This thread needs to exist. I can see builds going aggro, using Winding Constrictor, ramping or emphasizing tokens. This thread is meant to be an incubator and idea collector, so if someone wants to start a thread for a specific merfolk approach, no problem. Let's collect ideas here and maybe start some decklists.
Articles
I put together the merfolk creatures that stood out to me as the most powerful and efficient. I think Nissa can be a superstar in this deck seeing that 12 of our creatures have enter the battlefield triggers. I think 28 creatures feels right for this deck which leaves us 3 spots for our planeswalker and 6 spots for spells. Which spells we choose entirely depends on the meta game. I think the safest route is to go 4 blossoming defense and 2 unsummon. We can always side these out in games 2/3 for counter spells, graveyard hate or artifact hate. I think Merfolk has a real shot in this standard environment and I know the competition will be tough especially against energy, however, it would not be fun if it was easy right?
- Another one drop. It needs that extra something to get under Temur or trade/race with Mono Red.
- Better tempo play. It seems the tempo cards are going to pirates, but there needs to be more for fish other than to just explore/unblockable.
- Better removal. This can go hand and hand with the tempo, but the deck would need to disrupt Temur Energy to stand a chance. Maybe it can go three colors for a light splash whether to Temur or Sultai for removal spells.
- Another one drop. It needs that extra something to get under Temur or trade/race with Mono Red.
- Better tempo play. It seems the tempo cards are going to pirates, but there needs to be more for fish other than to just explore/unblockable.
- Better removal. This can go hand and hand with the tempo, but the deck would need to disrupt Temur Energy to stand a chance. Maybe it can go three colors for a light splash whether to Temur or Sultai for removal spells.
Everything else in good shape.
I have been testing Sultai. 3 push and 1 Vraska's Contempt "GloryBringer Hate". Maybe even side board a Vraska, Relic Seeker she is very broken.
I truly believe Merfolk will have power now. Lord just works
Can I see your mana base. I would just be concerned that a three color mana base would not be consistent enough especially with the lack of dual lands in this current meta game. Some decks can get away with it, like energy, that get access to aether hub and attune with aether. Also the way it is now it seems like our mana base has to be heavy green.
How aggressive can standard Merfolk be? I'm not sure when the set is going to be fully spoiled (i believe tomorrow)They have a lot of great cards but one issue i see is the lack of another good one drop. Heck if Jungle Delver activated ability was 2 id probably consider it. Is standard merfolk going to be more mindrangish tempo?I like how you have pretty good CA between Silvergill and Branchwalker.
Edit: Good Job Wizards... Good Job. No Great Job with this entire set as a whole.
So we have two good one drops. The green one is coo but obviously something you dont want to play T1. The blue one however is definitely something worthwhile.
Wow! Short spoiler season. Sweet,though. With the full spoiler out, discussion of ascend token decks and general merfolk decks should probably be here. Explore-Constrictor decks could be here or here.
I put together the merfolk creatures that stood out to me as the most powerful and efficient. I think Nissa can be a superstar in this deck seeing that 12 of our creatures have enter the battlefield triggers. I think 28 creatures feels right for this deck which leaves us 3 spots for our planeswalker and 6 spots for spells. Which spells we choose entirely depends on the meta game. I think the safest route is to go 4 blossoming defense and 2 unsummon. We can always side these out in games 2/3 for counter spells, graveyard hate or artifact hate. I think Merfolk has a real shot in this standard environment and I know the competition will be tough especially against energy, however, it would not be fun if it was easy right?
I might start using this as a basis for a deck, thanks for posting
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Articles
Cards for all merfolk decks:
Cards for token-Ascend decks
Cards for merfolk Constrictor Explore decks
Cards for Ramp decks
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
4 Kumena's Speaker
4 River Sneak
2 Deeproot Elite
2 Kopala, Warden of Waves
4 Merfolk Branchwalker
2 Watertrap Weaver
4 Silvergill Adept
2 Kumena, Tyrant of Orzca
4 Merfolk Mistbinder
8 Forest
7 Island
4 Botanical Sanctum
4 Unclaimed Territory
Instant
4 Blossoming Defense
2 Unsummon
Planeswalker
3 Nissa, Steward of Elements
3 Deeproot Waters
2 Sentinel Totem
4 Essence Scatter
2 Dissenter's Deliverance
2 Spell Pierce
2 Negate
I put together the merfolk creatures that stood out to me as the most powerful and efficient. I think Nissa can be a superstar in this deck seeing that 12 of our creatures have enter the battlefield triggers. I think 28 creatures feels right for this deck which leaves us 3 spots for our planeswalker and 6 spots for spells. Which spells we choose entirely depends on the meta game. I think the safest route is to go 4 blossoming defense and 2 unsummon. We can always side these out in games 2/3 for counter spells, graveyard hate or artifact hate. I think Merfolk has a real shot in this standard environment and I know the competition will be tough especially against energy, however, it would not be fun if it was easy right?
- Another one drop. It needs that extra something to get under Temur or trade/race with Mono Red.
- Better tempo play. It seems the tempo cards are going to pirates, but there needs to be more for fish other than to just explore/unblockable.
- Better removal. This can go hand and hand with the tempo, but the deck would need to disrupt Temur Energy to stand a chance. Maybe it can go three colors for a light splash whether to Temur or Sultai for removal spells.
Everything else in good shape.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
I have been testing Sultai. 3 push and 1 Vraska's Contempt "GloryBringer Hate". Maybe even side board a Vraska, Relic Seeker she is very broken.
I truly believe Merfolk will have power now. Lord just works
Edit: Good Job Wizards... Good Job. No Great Job with this entire set as a whole.
So we have two good one drops. The green one is coo but obviously something you dont want to play T1. The blue one however is definitely something worthwhile.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
I might start using this as a basis for a deck, thanks for posting