cast Cryptic Command since it requires 3 blue anyway. Anyone who has played with playsets of Wasteland/Mutavault in Legacy Merfolk know that a lot of times even 2 blue mana is hard to come by.
I don't think Cryptic Command even belongs in this deck. It's too slow for the current environment, and as long as 12post and its variants are in the metagame, Merfolk needs to be playing either Ghost Quarter/Tectonic Edge/Spreading Seas. If you play either Ghost Quarter or Tectonic Edge with Mutavault, it is highly unlikely that you will be able to cast Cryptic Command since it requires 3 blue anyway. Anyone who has played with playsets of Wasteland/Mutavault in Legacy Merfolk know that a lot of times even 2 blue mana is hard to come by.
I play both Tectonic Edge and Spreading Seas, on top of Mutavault, and Cryptic Command is still awesome and I'm able to play it all the time.
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I agree with the statement about Tectonic edge and/or ghost quarter. I just don't run them because in the last few weeks I only saw one 12post deck being played, period. It's just not popular in my meta for whatever reason.
I also agree that Cryptic Command is too slow right now. I run 8-12 counters, but I refuse to play one above a 2cc. Anything else slows me down as well as my opponent. With such an aggro/fast paced format having tempo is extremely important.
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Modern UWR UWR Mid-Range GBW Junk Legacy RBG Punishing Jund Vintage 0 Ichorid X MUD
Rune Snage is better than mana leak IMO. Late game rune snags are still relevant ... i.e. pay or or counter that spell, on top of catcher.
IMO 12post or not Ghost Quarter belongs in the deck. Someone fetches an untapped shockland (3 damage), then you eliminate its usefulness. Kills opposing Mutavaults/Inkmoth Nexus.
Tec edge doesn't cut it for me, good only against 12post. You'll see why this card sucks when Infect Combo swings at you with an 11/11 inmoth nexus and all they did was not drop a 4th land to avoid tec.
Trickbind comes in against Storm/splinter twin and random ability. Better than spellskite IMO. Read Trickbind Closely, if you counter splinter twins ability (or anything) it cannot be used for the rest of the turn, and itself cannot be countered.
Threads come in against goyfs/Blighted agents/etc.
Only the first mana leak you cast is technically better than rune snag. The next 3 rune snags are way more relevant mid-late game.
Shoal is closest thing to Force of Will We got. If you have extra stuff you don't need you can pitch a random 2 drop to counter a ritual; or pitch a silvergill/sovereign to counter Seething Song; This card really shines mid game (esp. with Vials online) you start hardcasting shoal for the :xmana:.
Spell snare counters EVERYTHING Relevant for a U..
Mana Leak, budget option; Spell Pierce is great from board.
3CMC+ counterspells just won't cut it in Modern, atm.
Thanks, I fixed it. I normally Play 61 cards in my non-combo decks. Any other suggestions for the board? Now that a whole lot is banned, I may change some up. I love trickbind cause of the versatility. I was even thinking about splashing black for the thoughtseize/leyline of the void sideboard but I may not need to now.
Umm, how do you guys beat Zoo? This MU looks even more miserable than in Legacy. Can someone explain how this deck has even the slightest chance of surviving being paired against Zoo?
Umm, how do you guys beat Zoo? This MU looks even more miserable than in Legacy. Can someone explain how this deck has even the slightest chance of surviving being paired against Zoo?
I'm not a real experienced Merfolk player. I don't even touch merfolk in Legacy. I do believe however that Merfolk is 50/50 MU against Zoo. Better post board. That's what Flash Freeze, Threads of Disloyalty is for. Dismember Doesn't even require a color spalsh.
It also depends on the Zoo variant. Blue Zoo will just get decimated by islandwalk.
What meta? There's no meta yet.
I'm asking "in the void" - the only thing that i'm sure of is that zoo and affinity will be popular.
LOL, well in theory, that's what those cards I mentioned are for.
