I think that if she is able to be vialed into play (that is, if the "isn't a creature" clause only works on the battlefield), it could be pretty interesting. Not that that is a defining factor in her playability; the scry is very sweet, but the other ability might be redundant between lords and spreading seas.
1. It doesn't synergize with our creatures
2. It doesn't have evade (unless you want to pay 2)
3. Path to Exile is an extremely popular form of removal
4. We have many ways of making our creatures unblockable.
It's winmore in a semi-hyper aggro deck. I think it distracts from the main plan. Feel free to test it out and see what you guys think, but I would rather be dropping a Merrow Reejerey or two creatures at that cost.
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1. It doesn't synergize with our creatures
2. It doesn't have evade (unless you want to pay 2)
3. Path to Exile is an extremely popular form of removal
4. We have many ways of making our creatures unblockable.
It's winmore in a semi-hyper aggro deck. I think it distracts from the main plan. Feel free to test it out and see what you guys think, but I would rather be dropping a Merrow Reejerey or two creatures at that cost.
I agree with this, if she would've been a merfolk with everything else (even if they wanted her to be a merfolk there was no room for it!) then I think she would've been a very good body for this deck. She's not but I think we'll find something else in the new set that will help us out more than her though, just wait for the other 200+ cards to be revealed
In each merfolk deck, odds are you've killed them by the time you're emptying your hand a lot of the time. In addition to those, in my version of the deck I also run:
I feel like dropping threats is more important, especially since you can double up and drop threats and card advantage at the same time with 2-3 of the cards.
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What do you guys think about dismember as a alternative removal spell instead of vapor snag in a mono u list?
The pro is that it solves the problem permanently, the con is that it costs us 4 life.
The great thing about it is, that even if their goyf is at 5/6 already, we can just block it with our cursecatcher and kill it with dismember without even loosing our cursecatcher.
This was discussed a few pages back. I think there are a few instances where you would want to run Dismember more than either Path to Exile or Vapor Snag. If you have a meta full of cheaper high cost creatures (the example you gave of Tarmogoyf is a great example) then I would recommend running a few. Vapor Snag is going to be a superior option in many cases since it will:
Allow you to win the tempo war (since you don't lose 4x life and they do lose 1)
Return a fatty they tapped out for and will need to once more
Increase the amount they lost life. The 1-2 life sometimes does make a difference.
Return a creature crucial to a combo turn (Against Twin or Storm)
In the end, I would say it has it's moments where running it will be great. Overall, I would say that Vapor Snag is better against the whole field.
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Well I found a good answer to board clear and targeted creature kill for the UW variant Bathe in Light. It can also be used offensively to push damage through.
I don't know how I spaced this card, it was huge when it was still in standard rotation.
Well I found a good answer to board clear and targeted creature kill for the UW variant Bathe in Light. It can also be used offensively to push damage through.
I don't know how I spaced this card, it was huge when it was still in standard rotation.
I don't see how that protects vs board clears such as Supreme Verdict, Wrath of God, Day of Judgment, Pyroclasm etc, Rootborn Defenses will protect from them or if you're playing the URW version you have Boros Charm other than that I have found the only other way is to counter it (minus verdict). In my mono U version I run Mizzium Skin in the sideboard for a lot of single target protection and just rely on my Islandwalk to storm past whatever army they can amass.
I don't see how that protects vs board clears such as Supreme Verdict, Wrath of God, Day of Judgment, Pyroclasm etc, Rootborn Defenses will protect from them or if you're playing the URW version you have Boros Charm other than that I have found the only other way is to counter it (minus verdict). In my mono U version I run Mizzium Skin in the sideboard for a lot of single target protection and just rely on my Islandwalk to storm past whatever army they can amass.
It does allow for an alpha strike or to protect against an alpha strike however.
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Derp moment sorry about that. But wouldn't it protect you from board dmg spells like Pyroclasm still?
On another note I am bored at work and goldfishing UWR merfolk and found a subtle but nice effect with Aquitect's Will. You can mana fix your mutavaults if need be.
Derp moment sorry about that. But wouldn't it protect you from board dmg spells like Pyroclasm still?
On another note I am bored at work and goldfishing UWR merfolk and found a subtle but nice effect with Aquitect's Will. You can mana fix your mutavaults if need be.
