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  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Monastery Siege's advantage comes in it being able to act as a late game loot or a turn 3/4 "protect my guys."

    I find it hard to mainboard it, but in the sideboard it has some good synergies:

    • Resolving this on Dragons can literally end the game against a burn player. Also can make things harder for Ad Nauseum, decks with mass spot removal (Jund, UWR, certain versions of Junk), even Storm, arguably Zoo.
    • Protects Phantasmal Images, unlike Kira
    • Against control and combo, the filter is really nice for finding disruption and tossing useless cards later in the game (Vial and lands, mostly.)

    So, yeah, it's mostly for control and combo, but it can be a really great way to secure victory. I wouldn't bring it in versus, say, Twin, or obviously any deck that doesn't interact much with you or your creatures (Bloom Titan), but for grindier matchups and decks that rely heavily on burn or player interaction (late game Thoughtseize or Inquisition protection is real!) it can prove itself.

    I'd definitely call it more of a compliment to your sideboard. If your sideboard has less combo/control hate, then I'd say just don't bother.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Encase in Ice seems solid but I don't see how you could justify running it over Tidebinder; the matches where it's good tends to bring in artifact enchantment hate or already has it (Burn has Destructive Revelry, Junk has Abrupt Decay, etc.). More aggro and having our opponent burn a non-lord just seems better.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Collected Company seems like a decent addition but ends up a little clunky. Splashing Green means we'll need fetches and shocklands, which besides the fact that we want to hurt ourselves as least as possible, we only run 20 lands. Hitting our curve of 4 off lands isn't consistent (at least with MoW we can potentially vial it in).

    The Green splash also just seems unnecessary. More sideboard options are great, but I can't think of anything that would be super-great compared to our generally more "controlly" sideboard cards.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    In what matchups do you think is appropriate to side Vials out for more creatures or removal or whatever else?

    Played yesterday, and the only times I ever really boarded them out was when I was on the draw against aggro decks (which, coincidentally enough were all I played) but on the play I always kept them in.

    Any opinions? Against combo it almost seems necessary because you want to disrupt them or get the damage in ASAP, but I'm not really sure about other matches.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)


    Hey guys, I'm new-ish to Modern and haven't had a whole lot of playtesting with the deck I've made. I went to an SCG Open once and got some experience but not enough for me to make changes with confidence. I've gone over some of the stuff in this thread, however I figured I'd just ask in general what people think I can do to the deck to make it better (it looks very blandish and almost net-decked at the moment.)

    Also, because of fetches being reprinted, I've considering running like 2 Flooded Strand and maybe like 1 Hallowed Fountain (and some other sources for white), however I only ever really see Path in the mainbaord for it. That's fine, but it makes me wonder if at that point if it's even worth the possible life and tempo loss.

    Also as a side note I'm just curious what the opinion would be for if you splashed white if you ran Worship in the sideboard.
    Posted in: Modern Archives - Proven
  • posted a message on Boros Reckoner Post-Standard Speculation
    Hello all!

    I'm generally not the greatest when it comes to predicting price jumps or drops, so I was wondering what the general opinion of Reckoner is as soon as he rotates out of standard, and if I should drop my playset now as I no longer use them.

    I am not a modern player, but from what I've heard he's not really worth the space in America Control or Naya Aggro. Should I just assume he will be another Thragtusk, or is there some deck out there that's running him and doing good in some format other than standard?
    Posted in: Market Street Café
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