Decks with lot of spot removal actually have a easy time dealing with coralhelm commander. In my opinion he is way to slow.
Bluelanterns deck looks pretty solid.
I just would like to hear why you have got the 2 chalice of the void in the sideboard.
I got another question to everybody: i really like to have at least a playset of counterspells in my mainboard, but i really cant decide which one is the best.
There are quite a few i would consider.
Please tell me which one you think is the best and especially why. Spell pierce, negate, deprive, unified will, spell snare, mana leak, swan song
Please tell me if i missed something
I personally prefer Remand, but of your list Unified Will. You're going to have more creatures than most other decks and you don't want to limit yourself to 2 against a combo deck. Deprive and Delay are my next 2 favourite. [card]Delay[/card[is often overlooked, but you can use it as a clutch MUST counter spell and by the time it resolves it doesn't matter. Also a solid card to counter counterspells with as they fizzle.
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Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Decks with lot of spot removal actually have a easy time dealing with coralhelm commander. In my opinion he is way to slow.
Bluelanterns deck looks pretty solid.
I just would like to hear why you have got the 2 chalice of the void in the sideboard.
I think it really depends on how you play it though, a lot of people say he's too slow/mana intensive. But against certain decks I find it really nice to hold back the coralhelm and play out my lords, they're usually what draws the removal. Then later in the game I'll drop the coralhelm and get him out of burn range. Depends on my hand too though, sometimes against control I'll drop him first and if they don't hit him with removal I'll just plus him and hold back until they deal with him, and if they deal with him right away it doesn't really matter because even if I played a lord they would have done the same to it.
I think some people run the chalice against affinity when they're on the play, not sure what else though.
I disagree that Remand sucks against low curve decks. My biggest competition is UWR midrange and Burn. Against UWR midrange he doesn't have as many cantrips as we do so Remanding his Geist or flashed in Clique can be huge since it replaces itself for me. Against Burn, they have no real card advantage so the gameplan is to 1for1 them into top deck mode and then win in card advantage (I run 4 Dispel sideboard). Remand also stops Flamebreak, Pyroclasm, and Searing Blaze (no fetches so he casts it as a sorcery pretty much) which can really screw my gameplan up. The only reasons its so good is that it replaces itself and can provide key tempo. We're a deck that wants to force a clock onto our opponents and that's helped immensely by Remand IMO.
EDIT: You're running Aether Vial, you will almost always have mana open unless you're hardcasting your fish which I don't recommend. So why not run counters or disruption of some kind? Hell I've run Piracy Charm before as instant speed discard in blue. Granted its not very effective it's still a cute trick.
I got 4th in a modern tournament a couple days ago. I currently run a 19 mana USA merfolk with no reejerey that was posted a few pages back. I don't have the vapor snags, remands etc but I use lightning helix, boros charm (to save from wrath), and bolt. This updated version also has aquitect's will.
I played a good USA control deck in my first match and lost both. I had him at 4 and 5 life, but he got me both times. Neither games I had a lord of any kind. Do I think a reejerey could have saved the day? Maybe..I'll mess around with that another time and try it out.
Someone already mentioned this and I'm really glad they did, but with my meta the way it is I'm going to take torpor orbs out of my sideboard and put in 3 swansong. In this match up I'd take out aquitect's will for them. I can't tell you how many times I would have loved to use swansong on pyroclasm, lightning helix or electrolyze especially.
I have been playing mono u merfolk on wso for a while and I have not been a fan of cursecatcher much. There is a lot of zoo and fetchlands, so I will definitely be trying out Cosi soon.
Also, I always feel like I need that extra reach, so I am considering foing Ur, Uw, or Uwr.
I like the USA decks I have seen on here, but do you think the W and R are both crucial, and if you had to choose only one, which would you go with?
I have been playing mono u merfolk on wso for a while and I have not been a fan of cursecatcher much. There is a lot of zoo and fetchlands, so I will definitely be trying out Cosi soon.
Also, I always feel like I need that extra reach, so I am considering foing Ur, Uw, or Uwr.
I like the USA decks I have seen on here, but do you think the W and R are both crucial, and if you had to choose only one, which would you go with?
I've also found cursecatcher only good situationally, the idea of swapping it out for the trickester is interesting., let me know how it works out for you in your testing.
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.
Sorry for digging up an old post, but how has this been for you?
How do you like Sejiri? Also, how is this manabase for you?