You can also activate a Mutavault if the board was just wiped to insure you draw a card.
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Tomorrow I'm going to play this vesion of the deck in a local Open tournament.
In my meta, I expect: 14% Jund variants, 12%RG Tron, 10% Pod, 8% UWR Control, 8% Affinity, 6% RDW, 6% Twin Exarch.
You will notice there are 3 slots missing. Those are Merfolk Reejerey. I spent the last 5 hours analysing each Tier 1 match and I always side out 3 Reejerey for 3 Path to Exile. The reason being: a lot of powerfull decks use 4 Manlands and there are a lot of good targets for path (Tarmo, Ooze, Wurmcoil).
The other thing you'll notice is the lack of Spreading Seas. I want this card in the build, so I'm thinking about using those slots for this. This way I can manage manlands maindeck and have a better time begin aggresive.
What do you think about Reejerey? I mean, I know how powerful can it be, but in a build with so much instant speed removal/burn, it's really difficult to tap for a 2/2. And vial it is out of the question.
Now, the Sideboard:
3 Aurelia's Fury: this card... is weird. But it has a lot of interesting aplications. First: it's a silence that time walks Tron and almost always wins against their strategy. RG Tron is a Big problem here in Argentina: the best players use it and they are super skilled with it. They will never expect this card. Also, Aurelia's acts kinda like a Supreme Verdict against Affinity and similar Aggro decks.
The 4th Boros Charm: I love this card, it protecs vials, Stony Silences and Rest in Peace. Also, protecs your lands. Ah, yeah... it deals damage to planeswalkers and saves your guys.
Stony Silence: against RG Tron, Affinity and Pod. Doesn't get better than this.
Rest in Peace: against Pod and Jund.
3 Supreme Verdict: its more for the Midrange decks than for Aggro. I don't love it, but seams to be the best card for the job.
3 Path: I'm inclined to move them to the main deck. They solve so much problems!
This deck is verry simmilar to UWR Geist, but more focused on cheap threats. As such, I'm also considering 3 Geist of Saint Traft just because.:P I earlier said that Phantasmal Image is a realy powerful card, so I'm thinking about trading a Silverguil Adept for another Image.
Well, what do you think? Any ideas on how can I improve this build? Aurelia's Fury is out of the question, but the other 12 sideboard slots I'm willing to discuss
Supreme Verdict is something that I really dislike. If you're wanting a four mana cost card that allows for big tempo swings, I would recommend Cryptic Command. It taps down on their turn, counters a crucial spell, taps for an alpha strike on your turn, replaces itself, or bounces a crucial piece on their combo turn. At four mana it doesn't get better than that for merfolk. I'd also recommend 2 Wear/Tear instead of 1. I only run a 1-of pieces in my sideboard when it's something that aids, but isn't crucial. I think since that is your only hate of that type that its crucial and should be at least 2. Good luck! (:
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I get confused over my Torpor Orbs in the SB. Is that hindering any of our stuff? Is Stony Silence preferred or should I make room for both cards? I already use Grafdigger's Cage and Relic, those have been pretty fantastic.
Tidebinder Mage has been fantastic as well. D Sphere has been there because it gets rid of problems, including the flying spaghetti monster. Path to Exile is a good card but giving them land in some situations messes us up too because it's speeding them up some.
Aurelia's Fury isn't that bad but we don't really have a ton of mana out on the board.
I get confused over my Torpor Orbs in the SB. Is that hindering any of our stuff? Is Stony Silence preferred or should I make room for both cards? I already use Grafdigger's Cage and Relic, those have been pretty fantastic.
Tidebinder Mage has been fantastic as well. D Sphere has been there because it gets rid of problems, including the flying spaghetti monster. Path to Exile is a good card but giving them land in some situations messes us up too because it's speeding them up some.
Aurelia's Fury isn't that bad but we don't really have a ton of mana out on the board.
It only turns off Silvergill Adept. Obviously a bad side effect, but in some metas potentially necessary. I don't personally run the card in my sideboard.
Tidebinder Mage was discussed a few pages back if you're wanting to look over that. Detention Sphere would also be a meta call and I would recommend only in the board, I wouldn't run it main as it dilutes the deck and is unnecessary in several matchups.