I expect to see Splinter twin, Zoo and some form of Storm and or Bant/other zoo type decks, maybe Burn in my area, friday.
Historically, Merfolk is good vs.
1.) any deck running island/island duals
2.) Combo decks
Historically, Merfolk is bad vs. Zoo, Goblins (mainly cause of Piledriver)
and possibly RUG decks.
With that being said, and for competing in my local area, The board I will most likely pack is:
For Storm/pesky activated abilities:
3 Trickbind Very versatile in stoppong storm/splinter twin
vs Storm/Zoo/Gobs/RUG/Burn
3 Flashfreeze - Hard counters everything relevant
vs Zoo, affinity, and aggro, mirror, aggro-control
3 Threads of disloyalty - stealing nacatls and goyfs is always fun
3 Dismember Killing Nacatls and goyfs is even more fun
vs Reanimator/solarflare/dredge/ style decks
3 Tormod's Crypt - cause it's just silly to leave home without GY hate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you're absolutely terrified of Zoo and Affinity,
1.) Splash White
2.) run 4 Path to Exile main.
3.) Board into 2 more removal (IMHO, Dismember)
4.) Also board into 3 Kataki.
I don't understand how you think zoo is even close to 50/50. It's terrible. If you're playing Vial, then you're not dismembering their vial. And if you wait till turn two to kill it, then when is Flashfreeze going to do anything? They'll already have another creature you can't deal with in play.
I think to have a decent Zoo matchup, you need black for Inquisition and removal that doesn't lose you a turn. Or white for Path and Sygg.
I don't understand how you think zoo is even close to 50/50. It's terrible. If you're playing Vial, then you're not dismembering their vial. And if you wait till turn two to kill it, then when is Flashfreeze going to do anything? They'll already have another creature you can't deal with in play.
I think to have a decent Zoo matchup, you need black for Inquisition and removal that doesn't lose you a turn. Or white for Path and Sygg.
Well, like I said, it depends on the zoo build. Counter Cat you can stomp cause they have islands out (Lord of Atlantis) They wont be able to block any of your guys if you play it right. The modern Zoo is not like Legacy Zoo. Knights could be a potential problem. I'm not saying it's easy matchup, I'm just saying i really don't believe it's as bad as people claim.
A straight classic zoo build sans counterspells/blue, more burn would probably give this deck more problems. Aginst those decks you board out Vials since you don't worrry about counterspells.
My board is not definite, but I may indeed splash White AND Dismember Mainboard.
Well, I only have 1 Hallowed Fountain, and I doubt I'll have time to get 2-3 before tomorrow night. So what would be a good mana base for splashing whit, and how many syggs to run main?
I'll have to check, but I probably don't have any Hubs... I really don't want to use colonnades/Fortress and seachrome coasts lol... I have Ardarkar Wastes
If I can get some run like what? 2-4 Misty, 1 Fountain and 3-4 wanderwine? I have plan C for Sure. What is optimized for Modern... I'm expert on Legacy manabases though lol... Modern, not so sure.
I agree with the post above me. My Fish deck seems to perform decently against 12post (decently being 50%). I haven't gotten to play against any versions with blue, but I'm inclined to think that Fish would do better against it thanks to Islandwalk without needing Seas.
I just have a tough time against combo decks, as I cut counters down to just Cursecatcher and Spell Pierce. Post-board I would bring in 4 Mindbreak Trap, as they help against both Emrakul and storm. I find that the Seas help against storm, though, as it shuts down their storage lands and hideaways. The combo that I'm most worried about is Ascension. Unless they play into a Spell Pierce with no counter backup, I'm just about screwed on that one.
EDIT: I just noticed, he has no Sovereigns in his decklist. Where did you get the idea that he did? Aside from that, intelligent play is not to tap out as often as you can help it anyways. I don't think anyone would argue in favor of making unintelligent plays.