I've also found cursecatcher only good situationally, the idea of swapping it out for the trickester is interesting., let me know how it works out for you in your testing.
I've always been surprised at people mainboarding Cursecatcher. He doesn't work for me except as a SB option. I'd rather have 4 Path to Exile{/c] instead, or 4 Vapor Snag or even just 4 Dispel to make sure it sticks.
Sorry for digging up an old post, but how has this been for you?
How do you like Sejiri? Also, how is this manabase for you?
I keep getting stuck at work for FNM so I only got that one time to play it in a tourney, I do test it against friends when I get the chance to.
I found that playing 3 colors makes sejiri needed to recoup the life loss for land. He is also an amazing vial blocker and equalizer against faster aggro decks like affinity.
The manabase is the only real issue with the deck. The problem is not hitting an off color; that seems like it correlates with running 19 lands. The double edge to that is obviously not getting mana flooded.
Whenever I get off early enough to play a tournament I am going to try browbeat instead of boros charm. A draw mechanic after dumping your hand is pretty clutch and it drops the need for double off color mana. Charms would go to the sideboard for board clears.
As far as curscatcher goes. The point of them is to potentially push the opponents clock back a turn. They force things like early disruption and mid game board clears and spot removal back. I even had a guy forget I had two on the board and double sacrificed. I've considered running Mothdust Changeling in that spot. He gets flying every turn you drop a creature with summoning sickness. Cosi is also a legit option, especially in a meta with greedy 3 color decks.
Sorry for digging up an old post, but how has this been for you?
How do you like Sejiri? Also, how is this manabase for you?
That list with 2 mutavault and 2 cavern make it tough IMO. I run a similar version to that deck but I have 4 other lands that make up the USA color bases for consistency, but still run 19.
That list with 2 mutavault and 2 cavern make it tough IMO. I run a similar version to that deck but I have 4 other lands that make up the USA color bases for consistency, but still run 19.
I am playing 20 lands with 6 fetches, 7 shocks, 2 hubs, a sulfur vent, 2 mutavaults, 2 island
I dropped the caverns, they are definitely useful, but on mtgo, I see a lot more zoo and aggro midrange.
I am running 3 boros/lightning helix (I keep switching them out for testing), 4 bolts, 3-4 paths, I am debating if I should maindeck counterspells (besides cursecatcher), I have been playing without remand, snare, and pierce, but I will definitely have some in the SB, I just don't maindeck due to not running into many control decks.
while the mana is greedy in other decks, I could see 4 cosi, and 4 ghost quarter main, maybe cursecatcher half in SB half main instead of either 2 reejery (which I don't like) or the coralhelms, which other people don't seem to like. It helps that cosi and coral are opposite ends of the aggro spectrum in the deck.
I've been fiddling with a single academy ruins in the main--further endangering my island count, but to great effect--always have my relic/vials.
I feel mefolk are currently lacking due to its tempo-control style and limited sideboard options. In an attempt to gain larger SB options myself and others (better players than I) splashed white, black, and red, but we just ended up mana screwed more than not. When it comes to style I find myself playing more as a tap-n-go to field fish for a turn 4 win at the earliest making tempo-control more janky if that’s the right word. In legacy, merfolk aggro-tempo works due to free counters such as force of will and daze, but not so in modern. And, most everyone in legacy plays blue eliminating the need for spreading seas for standing still – more draw power. Modern is not legacy; thus, the style and/or deck does not transfer over as well. But, great players still find a way to the top with merfolk. From my experiences and observations I believe merfolk need to forgo tempo-control for increased aggro to compete in the fast paced modern meta yet still remain within color for speed and consistency. Though, these are my ramblings.
@specs: I agree with you on the fact tha merfolks are currently missing something.
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Sam: a demon summoning spell ? why?
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The Wizard of Oz: A juvenile delinquent runs away from home, kills the first person she meets in a foreign land, robs her corpse, then promptly forms a gang with three complete strangers in order to kill again.