I wouldn't personally run Aurelia's Fury in Merfolk or any spell with X since our land count is so low.
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Some things I noticed in the primer that were missing were:
1: Master of the Pearl Trident. This card should be in the shell of the deck. It is Lord of Atlantis 4-8, literally.
2: In the Lands spoiler, Cavern of Souls is missing. It is found in some many Mono U lists. How about Faerie Conclave in the Lands?
3: Spellskite is missing from the Creatures spoiler, so is Tidebinder Mage and Vendilion Clique. Would Spellstutter Sprite be worth mentioning since it was seen in some lists not too long ago?
4: MonoU Removal should also mention Pongify and Rapid Hybrization
Sea's Claim should definitely be mentioned since Aquitect's Will is.
Unified Will, Echoing Truth, Steel Sabotage, Hurkyl's Recall, Thirst for Knowledge and Relic of Progenitus are definitely needed to be noted. Shadow of Doubt and Trickbind.
5: Sygg, River Guide should be taken account of in the UW version. Rest in Peace is definitely a card to take note of for sideboard. Bathe in Light was mentioned earlier.
6: Black should have Smother, Duress, Liliana of the Veil(Not partically needed), Fulminator Mage, Sing in Blood.
7: Red should be added on. With Lightning Bolt, Electrolyze, Blood Moon, Combust.
8: Something taken account on here is the States (UWR) Version using Lightning Helix and Boros Charm. If you do go into this, you should go over the appeal to it specifically, along with the land base.
I just took over the primer this week and was made the 'poster'. I appreciate the little write up and will be making appropriate changes this weekend. Thanks so much! Very helpful (:
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I'm looking for input on the list I'm working on for GP Detroit '13:
-I don't know if I missed it in this forum, but would Rapid Hybridization or Dismember be better as removal?
-What do you think about Skaab Ruinator?
He seems out of place (not a merfolk) but he is blue, resistant to burn, and recurs from the graveyard against opposing counterspells and removal. He also can be vialed in to avoid his additional cost, and he justifies naming horror on a cavern for spellskite. I was wondering what you thought of him, he's mainly here to help out the UWx matchup, which feels extremely difficult for merfolk. Thoughts?
I feel the deck needs a lot more of work, but this is the best I could do for this event. If you want to try this build, I highly recomend to craft your sideboard for your own particular meta. The most important change I would try, given the time, is -3 Aurelia's Fury for +3 Silence. I like Aurelia's, but the mode I'm most interested in using is the Silence effect (closely followed by the "can't block" effect for Wurmcoils).
Not a great tourney to reflect how the deck performed due to none of the 3 decks I played were a U control archtype. But this is how they went down:
Affinity 1-2
I lost game one due to never hitting red mana. Opening hand was to fish two lightning bolts if I recall right.
Game 2 I ran the typical beats pearl trident into 3 more copies and won. On a side note to game 2, Kataki is amazing on turn 2 against affinity.
Game 3 I some how manage to only draw one merfolk through the course of the game but hit every spot removal. He ended up recharging and getting damage through.
I only sided in the Kataki's
Opponent 2 Bye
B/W/G Mid Range 2-1
Game 1 Fish did its thing and I won.
Game 2 He managed to control the board long enough for deathrite to poke me to death.
Game 3 Kira shined and with enough removal on my end I was able to totally dominate.
Sided in x2 Kira and x3 Tidebinder (never drew into tidebinder)
Wonky version of Bant but only G/W 2-1
Game 1 I had amazing board presence by turn 4 and got him within kill range. He equalizes with Kor Spiritdancer and a lifelink totem and continues to swing huge eventually with adding a massive amount of totem armor. I couldn't get into my removal early.
Game 2 Fished him to death and used bolts/exiles to keep him off totems.
Game 3 He mulled to 4 and played a hexproof creature with 3 rancors over the next two turns. He forgot about Sejiri's first strike and I proceeded to pelt him with 1 of 2 merfolk I drew that game, it worked but it was pretty stupid.
I sided in Wear / Tear but didn't see it.
So even though I didn't get to see the match ups that I really wanted to I did notice a couple issues with this 3 color variant. The main issue: manabase, for whatever reason I could not hit red mana. It only really mattered playing affinity but it also happened against the midrange to a lesser degree. This issue might just be down to odds but not being able to play lightning bolt to keep an opponent off lethal really sucks.