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Here is my new version of this deck:
3 Cursecatcher
4 Silvergill Adept
4 Coralhelm Commander
4 Lord of Atlantis
4 Merrow Reejerey
1 Merfolk Sovereign
1 Kira, the Great Glass Spinner
2 Skaab Ruinator
1 Phantasmal Image
4 Aether Vial
3 Spell Pierce
4 Mana Leak
3 Cryptic Command
1 Dismember
Land:
13 Island
4 Mutavault
4 Tectonic Edge
2 Spell Snare
2 Hibernation
4 Spreading Seas
1 Sower of Temptation
4 Others
Ok, so your saying that people should not spash green for tarmogoyf just because if loses some synergy, which some decks do in legacy. Even with it merfolk will still have amazing synergy, they now have a flying tarmogoyf that just requires a vial, which is easy to get on turn 1. Even without hitting a vial, unless against control, exiling 3 creatures from your grave should not be hard considering most decks are more explosive aggro decks.
3x Lullmage Mentor
4x Merfolk Thaumaturgist
3x Merrow Reejerey
4x Silvergill Adept
4x Silvergill Douser
4x Stonybrook Banneret
22x Island
Spells:
4x Negate
2x Merrow Commerce
4x Sage's Dousing
2x Spell Snare
4x Stream of Unconsciousness
Sage's Dousing is amazing with merfolk, and the combo of Silvergill Douser and Merfolk Thaumaturgist locks down creature-heavy decks once it gets going -- especially if you have Merrow Commerce in play. The possibility of a Lullmage Mentor soft-lock is nothing to sneeze at either, but it's rarely worth pushing for.
Daily 60
Edit: Also going to suggest Echoing Truth again. It should be quite good against anything that's throwing multiples of any permanent out, resulting in a pretty big tempo loss for them.
Edit 2: Just looked at the list from the tournament and he has Echoing Truth in the sideboard. This is an interesting day.
21 lands
2 Coralhelm Commander
4 Cursecatcher
4 Lord of Atlantis
4 Merrow Reejerey
4 Silvergill Adept
3 Vendilion Clique
4 A?ther Vial
4 Delay/leak
2 Dismember
4 Cryptic Command
4 Thoughtseize
4x Wanderwine Hub
4x Adarkar Wastes
11x Island
Creatures
1x Cosi's Trickster
4x Cursecatcher
4x Lord of Atlantis
4x Merrow Reejerey
4x Silvergill Adept
4x Coralhelm Commander
2x Merfolk Sovereign
2x Sygg, River Cutthroat
4x Aether Vial
4x Path to Exile
4x Delay
2x Mana Leak
2x Deprive
3x Hindering Light
3x Cosi's Trickster
3x Hurkyl's Recall
3x Flashfreeze
3x Mindbreak Trap
I played TS, a 'rock' birthing pod deck, Zoo, and a RG infect deck in that order. I only lost 2 games, one to the pod and the other to the zoo.
Commander just wins games by himself. He's by far the best top deck. Having 6 hard counters is very convenient. I played on the defensive most of the time, letting the aggressive decks send threats and I responded to them while slowly firing guys out with vial, leaving lands untapped. Cosi is also nice to bring in against decks like zoo. She gets kind of silly pretty fast with fetch lands, and has a nice synergy with PtE. Hindering light was hilariously good CA against zoo and similar decks with a lot of removal. A lot of people will probably not be a fan of the fact I don't run man lands. I just don't like tapping mana to send them in, I like having mana open to counter. Anyway, figured I should post my results with this brew.
UWR UWR Mid-Range
GBW Junk
Legacy
RBG Punishing Jund
Vintage
0 Ichorid
X MUD
18 Island
4 Mutavault
Creatures: 24
4 Cursecatcher
4 Silvergill Adept
4 Coralhelm Commander
4 Lord of Atlantis
4 Merrow Reejerey
4 Merfolk Sovereign
4 Aether Vial
Instants/Sorceries: 10
4 Spell Pierce
4 Cryptic Command
2 Gitaxian Probe
4 Tormod’s Crypt
4 Mindbreak Trap
4 Flashfreeze
3 Threads of Disloyalty
Pretty standard list, I think. Sideboard might need some work. Gitaxian Probe could probably be something else, I'm just not sure what. But then again, it does cantrip and gives you an idea or what your opponent has in store for you, so maybe it's all right.