====
I feel mefolk are currently lacking due to its tempo-control style and limited sideboard options. In an attempt to gain larger SB options myself and others (better players than I) splashed white, black, and red, but we just ended up mana screwed more than not. When it comes to style I find myself playing more as a tap-n-go to field fish for a turn 4 win at the earliest making tempo-control more janky if that’s the right word. In legacy, merfolk aggro-tempo works due to free counters such as force of will and daze, but not so in modern. And, most everyone in legacy plays blue eliminating the need for spreading seas for standing still – more draw power. Modern is not legacy; thus, the style and/or deck does not transfer over as well. But, great players still find a way to the top with merfolk. From my experiences and observations I believe merfolk need to forgo tempo-control for increased aggro to compete in the fast paced modern meta yet still remain within color for speed and consistency. Though, these are my ramblings.
Does anyone come to same conclusions?
I've had the most success with running just a set of Spreading Seas, Vapor Snags and Remands. It helps the deck play offensively as an aggro deck. The tempo spells should really just focus on furthering your gameplan, not focusing on hindering theirs. With this setup, I have been having a much much higher win percentage.
I've had the most success with running just a set of Spreading Seas, Vapor Snags and Remands. It helps the deck play offensively as an aggro deck. The tempo spells should really just focus on furthering your gameplan, not focusing on hindering theirs. With this setup, I have been having a much much higher win percentage.
I agree although I'm running Spell Pierce instead of Remand. I found the 2 CMC counters too restrictive in Modern Fish.
The reason why I like remand is because of the Card Advantage. If you don't run it, then I would run Spell Pierce or even better, Spell Snare/Swan Song.
The reason why I like remand is because of the Card Advantage. If you don't run it, then I would run Spell Pierce or even better, Spell Snare/Swan Song.
There is no doubt that Remand has a very powerful effect but I think it's problem is that it's just too expensive to cast for our deck. Most games I play typically end with me having 3 lands on the battlefield. You simply can't play your threats and have backup plays at the same time when you're playing 2 CMC counters. Spell Pierce is my choice because it hits my biggest worry, Wrath effects and spot removal. Creatures are not a concern because my guys typically can't be blocked and if i find myself worrying about blocking, I'm usually already dead. Plus, vapor snag does effectively the same thing against creatures minus the card draw.
I approach this deck differently as most though. Most people see Merfolk as a Tempo deck while i view it as an Aggro deck with answers.
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I personally prefer Remand, but of your list Unified Will. You're going to have more creatures than most other decks and you don't want to limit yourself to 2 against a combo deck. Deprive and Delay are my next 2 favourite. [card]Delay[/card[is often overlooked, but you can use it as a clutch MUST counter spell and by the time it resolves it doesn't matter. Also a solid card to counter counterspells with as they fizzle.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I plan on siding those in for affinity and having X=0 to stop most their early threats and storm matchups.
I think it really depends on how you play it though, a lot of people say he's too slow/mana intensive. But against certain decks I find it really nice to hold back the coralhelm and play out my lords, they're usually what draws the removal. Then later in the game I'll drop the coralhelm and get him out of burn range. Depends on my hand too though, sometimes against control I'll drop him first and if they don't hit him with removal I'll just plus him and hold back until they deal with him, and if they deal with him right away it doesn't really matter because even if I played a lord they would have done the same to it.
I think some people run the chalice against affinity when they're on the play, not sure what else though.
EDIT: You're running Aether Vial, you will almost always have mana open unless you're hardcasting your fish which I don't recommend. So why not run counters or disruption of some kind? Hell I've run Piracy Charm before as instant speed discard in blue. Granted its not very effective it's still a cute trick.
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I played a good USA control deck in my first match and lost both. I had him at 4 and 5 life, but he got me both times. Neither games I had a lord of any kind. Do I think a reejerey could have saved the day? Maybe..I'll mess around with that another time and try it out.
Someone already mentioned this and I'm really glad they did, but with my meta the way it is I'm going to take torpor orbs out of my sideboard and put in 3 swansong. In this match up I'd take out aquitect's will for them. I can't tell you how many times I would have loved to use swansong on pyroclasm, lightning helix or electrolyze especially.
I beat a new person and blue white tron.
Also, I always feel like I need that extra reach, so I am considering foing Ur, Uw, or Uwr.
I like the USA decks I have seen on here, but do you think the W and R are both crucial, and if you had to choose only one, which would you go with?
I've also found cursecatcher only good situationally, the idea of swapping it out for the trickester is interesting., let me know how it works out for you in your testing.
Sorry for digging up an old post, but how has this been for you?
How do you like Sejiri? Also, how is this manabase for you?
I've always been surprised at people mainboarding Cursecatcher. He doesn't work for me except as a SB option. I'd rather have 4 Path to Exile{/c] instead, or 4 Vapor Snag or even just 4 Dispel to make sure it sticks.