On a side note I dropped the lightning helixs for the reason above.
Boros Charm, I am at odds with this one. It almost wants to be a sideboard card in that I only played it once to do lethal dmg and I saw it plenty of times in my hand and never used it. I see where it can really shine against board clear and that's why I wanted to play against one of the American control decks floating around.
My take away from having three colors was burn does effect the speed of the deck. I won 2 games with lethal from bolt or charm. But I am not sure if it is necessarily required. I would need to play a better spread of decks to really get a feel for Boros Charm before I say for sure whether I like this version.
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1. It doesn't synergize with our creatures
2. It doesn't have evade (unless you want to pay 2)
3. Path to Exile is an extremely popular form of removal
4. We have many ways of making our creatures unblockable.
It's winmore in a semi-hyper aggro deck. I think it distracts from the main plan. Feel free to test it out and see what you guys think, but I would rather be dropping a Merrow Reejerey or two creatures at that cost.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I agree with this, if she would've been a merfolk with everything else (even if they wanted her to be a merfolk there was no room for it!) then I think she would've been a very good body for this deck. She's not but I think we'll find something else in the new set that will help us out more than her though, just wait for the other 200+ cards to be revealed
With:
I feel like dropping threats is more important, especially since you can double up and drop threats and card advantage at the same time with 2-3 of the cards.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
This was discussed a few pages back. I think there are a few instances where you would want to run Dismember more than either Path to Exile or Vapor Snag. If you have a meta full of cheaper high cost creatures (the example you gave of Tarmogoyf is a great example) then I would recommend running a few. Vapor Snag is going to be a superior option in many cases since it will:
In the end, I would say it has it's moments where running it will be great. Overall, I would say that Vapor Snag is better against the whole field.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I don't know how I spaced this card, it was huge when it was still in standard rotation.
I don't see how that protects vs board clears such as Supreme Verdict, Wrath of God, Day of Judgment, Pyroclasm etc, Rootborn Defenses will protect from them or if you're playing the URW version you have Boros Charm other than that I have found the only other way is to counter it (minus verdict). In my mono U version I run Mizzium Skin in the sideboard for a lot of single target protection and just rely on my Islandwalk to storm past whatever army they can amass.
It does allow for an alpha strike or to protect against an alpha strike however.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Derp moment sorry about that. But wouldn't it protect you from board dmg spells like Pyroclasm still?
On another note I am bored at work and goldfishing UWR merfolk and found a subtle but nice effect with Aquitect's Will. You can mana fix your mutavaults if need be.
You can also activate a Mutavault if the board was just wiped to insure you draw a card.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Tomorrow I'm going to play this vesion of the deck in a local Open tournament.
In my meta, I expect: 14% Jund variants, 12%RG Tron, 10% Pod, 8% UWR Control, 8% Affinity, 6% RDW, 6% Twin Exarch.
3 Curse Catcher
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silverguil Adept
2 Sygg, River Cutthroat
2 Phantasmal Image
4 Aether Vial
Instants
4 Lightning Bolt
4 Lightning Helix
3 Boros Charm
Land
4 Scalding Tarn
4 Arid Mesa
2 Hallowed Fountain
2 Steam Vents
2 Wanderwine Hub
1 Sacred Foundry
1 Island
1 Plains
1 Mountain
2 Seachrome Coast
You will notice there are 3 slots missing. Those are Merfolk Reejerey. I spent the last 5 hours analysing each Tier 1 match and I always side out 3 Reejerey for 3 Path to Exile. The reason being: a lot of powerfull decks use 4 Manlands and there are a lot of good targets for path (Tarmo, Ooze, Wurmcoil).
The other thing you'll notice is the lack of Spreading Seas. I want this card in the build, so I'm thinking about using those slots for this. This way I can manage manlands maindeck and have a better time begin aggresive.
What do you think about Reejerey? I mean, I know how powerful can it be, but in a build with so much instant speed removal/burn, it's really difficult to tap for a 2/2. And vial it is out of the question.
