How do we compete with Tron? I played an hour long game till he had 12 cards left in deck, constantly struggling against Wurms. After an hour he dropped two wurms and an angel and that was game. I found a mention of Pithing Needle - why isn't this listed in most SB?
I notice creature spells are super annoying to deal with. Cursecatcher and Spell Pierce are not fun to have when your opponent is casting a nasty creature like Wurmcoil Engine. With a vial out I dont have issues with using Deprive. I dont really understand how Tectonic Edge is any more useful than spreading seas.
I'm still trying to figure out the annoying technical aspects of MtGO so some early mistakes probably set me back. I think best bet for winning games is to find out the best way to curve for a quick win. Merfolk has a lot of power but you can't afford mistakes.
Mono-Blue tron is not too difficult. Make them play with Islands and swing for the fences. Watch out for Aetherize though.
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Level 1 Judge
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UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Just checking in on this thread because Merfolk is cool.
I'm not really sure how you guys are convinced that your Bogles matchup is good. According to MTGO data, the matchup is about 70-30 in Bogles' favor. Merfolk has some nice sideboard tech, but G1 is practically unwinnable, and they also have some pretty good sideboard cards against Merfolk.
I lost to black tron. I fought him off for a long time and finally started to wear him down until he thoughtseize my spell pierce into damnation to cast his Wurmcoil. Still fought him off a very long time, I had 1 minute left of my 25 before he cast a second wurmcoil and the angel.
What do you guys run for countermagic in Merfolk? I want 4-5 pieces of countermagic in my 75, but Im not sure what exactly. Spell Pierce is of course the first pick. but I don't think I want the full playset. Dispel seems kind of pointless as it is mostly useful in counter wars. Swan Song tends to be clunky and two-mana countermagic in general always underperforms for me; keeping open two mana whilst developing boardstate is tough in this deck.
How do we compete with Tron? I played an hour long game till he had 12 cards left in deck, constantly struggling against Wurms. After an hour he dropped two wurms and an angel and that was game. I found a mention of Pithing Needle - why isn't this listed in most SB?
I notice creature spells are super annoying to deal with. Cursecatcher and Spell Pierce are not fun to have when your opponent is casting a nasty creature like Wurmcoil Engine. With a vial out I dont have issues with using Deprive. I dont really understand how Tectonic Edge is any more useful than spreading seas.
I'm still trying to figure out the annoying technical aspects of MtGO so some early mistakes probably set me back. I think best bet for winning games is to find out the best way to curve for a quick win. Merfolk has a lot of power but you can't afford mistakes.
Generally, tron should be one of merfolk's better matchups. Make sure to play around Pyroclasm and to a lesser extend Firespouts. If possible, try to not play lords until you can turn them into 3/3s or 4/4s. Spreading Seas is of course our best card against them, but watch out for Nature's Claim. I also heavily recommend sideboarding 3-4 Tectonic Edges, as they are great in a ton of matchups, especially this one. Chalice of the Void can also be incredibly strong on 1, shutting off their eggs, maps and Nature's Claim.
Your goal is to get a fast clock going to not give them the time to cast their big spells, while disrupting the manabase with tecs and seas. Make note of which pieces they fetch: if they crack Expedition Map to get Urza's Tower, you kill that first since there's a lower chance they'll have backup. If you get multiple land disruption pieces, try to go for the same land every time if possible: if you take out two urza's mines, they only have two left in their deck to try and get compared to 3 if you kill a tower and a mine.
Their best cards are Wurmcoil and Oblivion Stone. In my opinion it's worth it to keep in Vapor Snag to bounce Wurmcoils and sometimes your own creatures to avoid a boardwipe. Don't worry much about Karn, they should be boarding it out and if not it should generally be a 7 mana Vindicate.
As for bluetron, it's generally a complete bye. They are much slower at assembling tron, your creatures are unblockable and resistant to countermagic. Watch out for Aetherize and you'll win 9 out of 10 matches. Also be wary of Snapcaster Mage, as dedicated Utron players will have some in the sideboard.
Just checking in on this thread because Merfolk is cool.
I'm not really sure how you guys are convinced that your Bogles matchup is good. According to MTGO data, the matchup is about 70-30 in Bogles' favor. Merfolk has some nice sideboard tech, but G1 is practically unwinnable, and they also have some pretty good sideboard cards against Merfolk.