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
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4 Darkslick Shores
2 Ghost Quarter
6 Island
1 Mutavault
4 River of Tears
2 Scalding Tarn
1 Watery Grave
26 Creatures
4 Coralhelm Commander
3 Cursecatcher
3 Dark Confidant
4 Lord of Atlantis
2 Merfolk Sovereign
4 Merrow Reejerey
2 Phantasmal Image
4 Silvergill Adept
4 Aether Vial
3 Deprive
3 Inquisition of Kozilek
1 Spell Pierce
3 Thoughtseize
15 Sideboard
3 Deathmark
2 Doom Blade
2 Flashfreeze
1 Inquisition of Kozilek
1 Spell Pierce
3 Spell Snare
1 Thoughtseize
2 Threads of Disloyalty
Looks like an interesting take. The lands are pretty screwy. I'm guessing that was to avoid taking too much damage from Bob?
Here's my list:
13 Island
4 Mutavault
4 Tectonic Edge
Creatures
4 Cursecatcher
4 Silvergill Adept
4 Coralhelm Commander
4 Lord of Atlantis
4 Merrow Reejerey
2 Merfolk Sovereign
1 Sower of Temptation
1 Kira, Great Glass-Spinner
3 Cryptic Command
4 AEther Vial
4 Remand
4 Spreading Seas
3 Cosi's Trickster
3 Mindbreak Trap
3 Tormod's Crypt
4 Flashfreeze
2 Hurkyl's Recall
The deck's super fun to play, and it's surprisingly effective in the format.
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I also agree that Cryptic Command is too slow right now. I run 8-12 counters, but I refuse to play one above a 2cc. Anything else slows me down as well as my opponent. With such an aggro/fast paced format having tempo is extremely important.
UWR UWR Mid-Range
GBW Junk
Legacy
RBG Punishing Jund
Vintage
0 Ichorid
X MUD
Rune Snage is better than mana leak IMO. Late game rune snags are still relevant ... i.e. pay or or counter that spell, on top of catcher.
IMO 12post or not Ghost Quarter belongs in the deck. Someone fetches an untapped shockland (3 damage), then you eliminate its usefulness. Kills opposing Mutavaults/Inkmoth Nexus.
Tec edge doesn't cut it for me, good only against 12post. You'll see why this card sucks when Infect Combo swings at you with an 11/11 inmoth nexus and all they did was not drop a 4th land to avoid tec.
Trickbind comes in against Storm/splinter twin and random ability. Better than spellskite IMO. Read Trickbind Closely, if you counter splinter twins ability (or anything) it cannot be used for the rest of the turn, and itself cannot be countered.
Threads come in against goyfs/Blighted agents/etc.
Dismember comes in against zoo.
Crypt comes in vs Goyfs/knights/reanimator/dredge style decks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Best Counterspells in modern for this deck IMO:
Rune snag > Disrupting Shoal > spell snare > mana leak > Spell Pierce > then non-sense 3cmc counterspells (Cancel is best, but that's a terrible idea). Command doesn't seem relevant until late game, and useless early game.
Only the first mana leak you cast is technically better than rune snag. The next 3 rune snags are way more relevant mid-late game.
Shoal is closest thing to Force of Will We got. If you have extra stuff you don't need you can pitch a random 2 drop to counter a ritual; or pitch a silvergill/sovereign to counter Seething Song; This card really shines mid game (esp. with Vials online) you start hardcasting shoal for the :xmana:.
Spell snare counters EVERYTHING Relevant for a U..
Mana Leak, budget option; Spell Pierce is great from board.