Now, the Sideboard:
3 Aurelia's Fury: this card... is weird. But it has a lot of interesting aplications. First: it's a silence that time walks Tron and almost always wins against their strategy. RG Tron is a Big problem here in Argentina: the best players use it and they are super skilled with it. They will never expect this card. Also, Aurelia's acts kinda like a Supreme Verdict against Affinity and similar Aggro decks.
The 4th Boros Charm: I love this card, it protecs vials, Stony Silences and Rest in Peace. Also, protecs your lands. Ah, yeah... it deals damage to planeswalkers and saves your guys.
Stony Silence: against RG Tron, Affinity and Pod. Doesn't get better than this.
Rest in Peace: against Pod and Jund.
3 Supreme Verdict: its more for the Midrange decks than for Aggro. I don't love it, but seams to be the best card for the job.
3 Path: I'm inclined to move them to the main deck. They solve so much problems!
1 Wear/Tear: for Batterskull, Pod and Twin.
This deck is verry simmilar to UWR Geist, but more focused on cheap threats. As such, I'm also considering 3 Geist of Saint Traft just because.:P I earlier said that Phantasmal Image is a realy powerful card, so I'm thinking about trading a Silverguil Adept for another Image.
Well, what do you think? Any ideas on how can I improve this build? Aurelia's Fury is out of the question, but the other 12 sideboard slots I'm willing to discuss
I count 6 slots missing.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Tidebinder Mage has been fantastic as well. D Sphere has been there because it gets rid of problems, including the flying spaghetti monster. Path to Exile is a good card but giving them land in some situations messes us up too because it's speeding them up some.
Aurelia's Fury isn't that bad but we don't really have a ton of mana out on the board.
It only turns off Silvergill Adept. Obviously a bad side effect, but in some metas potentially necessary. I don't personally run the card in my sideboard.
Tidebinder Mage was discussed a few pages back if you're wanting to look over that. Detention Sphere would also be a meta call and I would recommend only in the board, I wouldn't run it main as it dilutes the deck and is unnecessary in several matchups.
I wouldn't personally run Aurelia's Fury in Merfolk or any spell with X since our land count is so low.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
1: Master of the Pearl Trident. This card should be in the shell of the deck. It is Lord of Atlantis 4-8, literally.
2: In the Lands spoiler, Cavern of Souls is missing. It is found in some many Mono U lists. How about Faerie Conclave in the Lands?
3: Spellskite is missing from the Creatures spoiler, so is Tidebinder Mage and Vendilion Clique. Would Spellstutter Sprite be worth mentioning since it was seen in some lists not too long ago?
4: MonoU Removal should also mention Pongify and Rapid Hybrization
Sea's Claim should definitely be mentioned since Aquitect's Will is.
Unified Will, Echoing Truth, Steel Sabotage, Hurkyl's Recall, Thirst for Knowledge and Relic of Progenitus are definitely needed to be noted. Shadow of Doubt and Trickbind.
5: Sygg, River Guide should be taken account of in the UW version. Rest in Peace is definitely a card to take note of for sideboard. Bathe in Light was mentioned earlier.
6: Black should have Smother, Duress, Liliana of the Veil(Not partically needed), Fulminator Mage, Sing in Blood.
7: Red should be added on. With Lightning Bolt, Electrolyze, Blood Moon, Combust.
8: Something taken account on here is the States (UWR) Version using Lightning Helix and Boros Charm. If you do go into this, you should go over the appeal to it specifically, along with the land base.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I'm looking for input on the list I'm working on for GP Detroit '13:
-I don't know if I missed it in this forum, but would Rapid Hybridization or Dismember be better as removal?
-What do you think about Skaab Ruinator?
He seems out of place (not a merfolk) but he is blue, resistant to burn, and recurs from the graveyard against opposing counterspells and removal. He also can be vialed in to avoid his additional cost, and he justifies naming horror on a cavern for spellskite. I was wondering what you thought of him, he's mainly here to help out the UWx matchup, which feels extremely difficult for merfolk. Thoughts?
Here's a list for reference:
http://www.mtgvault.com/raginggoblin/decks/merfolk-3/
PS: you guys sure you don't like Thassa? I feel like it'll be pretty sweet in merfolk.