How To Keep Your FOIL Cards From Curling: http://youtu.be/QTmubrS8VnI
The Best Deck Boxes: http://www.youtube.com/watch?v=uEwgLph_Pjk
The Best Binders: http://youtu.be/H5IauASYWjk
I keep getting stuck at work for FNM so I only got that one time to play it in a tourney, I do test it against friends when I get the chance to.
I found that playing 3 colors makes sejiri needed to recoup the life loss for land. He is also an amazing vial blocker and equalizer against faster aggro decks like affinity.
The manabase is the only real issue with the deck. The problem is not hitting an off color; that seems like it correlates with running 19 lands. The double edge to that is obviously not getting mana flooded.
Whenever I get off early enough to play a tournament I am going to try browbeat instead of boros charm. A draw mechanic after dumping your hand is pretty clutch and it drops the need for double off color mana. Charms would go to the sideboard for board clears.
As far as curscatcher goes. The point of them is to potentially push the opponents clock back a turn. They force things like early disruption and mid game board clears and spot removal back. I even had a guy forget I had two on the board and double sacrificed. I've considered running Mothdust Changeling in that spot. He gets flying every turn you drop a creature with summoning sickness. Cosi is also a legit option, especially in a meta with greedy 3 color decks.
That list with 2 mutavault and 2 cavern make it tough IMO. I run a similar version to that deck but I have 4 other lands that make up the USA color bases for consistency, but still run 19.
I am playing 20 lands with 6 fetches, 7 shocks, 2 hubs, a sulfur vent, 2 mutavaults, 2 island
I dropped the caverns, they are definitely useful, but on mtgo, I see a lot more zoo and aggro midrange.
I am running 3 boros/lightning helix (I keep switching them out for testing), 4 bolts, 3-4 paths, I am debating if I should maindeck counterspells (besides cursecatcher), I have been playing without remand, snare, and pierce, but I will definitely have some in the SB, I just don't maindeck due to not running into many control decks.
I've been fiddling with a single academy ruins in the main--further endangering my island count, but to great effect--always have my relic/vials.
I feel mefolk are currently lacking due to its tempo-control style and limited sideboard options. In an attempt to gain larger SB options myself and others (better players than I) splashed white, black, and red, but we just ended up mana screwed more than not. When it comes to style I find myself playing more as a tap-n-go to field fish for a turn 4 win at the earliest making tempo-control more janky if that’s the right word. In legacy, merfolk aggro-tempo works due to free counters such as force of will and daze, but not so in modern. And, most everyone in legacy plays blue eliminating the need for spreading seas for standing still – more draw power. Modern is not legacy; thus, the style and/or deck does not transfer over as well. But, great players still find a way to the top with merfolk. From my experiences and observations I believe merfolk need to forgo tempo-control for increased aggro to compete in the fast paced modern meta yet still remain within color for speed and consistency. Though, these are my ramblings.
Does anyone come to same conclusions?
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Sam: a demon summoning spell ? why?
Lucifer: to summon a demon (auto censorship here)
====
The Wizard of Oz: A juvenile delinquent runs away from home, kills the first person she meets in a foreign land, robs her corpse, then promptly forms a gang with three complete strangers in order to kill again.
====
with R i'll burn you and with B youll'be maimed
I've had the most success with running just a set of Spreading Seas, Vapor Snags and Remands. It helps the deck play offensively as an aggro deck. The tempo spells should really just focus on furthering your gameplan, not focusing on hindering theirs. With this setup, I have been having a much much higher win percentage.
I agree although I'm running Spell Pierce instead of Remand. I found the 2 CMC counters too restrictive in Modern Fish.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
There is no doubt that Remand has a very powerful effect but I think it's problem is that it's just too expensive to cast for our deck. Most games I play typically end with me having 3 lands on the battlefield. You simply can't play your threats and have backup plays at the same time when you're playing 2 CMC counters. Spell Pierce is my choice because it hits my biggest worry, Wrath effects and spot removal. Creatures are not a concern because my guys typically can't be blocked and if i find myself worrying about blocking, I'm usually already dead. Plus, vapor snag does effectively the same thing against creatures minus the card draw.
I approach this deck differently as most though. Most people see Merfolk as a Tempo deck while i view it as an Aggro deck with answers.