Just my $0.02.
I agree, Bogles is probably Merfolk's worst matchup after affinity. Chalice of the Void completely shuts them down, but other than that we can barely interact with them.
I'm not really sure how you guys are convinced that your Bogles matchup is good. According to MTGO data, the matchup is about 70-30 in Bogles' favor. Merfolk has some nice sideboard tech, but G1 is practically unwinnable, and they also have some pretty good sideboard cards against Merfolk.
That same article mentions that we struggle against Living End (which is our best matchup in modern), so 70-30 is as made up number as they come. To do anything, Boggles need to draw a creature, right amount of mana (which can withstand Spreading Seas), go first and pick up lifelink Aura. Heroic in standard needs 16-17 creatures in the main to start Voltroning while Boggles have only 8 hexproof dudes (Spiritdancer will be Dismembered, Snaged or whatever). It is not possible to draw everything 70% of the time. I have 4 Spell Pierce and 3 Spellskite in the sideboard and have no intention to lose against noninteractive pile of **it. The moment I find those cards lacking I will have Chalices and Hibernation, but that was never needed.
I wonder what could Boggles have against Merfolk in the side and why would they even have it if they consider us a bye?
I'm tired of people referencing those match up stats. They are complete garbage and I have no idea how they collected the data. I should reiterate that Merfolk is still a very difficult deck to pilot and that the data might include the games played by a lot of weaker pilots.
In my opinion Bogels is just 50/50 without any serious hate. The deck is also hard to pilot because you can accidentally mulligan into oblivion. For that reason the deck is just unstable. Sure if they get a bunch of auras, lifelink, and trample going on we cannot do anything. But there are a lot of games we steal by ruining them with Spreading Seas, just race them, or they have a poor hand of auras with no lifelink. If we run Chalice of the Void then we seriously hose them with that. The difficulty of piloting the deck + instability = fair match up.
I'm tired of people referencing those match up stats. They are complete garbage and I have no idea how they collected the data. I should reiterate that Merfolk is still a very difficult deck to pilot and that the data might include the games played by a lot of weaker pilots.
In my opinion Bogels is just 50/50 without any serious hate. The deck is also hard to pilot because you can accidentally mulligan into oblivion. For that reason the deck is just unstable. Sure if they get a bunch of auras, lifelink, and trample going on we cannot do anything. But there are a lot of games we steal by ruining them with Spreading Seas, just race them, or they have a poor hand of auras with no lifelink. If we run Chalice of the Void then we seriously hose them with that. The difficulty of piloting the deck + instability = fair match up.
Yes, thank you. I guess this makes me a hypocryte cause I offhandedly said you'll win 9 out of 10 tron matches but I hate the "it's a 70-30 MU" thing (and it's ALWAYS 70-30). Without any source that means absolutely nothing
How do we compete with Tron? I played an hour long game till he had 12 cards left in deck, constantly struggling against Wurms. After an hour he dropped two wurms and an angel and that was game.
I managed to win two matches against blue Tron this past week by simply outracing them and some land hate. I won one match against mono black Tron with pretty much the same plan. I had a Phantasmal Image drop off of Aether Vial copying his Wurmcoil Engine after he declared attack with it in that match. I blocked and we both got the 3/3 Wurm artifact creatures and gained 6 life. I kept the 3/3 creatures as blockers for the most part and attacked with islandwalk over Spreading Seas. RG Tron has got my number a few times, but overall I think it is a pretty favorable matchup. I used to try and play kind of a control game against Tron, but now I feel like the beat down is the way to go.
I'm not really sure how you guys are convinced that your Bogles matchup is good. According to MTGO data, the matchup is about 70-30 in Bogles' favor. Merfolk has some nice sideboard tech, but G1 is practically unwinnable, and they also have some pretty good sideboard cards against Merfolk.
That same article mentions that we struggle against Living End (which is our best matchup in modern), so 70-30 is as made up number as they come. To do anything, Boggles need to draw a creature, right amount of mana (which can withstand Spreading Seas), go first and pick up lifelink Aura. Heroic in standard needs 16-17 creatures in the main to start Voltroning while Boggles have only 8 hexproof dudes (Spiritdancer will be Dismembered, Snaged or whatever). It is not possible to draw everything 70% of the time. I have 4 Spell Pierce and 3 Spellskite in the sideboard and have no intention to lose against noninteractive pile of **it. The moment I find those cards lacking I will have Chalices and Hibernation, but that was never needed.
I wonder what could Boggles have against Merfolk in the side and why would they even have it if they consider us a bye?
No, this data is directly from MTGO. It's not entirely accurate, but it's as accurate as you can reasonably get. You can claim all you want that Bogles is crap and Merfolk is better, but the numbers disagree, so your claim is false. If Living End is one of your best matchups in Modern, then why do the numbers disagree (8/18 wins is not exactly "best matchup" material, even though the sample size is pretty pathetic. Actually, I'd be interested to know how this is one of Merfolk's best matchups. I can see it being good, maybe even great, but it seems like there would still be better matchups).
Bogles has T3 Daybreak Coronet through Spreading Seas about 70.4% of games on the play, and about 73.6% on the draw (simple hypergeometric distribution bashing). Spellskite brings these probabilities down about 1% each (Path is a thing, and boarding in some amount of artifact hate is almost certainly right). These numbers don't account for Spell Pierce, but they also don't account for Unflinching Courage or Spirit Link, since I don't want to run the numbers for those. They do in fact have everything that you say they need about 70% of the time, although I think that there are more factors than that (Spell Pierce is one factor which I didn't include here, which probably brings the individual game percentage down quite a bit). I should also add that, assuming that all the things you mentioned are sufficient preboard, Bogles only needs a matchup of about 43/57 in your favor postboard to have a 70% MWP. (That was more than a bit cryptic, so I'll try to explain in a different way: If Bogles wins G1 every time that they can play a Daybreak on T3 through Spreading Seas, and loses every other game, then they win about 70% of the time in G1. Then, if their matchup isn't worse than about 43/57 (this is pretty exact) G2, then they have a 70% or better MWP).
Also, data is from here, and based on MTGO replays. Of course the data is not perfect, but it's a completely unbiased analysis of a lot of matchups, which is a lot more valuable than anecdotal evidence to me. Sorry that I left that out the first time, I meant to include it.
Anyways, interpret this however you like, as I'm definitely no expert on Merfolk. I'm just trying to provide the facts as accurately and fairly as I can find them.
New to Merfolk...but have been wondering. Is Disrupting Shoal not playable? You've got plenty of blue spells of different CMCs and might improve some of the non-interactive matchups? What do you guys think? Has this been brought up before?
Disrupting Shoal is almost always bad, because it's card disadvantage.
Uh what about Force of Will in Legacy Merfolk? I understand its not the same (nowhere near it), but I think it's worth looking into. I mean once you have your clock (2-3 threats and/or mutavault) you won't need to play out the rest of your hand anyway. Plus it can stop some strong openers. Just from this page alone countering a turn 1 Bogle when you're on the draw seems like it may give you a better chance to win that game.
I've been joking about the need for this card since GP Copenhagen - now with the 'tier 1' status - perhaps its worthwhile - not really of course.
However, interestingly, SCG are out of foils and original versions from 'The Dark' - could be worth speculating on - you'll be glad you did when Merfolk becomes the new Burn deck of modern - cheap and 'easy' to play (unless you play against decks where you have to think which is about most of them when you play good ppl - twin, control etc).
Speaking of Burn - this match-up isn't hard - Im not sure what all the carry-on is about atm on here (its one of our best tier 1 match-ups). We can clog the ground - trade with their creatures and then they run out of gas and need to top deck to win - in the mean-time we beat them senseless with Lords, MoW etc. I will say one thing - I now keep in Spreading Seas - if they stumble on lands (which happens in their low land count deck) they will get punished by losing white or green - I also run 1x Sea's claim which I leave in (predominately in their for Grixis decks - with 4x Tec Edge - Grixis no longer plays Black). Even if they dont stumble too much it messes with them as Sea's is like a stone rain - Burn has very specific colour requirements for their spells - most spells do not have any colourless in their mana requirements.
There are a ton of combo decks in Legacy that will straight up kill you if we dont have FoW. Greg Hatch thinks it's worth running Shoal - but seems bad in Modern Merfolk. In specific meta's I suppose it's fine to think about - fortunately I don't have Boggle morons in my meta. If I did i'd probably play soime combination of hibernation/skite and just out aggro them.
Our anecdotal evidence is more important to us than your internet facts. Why do we care if bad merfolk players on MTGO lose against boggles when some of us crush it everytime due to extensive experience in the matchup? Player skill and experience is far more important than any data you can find.
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Level 1 Judge
Level 2 in progress...
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
This is why I use facts instead of opinions. You will not "crush it everytime", as you say. Player skill of course plays a big factor, and it's possible that player skill makes this a very favorable matchup for experienced pilots (which seems unlikely, but it's certainly possible). However, no amount of player skill can beat bad draws. No matter how good you are, there is variance, and people are very willing to cherrypick data, writing off losses to "bad luck", which is a fundamental part of the game. When you say that you "crush it everytime", your credibility is severely weakened.
Like I said, I'm no expert. I'm using the least biased sources I can, and interpretting from there. If you actually have an amazing Bogles matchup despite the facts, that's great. Incidentally, I'd like to know how you play this matchup, because you seem very confident in your ability to beat Bogles, even through their Coronet starts, which to me seems very difficult.
On the case of Disrupting Shoal: In Legacy, Force of Will isn't even good in very many matchups. It's played because when it's good, it's the best card in the deck. Disrupting Shoal can also be very good, but since you can't counter stuff like T1 Slippery Bogle without opening with Cursecatcher, so it hits a lot less of the important stuff.
Obviously I'm using a hyperbole. Anyone can lose to variance, but bogles is really easy for me.
I play 4 Sea's Claim and 4 Spreading Seas maindeck which is a little different. Bogles players can't beat two seas effects in my experience.
I don't worry about credibility, results are far more important.
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UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Yeah 4 Sea's Claim certainly changes things. Bogles really has trouble if you can keep them off of double-white, which you have a decent chance of doing with essentially 8 MB LD spells. However, it's very difficult to do without Sea's Claim, and as far as I can tell, Sea's Claim is not a popular MB card (especially as a 4-of), so your success is better attributed to radical deckbuilding than matchup experience, and someone playing a more normal Merfolk deck won't be able to have the same success no matter how much experience they have in the matchup, because they are lacking those cards which become pivotal in this specific matchup.
(I am obliged to say that from a purely mathematical standpoint, you will still be hit by T3 Daybreak Coronet about 40% of the time on the draw, and about 49% of the time on the play, so you won't have as great a matchup as you claim without showing that you can actually beat T3 Coronet).
When I mention credibility, I do so because you are trying to convince others of your opinion. Gross hyperbole and lack of willingness to acknowledge facts are not effective ways to do this. You may have all the results in the world, but if you don't even consider anybody else's point of view, while simultaneously not revealing why you are able to achieve these results, then
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I notice creature spells are super annoying to deal with. Cursecatcher and Spell Pierce are not fun to have when your opponent is casting a nasty creature like Wurmcoil Engine. With a vial out I dont have issues with using Deprive. I dont really understand how Tectonic Edge is any more useful than spreading seas.
I'm still trying to figure out the annoying technical aspects of MtGO so some early mistakes probably set me back. I think best bet for winning games is to find out the best way to curve for a quick win. Merfolk has a lot of power but you can't afford mistakes.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
I'm not really sure how you guys are convinced that your Bogles matchup is good. According to MTGO data, the matchup is about 70-30 in Bogles' favor. Merfolk has some nice sideboard tech, but G1 is practically unwinnable, and they also have some pretty good sideboard cards against Merfolk.
Just my $0.02.
Still have a lot to learn
Generally, tron should be one of merfolk's better matchups. Make sure to play around Pyroclasm and to a lesser extend Firespouts. If possible, try to not play lords until you can turn them into 3/3s or 4/4s. Spreading Seas is of course our best card against them, but watch out for Nature's Claim. I also heavily recommend sideboarding 3-4 Tectonic Edges, as they are great in a ton of matchups, especially this one. Chalice of the Void can also be incredibly strong on 1, shutting off their eggs, maps and Nature's Claim.
Your goal is to get a fast clock going to not give them the time to cast their big spells, while disrupting the manabase with tecs and seas. Make note of which pieces they fetch: if they crack Expedition Map to get Urza's Tower, you kill that first since there's a lower chance they'll have backup. If you get multiple land disruption pieces, try to go for the same land every time if possible: if you take out two urza's mines, they only have two left in their deck to try and get compared to 3 if you kill a tower and a mine.
Their best cards are Wurmcoil and Oblivion Stone. In my opinion it's worth it to keep in Vapor Snag to bounce Wurmcoils and sometimes your own creatures to avoid a boardwipe. Don't worry much about Karn, they should be boarding it out and if not it should generally be a 7 mana Vindicate.
As for bluetron, it's generally a complete bye. They are much slower at assembling tron, your creatures are unblockable and resistant to countermagic. Watch out for Aetherize and you'll win 9 out of 10 matches. Also be wary of Snapcaster Mage, as dedicated Utron players will have some in the sideboard.
I agree, Bogles is probably Merfolk's worst matchup after affinity. Chalice of the Void completely shuts them down, but other than that we can barely interact with them.
That same article mentions that we struggle against Living End (which is our best matchup in modern), so 70-30 is as made up number as they come. To do anything, Boggles need to draw a creature, right amount of mana (which can withstand Spreading Seas), go first and pick up lifelink Aura. Heroic in standard needs 16-17 creatures in the main to start Voltroning while Boggles have only 8 hexproof dudes (Spiritdancer will be Dismembered, Snaged or whatever). It is not possible to draw everything 70% of the time. I have 4 Spell Pierce and 3 Spellskite in the sideboard and have no intention to lose against noninteractive pile of **it. The moment I find those cards lacking I will have Chalices and Hibernation, but that was never needed.
I wonder what could Boggles have against Merfolk in the side and why would they even have it if they consider us a bye?
In my opinion Bogels is just 50/50 without any serious hate. The deck is also hard to pilot because you can accidentally mulligan into oblivion. For that reason the deck is just unstable. Sure if they get a bunch of auras, lifelink, and trample going on we cannot do anything. But there are a lot of games we steal by ruining them with Spreading Seas, just race them, or they have a poor hand of auras with no lifelink. If we run Chalice of the Void then we seriously hose them with that. The difficulty of piloting the deck + instability = fair match up.
Yes, thank you. I guess this makes me a hypocryte cause I offhandedly said you'll win 9 out of 10 tron matches but I hate the "it's a 70-30 MU" thing (and it's ALWAYS 70-30). Without any source that means absolutely nothing
I managed to win two matches against blue Tron this past week by simply outracing them and some land hate. I won one match against mono black Tron with pretty much the same plan. I had a Phantasmal Image drop off of Aether Vial copying his Wurmcoil Engine after he declared attack with it in that match. I blocked and we both got the 3/3 Wurm artifact creatures and gained 6 life. I kept the 3/3 creatures as blockers for the most part and attacked with islandwalk over Spreading Seas. RG Tron has got my number a few times, but overall I think it is a pretty favorable matchup. I used to try and play kind of a control game against Tron, but now I feel like the beat down is the way to go.
No, this data is directly from MTGO. It's not entirely accurate, but it's as accurate as you can reasonably get. You can claim all you want that Bogles is crap and Merfolk is better, but the numbers disagree, so your claim is false. If Living End is one of your best matchups in Modern, then why do the numbers disagree (8/18 wins is not exactly "best matchup" material, even though the sample size is pretty pathetic. Actually, I'd be interested to know how this is one of Merfolk's best matchups. I can see it being good, maybe even great, but it seems like there would still be better matchups).
Bogles has T3 Daybreak Coronet through Spreading Seas about 70.4% of games on the play, and about 73.6% on the draw (simple hypergeometric distribution bashing). Spellskite brings these probabilities down about 1% each (Path is a thing, and boarding in some amount of artifact hate is almost certainly right). These numbers don't account for Spell Pierce, but they also don't account for Unflinching Courage or Spirit Link, since I don't want to run the numbers for those. They do in fact have everything that you say they need about 70% of the time, although I think that there are more factors than that (Spell Pierce is one factor which I didn't include here, which probably brings the individual game percentage down quite a bit). I should also add that, assuming that all the things you mentioned are sufficient preboard, Bogles only needs a matchup of about 43/57 in your favor postboard to have a 70% MWP. (That was more than a bit cryptic, so I'll try to explain in a different way: If Bogles wins G1 every time that they can play a Daybreak on T3 through Spreading Seas, and loses every other game, then they win about 70% of the time in G1. Then, if their matchup isn't worse than about 43/57 (this is pretty exact) G2, then they have a 70% or better MWP).
They don't have sideboard answers specifically for Merfolk. They have Suppresion Field/Stony Silence to shut down Aether Vial and Spellskite (Suppression Field also shuts down Mutavault, so bonus). They have Nature's Claim, which also deals with the aforementioned cards, or Dismember/extra Path to Exile, to beat up on Lords and Spellskite.
Also, data is from here, and based on MTGO replays. Of course the data is not perfect, but it's a completely unbiased analysis of a lot of matchups, which is a lot more valuable than anecdotal evidence to me. Sorry that I left that out the first time, I meant to include it.
Anyways, interpret this however you like, as I'm definitely no expert on Merfolk. I'm just trying to provide the facts as accurately and fairly as I can find them.
Uh what about Force of Will in Legacy Merfolk? I understand its not the same (nowhere near it), but I think it's worth looking into. I mean once you have your clock (2-3 threats and/or mutavault) you won't need to play out the rest of your hand anyway. Plus it can stop some strong openers. Just from this page alone countering a turn 1 Bogle when you're on the draw seems like it may give you a better chance to win that game.
However, interestingly, SCG are out of foils and original versions from 'The Dark' - could be worth speculating on - you'll be glad you did when Merfolk becomes the new Burn deck of modern - cheap and 'easy' to play (unless you play against decks where you have to think which is about most of them when you play good ppl - twin, control etc).
Speaking of Burn - this match-up isn't hard - Im not sure what all the carry-on is about atm on here (its one of our best tier 1 match-ups). We can clog the ground - trade with their creatures and then they run out of gas and need to top deck to win - in the mean-time we beat them senseless with Lords, MoW etc. I will say one thing - I now keep in Spreading Seas - if they stumble on lands (which happens in their low land count deck) they will get punished by losing white or green - I also run 1x Sea's claim which I leave in (predominately in their for Grixis decks - with 4x Tec Edge - Grixis no longer plays Black). Even if they dont stumble too much it messes with them as Sea's is like a stone rain - Burn has very specific colour requirements for their spells - most spells do not have any colourless in their mana requirements.
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
This is why I use facts instead of opinions. You will not "crush it everytime", as you say. Player skill of course plays a big factor, and it's possible that player skill makes this a very favorable matchup for experienced pilots (which seems unlikely, but it's certainly possible). However, no amount of player skill can beat bad draws. No matter how good you are, there is variance, and people are very willing to cherrypick data, writing off losses to "bad luck", which is a fundamental part of the game. When you say that you "crush it everytime", your credibility is severely weakened.
Like I said, I'm no expert. I'm using the least biased sources I can, and interpretting from there. If you actually have an amazing Bogles matchup despite the facts, that's great. Incidentally, I'd like to know how you play this matchup, because you seem very confident in your ability to beat Bogles, even through their Coronet starts, which to me seems very difficult.
On the case of Disrupting Shoal: In Legacy, Force of Will isn't even good in very many matchups. It's played because when it's good, it's the best card in the deck. Disrupting Shoal can also be very good, but since you can't counter stuff like T1 Slippery Bogle without opening with Cursecatcher, so it hits a lot less of the important stuff.
I play 4 Sea's Claim and 4 Spreading Seas maindeck which is a little different. Bogles players can't beat two seas effects in my experience.
I don't worry about credibility, results are far more important.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
I agree to this. Some players find difficult matchups easier than other because of difference of their builds.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
(I am obliged to say that from a purely mathematical standpoint, you will still be hit by T3 Daybreak Coronet about 40% of the time on the draw, and about 49% of the time on the play, so you won't have as great a matchup as you claim without showing that you can actually beat T3 Coronet).
When I mention credibility, I do so because you are trying to convince others of your opinion. Gross hyperbole and lack of willingness to acknowledge facts are not effective ways to do this. You may have all the results in the world, but if you don't even consider anybody else's point of view, while simultaneously not revealing why you are able to achieve these results, then