UMerfolkU
UWRJeskai Ascendancy / Geist / ControlUWR
Legacy:
UMerfolkU
UWRJeskai StonebladeUWR
3 Curse Catcher
4 Lord of Atlantis
4 Master of the Pearl Trident
2 Sygg, River Cutthroat
3 Silvergill Adept
3 Phantasmal Image
2 Snapcaster Mage
Artifacts 4
4 Aether Vial
Instants 11
4 Lightning Helix
4 Lightning Bolt
3 Boros Charm
3 Spreading Seas
Lands 21
4 Scalding Tarn
4 Arid Mesa
3 Seachrome Coast
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Wanderwine Hub
2 Island
1 Mountain
1 Plains
3 Aurelia's Fury
3 Rest in Peace
2 Stony Silence
1 Boros Charm
1 Wear/Tear
3 Path to Exile
2 Supreme Verdict
I feel the deck needs a lot more of work, but this is the best I could do for this event. If you want to try this build, I highly recomend to craft your sideboard for your own particular meta. The most important change I would try, given the time, is -3 Aurelia's Fury for +3 Silence. I like Aurelia's, but the mode I'm most interested in using is the Silence effect (closely followed by the "can't block" effect for Wurmcoils).
Well, thats all.
Thanks again and wish me luck!
2x Cavern of Souls
2x Hallowed Fountain
1x Island
3x Misty Rainforest
2x Mutavault
3x Scalding Tarn
2x Steam Vents
2x Sulfur Falls
2x Wanderwine Hub
4x AEther Vial
4x Cursecatcher
4x Lord of Atlantis
4x Master of the Pearl Trident
2x Merrow Reejerey
3x Phantasmal Image
3x Sejiri Merfolk
4x Silvergill Adept
4x Lightning Bolt
3x Path to Exile
2x Ethersworn Canonist
3x Kataki, War's Wage
2x Kira, Great Glass-Spinner
3x Phyrexian Revoker
3x Tidebinder Mage
2x Wear / Tear
15 players 4 rounds I went 2-1 with a bye.
Not a great tourney to reflect how the deck performed due to none of the 3 decks I played were a U control archtype. But this is how they went down:
Affinity 1-2
I lost game one due to never hitting red mana. Opening hand was to fish two lightning bolts if I recall right.
Game 2 I ran the typical beats pearl trident into 3 more copies and won. On a side note to game 2, Kataki is amazing on turn 2 against affinity.
Game 3 I some how manage to only draw one merfolk through the course of the game but hit every spot removal. He ended up recharging and getting damage through.
I only sided in the Kataki's
Opponent 2 Bye
B/W/G Mid Range 2-1
Game 1 Fish did its thing and I won.
Game 2 He managed to control the board long enough for deathrite to poke me to death.
Game 3 Kira shined and with enough removal on my end I was able to totally dominate.
Sided in x2 Kira and x3 Tidebinder (never drew into tidebinder)
Wonky version of Bant but only G/W 2-1
Game 1 I had amazing board presence by turn 4 and got him within kill range. He equalizes with Kor Spiritdancer and a lifelink totem and continues to swing huge eventually with adding a massive amount of totem armor. I couldn't get into my removal early.
Game 2 Fished him to death and used bolts/exiles to keep him off totems.
Game 3 He mulled to 4 and played a hexproof creature with 3 rancors over the next two turns. He forgot about Sejiri's first strike and I proceeded to pelt him with 1 of 2 merfolk I drew that game, it worked but it was pretty stupid.
I sided in Wear / Tear but didn't see it.
So even though I didn't get to see the match ups that I really wanted to I did notice a couple issues with this 3 color variant. The main issue: manabase, for whatever reason I could not hit red mana. It only really mattered playing affinity but it also happened against the midrange to a lesser degree. This issue might just be down to odds but not being able to play lightning bolt to keep an opponent off lethal really sucks.
On a side note I dropped the lightning helixs for the reason above.
Boros Charm, I am at odds with this one. It almost wants to be a sideboard card in that I only played it once to do lethal dmg and I saw it plenty of times in my hand and never used it. I see where it can really shine against board clear and that's why I wanted to play against one of the American control decks floating around.
My take away from having three colors was burn does effect the speed of the deck. I won 2 games with lethal from bolt or charm. But I am not sure if it is necessarily required. I would need to play a better spread of decks to really get a feel for Boros Charm before I say for sure whether I like this version.