3CMC+ counterspells just won't cut it in Modern, atm.
4 Lord of Atlantis
4 Merfolk Sovereign
2 phantasmal image
3 Coralhelm Commander
4 Cursecatcher
4 Silvergill Adept
4 Merrow Reejerey
4 Disrupting Shoal
4 Rune Snag
3 Spell Snare
Artifacts
4 Æther Vial
Land
4 Mutavault
3 Ghost Quarter
4 Scalding Tarn
10 Island
3 Trickbind
3 Flashfreeze
3 Threads of Disloyalty
3 Tormod's Crypt
3 Dismember
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
I'm not a real experienced Merfolk player. I don't even touch merfolk in Legacy. I do believe however that Merfolk is 50/50 MU against Zoo. Better post board. That's what Flash Freeze, Threads of Disloyalty is for. Dismember Doesn't even require a color spalsh.
It also depends on the Zoo variant. Blue Zoo will just get decimated by islandwalk.
I would splash black. Seems to have a lot better options, esp. for the sideboard. Depends on your meta as well.
```````````````````````````
This is my first modern deck and first merfolk deck, so any experienced masters of the folk can correct me/back me up.
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
LOL, well in theory, that's what those cards I mentioned are for.
I expect to see Splinter twin, Zoo and some form of Storm and or Bant/other zoo type decks, maybe Burn in my area, friday.
Historically, Merfolk is good vs.
1.) any deck running island/island duals
2.) Combo decks
Historically, Merfolk is bad vs. Zoo, Goblins (mainly cause of Piledriver)
and possibly RUG decks.
With that being said, and for competing in my local area, The board I will most likely pack is:
For Storm/pesky activated abilities:
3 Trickbind Very versatile in stoppong storm/splinter twin
vs Storm/Zoo/Gobs/RUG/Burn
3 Flashfreeze - Hard counters everything relevant
vs Zoo, affinity, and aggro, mirror, aggro-control
3 Threads of disloyalty - stealing nacatls and goyfs is always fun
3 Dismember Killing Nacatls and goyfs is even more fun
vs Reanimator/solarflare/dredge/ style decks
3 Tormod's Crypt - cause it's just silly to leave home without GY hate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you're absolutely terrified of Zoo and Affinity,
1.) Splash White
2.) run 4 Path to Exile main.
3.) Board into 2 more removal (IMHO, Dismember)
4.) Also board into 3 Kataki.
If you want to stay Mono , Echoing Truth and Hurkyl's Recall do the trick as well.
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
I think to have a decent Zoo matchup, you need black for Inquisition and removal that doesn't lose you a turn. Or white for Path and Sygg.
Well, like I said, it depends on the zoo build. Counter Cat you can stomp cause they have islands out (Lord of Atlantis) They wont be able to block any of your guys if you play it right. The modern Zoo is not like Legacy Zoo. Knights could be a potential problem. I'm not saying it's easy matchup, I'm just saying i really don't believe it's as bad as people claim.
Dismember comes in etc.
A straight classic zoo build sans counterspells/blue, more burn would probably give this deck more problems. Aginst those decks you board out Vials since you don't worrry about counterspells.
My board is not definite, but I may indeed splash White AND Dismember Mainboard.
Spell Snare and Disrupting Shoal can counter everything Zoo plays as well.
Something like:
2 Dismember
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
If I can get some run like what? 2-4 Misty, 1 Fountain and 3-4 wanderwine? I have plan C for Sure. What is optimized for Modern... I'm expert on Legacy manabases though lol... Modern, not so sure.
4 Hallowed Fountain
4 Island
4 Mutavault
3 Ghost Quarter
3 Seachrome Coast
1 Hallowed Fountain
4 Misty Rainforest
1 Seachrome Coast
4 Island
4 Mutavault
3 Ghost Quarter
1 Hallowed Fountain
4 Misty rainforest
4 Mutavault
5 Island
1 Seachrome Coast
3 Ghost Quarter
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur