Ive never played Legacy before, but I have alot of the cards for, and was considering playing Merfolk. This is a deck list I was thinking about running, but not being familiar with the format wanted some feedback. I was also considering running a B/g build with Goyf and rancor. Any feedback appreciated and be critical, I want to put together something decent.
You should really be running Cursecatcher, it is something I wouldn't consider dropping below 4 of. The Ancestral Visions should Standstill. The deck doesn't need them and they are too slow. You can't really use Brainstorm effectively without fetchlands, but those open your mana base up to stifle and Standstill gives you card advantage. Wasteland is good, you may want to include 3-4 of those instead of some islands. Aether Vial should be 4-of, it is one of the best parts of this deck and allows you to almost always win under a Standstill. Sigil of Sleep is iffy, it should probably be something else, such as bounce, spell snare, Jitte, the 4th mutavault.
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I currently play only two formats, what I play in them is:
Legacy: Domain Zoo, RGW Zoo, Merfolk, Solidarity, Mono Black Aggro
EDH: Kagemaro, First to Suffer
Merfolk Assassin is dope.
So is Unstable Mutation.
And come on, in a creature heavy deck.. Why not play Sunken City?
Memory Lapse makes your opponent top-deck exactly what you want them to.
Sunken City seems kind of unneccesary. Theres already 8-12 merfolk pumps with the rejeerys and lords. But the upkeep in a deck that only runs 20-21 mana in a format with effective land destruction seems unreliable. Memory lapse can be effective, but when youre opponent is casting a goyf you want it gone, not being replayed next turn.
The card I considered for my own build and think could be effective is Unstable Mutation. It is 5 damage worth of pump for 1 mana and by the time it has negative effects, four turns later, the game should be over with anyway.
It's 0/2 1-drop that cannot attack without opposing islands, buries without islands in play on your side (it still needs to come to port, DUH!) but whenever it attacks - unblocked - you get 2 life.
I don't really want to buy Lord Of Atlantis although the islandwalk is extremely helpful I could also use cards like Sea's Claim and Phantasmal Terrain . Is there any liege creature that has a low mana cost that pumps other blue creatures not just merfolk?
It's 0/2 1-drop that cannot attack without opposing islands, buries without islands in play on your side (it still needs to come to port, DUH!) but whenever it attacks - unblocked - you get 2 life.
I don't really want to buy Lord Of Atlantis although the islandwalk is extremely helpful I could also use cards like Sea's Claim and Phantasmal Terrain . Is there any liege creature that has a low mana cost that pumps other blue creatures not just merfolk?
If you want the deck to be competitive AT ALL, you NEED the ENTIRE core. LoA is one very large reason why the deck has game--more than half the meta runs Blue, which gives you almost an auto-win. And no, the only other blue pumps for the deck are the other lords, which should be run ALONGSIDE LoA. That being said, LoA is not expensive at all, especially not when compared to some of the other staples for the deck, such as Mutavault, Wasteland, and Force of Will.
As for Merchant Ship, it doesn't swing for damage, isn't a 'folk, and has a lot of dependency on your opponent for it to do anything. I wouldn't consider it for Casual, let alone Legacy.
It's 0/2 1-drop that cannot attack without opposing islands, buries without islands in play on your side (it still needs to come to port, DUH!) but whenever it attacks - unblocked - you get 2 life.
I don't really want to buy Lord Of Atlantis although the islandwalk is extremely helpful I could also use cards like Sea's Claim and Phantasmal Terrain . Is there any liege creature that has a low mana cost that pumps other blue creatures not just merfolk?
What makes the deck good is the synergy of all the Merfolk. Replacing them with worse non-Merfolk versions of the cards will destroy any chance the deck has of winning.
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All we have to decide is what to do with the time we are given
Guys, i'm having trouble testing against the mirror match, especially the tarmofolk versions. any tips on what to side in for the mirror?
Well, there are a few things you can do, although i don't personally find much space for the mirror in my sideboard.
The number one thing I can think of off the top of my head (because it's in my sideboard) is Propaganda. This is just a generally good card, and I think it's worth the space in a blind meta. Basically, the mirror match is a race to establish and maintain board presence. If you can sap their resources, you should be able to safely overextend and just dump your whole army onto the board while they waste their mana trying to keep up the race.
Some other things you could try would be flying creatures (Vendillion Clique is some SB tech I'm thinking of giving a shot), creature-stealing (sadly, Threads of Disloyalty is about the best one for this deck-- I really don't much like that card), and well-timed bounce spells (I'd try to save it for LoA unless they really force your hand though.) Also, Umezawa's Jitte is a pretty good trump card for this match.
Against the Tarmofolk version specifically, you could try Submerge. Or Relic of Progenitus, which is also just a generally awesome sideboard card in many match-ups.
Also, I really like the version of this deck that splashes white for some hard removal spells, although my budget doesn't let me actually build it at the moment... But from my testing, I seem to remember it does pretty well in the mirror, as long as you can keep white mana on the table. Swords to Plowshares should help against the Tarmofolk version though, if you run white.
I think for the mirror match-up, it's equally important what you take out. Stifle is obviously bad. If you main-deck Stifle, take it out in the mirror match immediately, it does basically nothing. I think Standstill is also pretty suspect in this match-up. In general, I think of taking out Standstill against any deck that uses Aether Vial or man-lands... And since we use both, I would consider taking out the Standstill. There's a good chance that you will have a hard time establishing board position against them early enough to drop Standstill, and their deck should be pretty well-equipped to Waste your Mutavaults. Daze is pretty suspect as well, since Merfolk has such a low curve, and they will probably see it coming from a mile away if they're a decent player. I very often take out Daze if I'm on the draw. On the play, I would probably leave it in.
Lord of Atlantis, although a very risky card to play in this match-up, should stay in unless you run an abnormally high creature count. Be very careful when you play a LoA though, because he basically turns the match-up into a straight-up race. The general rule of thumb is to only drop an LoA if you're ahead on board presence (or in some cases, life) by a significant amount.
I hope this helps... I hardly ever come on this darn thread.
Can anyone give me some advice on the enchantress match up? I'm running mono blue folk, and while Stifle/Wasteland slows them down, it seems like they manage to survive with Solidarity/Moat long enough to combo. My initial feel is that I need a lot more hard counters so that I can get some early beats in, then fight off can't attack/damage prevention enchants to win. My sideboard is still developing as I learn the meta, so I'm open to ideas.
Can anyone give me some advice on the enchantress match up? I'm running mono blue folk, and while Stifle/Wasteland slows them down, it seems like they manage to survive with Solidarity/Moat long enough to combo. My initial feel is that I need a lot more hard counters so that I can get some early beats in, then fight off can't attack/damage prevention enchants to win. My sideboard is still developing as I learn the meta, so I'm open to ideas.
From my experience, this is a tricky match-up. You definitely have to play the aggro role throughout the whole match in order to get those twenty points in.
I'm honestly not sure if it's best to sacrifice your Wastelands in this match unless you either two-for-one an enchanted land, or you have plenty of extra lands (which would not be a good sign in this match-up). This is because Elephant Grass and Ghostly Prison are huge obstacles to your development. I think Wake Thrasher is probably going to be your all-star in this match-up, since he can pose a significant clock by himself and often Enchantress will force you to pay a bazillion mana in tax effects if you want to attack with a whole bunch of creatures.
Unfortunately, there aren't many great options to sideboard in this match-up if you're running mono blue:
~Bounce spells are good if you can use them to set up the killing blow.
~I have a feeling Vendillion Clique would be pretty good in this match-up, since it singlehandedly presents a small clock, you play it as an instant, it gives you a flier, and it can eat one of their lock-pieces straight from their hand.
~Back to Basics has some potential, depending on how many dual lands they use and if they splash a third color.
...So that's about all I can think of. I think this match-up will depend a lot on play skill. Be as aggressive as possible, and board out your less aggressive cards, like Stifle for example. Save your counterspells for their key cards, IE lock pieces or combo enablers. Just remember that their job is to try to make each game take as long as possible, while your goal is just to count to twenty damage as quick as possible.
Thanks Duke, that's a good point about not Wastelanding, I think I'll take that route, siding in bounce and out Stifle/Vial. Based on how tough Goyf can be in other matches when he sticks, I'm thinking I may start trading towards the fetches/duals/goyfs for the green splash, so direct enchantment destruction (at least while they are still targetable), and possibly even some GY hate to avoid enchantment recurrision may help.
Just so you know DemonKnight all builds of enchantress should splash red for words of war unless they're going the jank route of words of worship + test of endurance. Wasteland is only good against their lands if they are 1) Serra's sanctum or 2) Are enchanted with utopia sprawl or wild growth which most enchantress players will try to avoid because getting 2 for 1'ed or 3 for 1'ed is just brutal. Wasteland really isn't that good since they generally run 5 nonbasics (2 sanctum's, 2 savannah, 1 taiga) and the rest of the lands are forests mostly and plains.
If you don't have the core of merfolk, don't build it. It is awful without LoA which you SHOULD be able to get for 3-5 which is virtually nothing compared to 100-120 for a set of FoW, like 60ish for the mutavault's, 60 for wastelands. On a side note I just searched ebay for LoA's and they are all selling for $2< apiece because they aren't the easiest card to find I guess
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I'm agreeing with EVERYONE here lol, I tried replacing some cards in my main (like Negate for Daze) and I was a sad panda :<
I still have to proxy a few cards (my area has NO Lorywin block Merfolk...AT ALL. It's dumbfounding) but the deck really shines with you have LoA out, and you tap Tidal Warror and LAUGH as you swing with a 6/6 Wake Thrasher or more
I got my grand total set for $12, so I dont think it's out of a Budget Merfolks deck.....
OTOH - FoW...that's a joke :L
SPEAKING OF THAT EXPENSIVE PIECE OF TECH, anyone try using Foil instead of FoW's? looks like a 1/2 decent replacement, even though your behind a -few- cards xP
your keeps would have to consist of 3 islands instead of 2....but I'm willing to live with that.
SPEAKING OF THAT EXPENSIVE PIECE OF TECH, anyone try using Foil instead of FoW's? looks like a 1/2 decent replacement, even though your behind a -few- cards xP
your keeps would have to consist of 3 islands instead of 2....but I'm willing to live with that.
Not to sound snotty or drag things off topic but FOW is such a staple in legacy as a whole, let alone Merfolk, if you cannot afford it and run it you're better off finding a different deck. FOW has no equivalent and cannot be sub'ed. It creates situations and scenarios other cards, such as the aforementioned Foil, pale in comparison to.
The actual Merfolk of the deck are dirt cheap -- altogether for M/NM condition, it will cost under $30 USD. Unfortunately, you'll NEED Mutavault and FOW to contend. You could run without Stifles (not a dealbreaker on the deck as FOW is) but seriously if you can't get Force you'll be in for a world of hurt.
Edit: I'd even go as far as to say Wastelands are optional. Muta + FOW = ~$200 entry price into obtaining the deck but from there on in, the deck is inexpensive. Additionally, much of legacy is the same way. There are a few very pricey cards (FOW or Duals) and the rest of the deck can be had for under/around $50. Of course there are exceptions to this rule but Merfolk is on the cheaper end of the legacy price spectrum
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
1.) Anyone who thinks cancel is viable should be shot. in the face. with a hammer.
2.) You misunderstand, what I was suggesting was the total exclusion of Spellstutter Sprite, because it just isnt that good anymore.
3.) Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
@Warden - never said you can make a deck without them, just asking if Foil could be used as a less expensive replacement till I can get my hands on some FoW's...
Ive hardley spent anything on my merfolk (most was the $12 for the LoA's) but then again I dont have my whole deck set up :L.
Anything you would rather prefer? I was going for draw power, as I seem to be losing my hand pretty fast. I dont have any Standstill in my deck (OMG I KNOW silly me :P) but untill I find some I need replacements for draw power ¬¬
The wizard-token-making merfolk looks iffy. If I switched into a CB/Top shell and had somebody else that supports this route, then maybe things would work out.
T1 - Top > T2 - CB >T3 - Wizard Fish
vs
T1 - Vial > T2 - Standstill, 1cc vial potential > T3 - 2cc vial potential + standstill, if not popped already
The CB/Top shell doesn't give you the sheer tempo regular merfolk does. The guy is a temporary dud...unless there is another new merfolk or something that supports him.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
You should all be running Sunken City and Unstable Mutation. I also see no reason not to run both Tidal Warrior AND Tideshaper Mystic as they do virtually the same thing.. I know Tidal Warrior is a much stronger card but getting either of these on a first turn play is great. When I've played my own version of this deck with all the decent merfolk I could find (nothing else) I realized my hand was full of merfolk that were not totally necessary and I felt Merfolk Looter was really powerful in that it was a great little draw engine and I could draw a card BEFORE discarding my card. I think whoever designed this card wrote it backwards being able to draw THEN discard is really strong. Lord Of Atlantis is a no brainer I would run this if I had them I will pick some up some day when I decide to give this deck a shot.
Merfolk Assassin ! I don't know why I am the first to mention it as it is a merfolk that is a Royal Assassin against other decks running Lord Of Atlantis too. You said there wasn't much to sideboard for this deck? This is an excellent card for your sideboard.
Erm, now going back to Unstable Mutation, this is an auto-include. Whether or not you run Leech Bonder does it really matter? By the time the counters have fully run down even into the -1/-1 making your creature smaller you have WON. Or at least you should have? It takes 3 turns for the negatives on this broken card to start. If this card is not worth a 4of in this deck then it means this deck is too slow for legacy.
Sunken City pumps ALL your blue creatures (and their's) but it has the benefit of a burial outlet so you can at least let it die if your opponent has blue creatures. Casting this card and then attacking is like 5-6 damage extra for this deck. All your merfolk are unblockable anyway. Why not play this? It seems to be a huge boost.
K well the war machine i guess sucks because there was not a creature type added to it in creature type revision. I figured it was merfolky but its not
Mana 20
17 Island
3 Mutavault
Creatures 21
4 Lord of Atlantis
4 Merrow Rejeery
3 Merfolk Soveriegn
4 Silvergill Adept
4 Tidal Warrior
2 Sygg, River Cutthroat
Counters 8
4 Force of Will
4 Daze
Draw 4
4 Ancestral Visions ... is brainstorm better (quicker) for the format?
Control 7
4 Sigil of Sleep
3 Aether Vial
I currently play only two formats, what I play in them is:
Legacy: Domain Zoo, RGW Zoo, Merfolk, Solidarity, Mono Black Aggro
EDH: Kagemaro, First to Suffer
(Work in progress)
20 Island
Merfolk Assassin is dope.
So is Unstable Mutation.
And come on, in a creature heavy deck.. Why not play Sunken City?
Memory Lapse makes your opponent top-deck exactly what you want them to.
Sunken City seems kind of unneccesary. Theres already 8-12 merfolk pumps with the rejeerys and lords. But the upkeep in a deck that only runs 20-21 mana in a format with effective land destruction seems unreliable. Memory lapse can be effective, but when youre opponent is casting a goyf you want it gone, not being replayed next turn.
The card I considered for my own build and think could be effective is Unstable Mutation. It is 5 damage worth of pump for 1 mana and by the time it has negative effects, four turns later, the game should be over with anyway.
It's 0/2 1-drop that cannot attack without opposing islands, buries without islands in play on your side (it still needs to come to port, DUH!) but whenever it attacks - unblocked - you get 2 life.
I don't really want to buy Lord Of Atlantis although the islandwalk is extremely helpful I could also use cards like Sea's Claim and Phantasmal Terrain . Is there any liege creature that has a low mana cost that pumps other blue creatures not just merfolk?
I guess I would have to use War Barge
and my Sunken Citys
If you want the deck to be competitive AT ALL, you NEED the ENTIRE core. LoA is one very large reason why the deck has game--more than half the meta runs Blue, which gives you almost an auto-win. And no, the only other blue pumps for the deck are the other lords, which should be run ALONGSIDE LoA. That being said, LoA is not expensive at all, especially not when compared to some of the other staples for the deck, such as Mutavault, Wasteland, and Force of Will.
As for Merchant Ship, it doesn't swing for damage, isn't a 'folk, and has a lot of dependency on your opponent for it to do anything. I wouldn't consider it for Casual, let alone Legacy.
What makes the deck good is the synergy of all the Merfolk. Replacing them with worse non-Merfolk versions of the cards will destroy any chance the deck has of winning.
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Well, there are a few things you can do, although i don't personally find much space for the mirror in my sideboard.
The number one thing I can think of off the top of my head (because it's in my sideboard) is Propaganda. This is just a generally good card, and I think it's worth the space in a blind meta. Basically, the mirror match is a race to establish and maintain board presence. If you can sap their resources, you should be able to safely overextend and just dump your whole army onto the board while they waste their mana trying to keep up the race.
Some other things you could try would be flying creatures (Vendillion Clique is some SB tech I'm thinking of giving a shot), creature-stealing (sadly, Threads of Disloyalty is about the best one for this deck-- I really don't much like that card), and well-timed bounce spells (I'd try to save it for LoA unless they really force your hand though.) Also, Umezawa's Jitte is a pretty good trump card for this match.
Against the Tarmofolk version specifically, you could try Submerge. Or Relic of Progenitus, which is also just a generally awesome sideboard card in many match-ups.
Also, I really like the version of this deck that splashes white for some hard removal spells, although my budget doesn't let me actually build it at the moment... But from my testing, I seem to remember it does pretty well in the mirror, as long as you can keep white mana on the table. Swords to Plowshares should help against the Tarmofolk version though, if you run white.
I think for the mirror match-up, it's equally important what you take out. Stifle is obviously bad. If you main-deck Stifle, take it out in the mirror match immediately, it does basically nothing. I think Standstill is also pretty suspect in this match-up. In general, I think of taking out Standstill against any deck that uses Aether Vial or man-lands... And since we use both, I would consider taking out the Standstill. There's a good chance that you will have a hard time establishing board position against them early enough to drop Standstill, and their deck should be pretty well-equipped to Waste your Mutavaults. Daze is pretty suspect as well, since Merfolk has such a low curve, and they will probably see it coming from a mile away if they're a decent player. I very often take out Daze if I'm on the draw. On the play, I would probably leave it in.
Lord of Atlantis, although a very risky card to play in this match-up, should stay in unless you run an abnormally high creature count. Be very careful when you play a LoA though, because he basically turns the match-up into a straight-up race. The general rule of thumb is to only drop an LoA if you're ahead on board presence (or in some cases, life) by a significant amount.
I hope this helps... I hardly ever come on this darn thread.
if that much
"Insanity is knowing that what you're doing is completely idiotic, but still, somehow, you just can't stop it."
Yeah, if you feel like you can't get ahold of a set of LoA... Not to be overly harsh, but you really shouldn't play this deck.
And the fact that the dude suggested Phantasmal Terrain as a workaround...
From my experience, this is a tricky match-up. You definitely have to play the aggro role throughout the whole match in order to get those twenty points in.
I'm honestly not sure if it's best to sacrifice your Wastelands in this match unless you either two-for-one an enchanted land, or you have plenty of extra lands (which would not be a good sign in this match-up). This is because Elephant Grass and Ghostly Prison are huge obstacles to your development. I think Wake Thrasher is probably going to be your all-star in this match-up, since he can pose a significant clock by himself and often Enchantress will force you to pay a bazillion mana in tax effects if you want to attack with a whole bunch of creatures.
Unfortunately, there aren't many great options to sideboard in this match-up if you're running mono blue:
~Bounce spells are good if you can use them to set up the killing blow.
~I have a feeling Vendillion Clique would be pretty good in this match-up, since it singlehandedly presents a small clock, you play it as an instant, it gives you a flier, and it can eat one of their lock-pieces straight from their hand.
~Back to Basics has some potential, depending on how many dual lands they use and if they splash a third color.
...So that's about all I can think of. I think this match-up will depend a lot on play skill. Be as aggressive as possible, and board out your less aggressive cards, like Stifle for example. Save your counterspells for their key cards, IE lock pieces or combo enablers. Just remember that their job is to try to make each game take as long as possible, while your goal is just to count to twenty damage as quick as possible.
If you don't have the core of merfolk, don't build it. It is awful without LoA which you SHOULD be able to get for 3-5 which is virtually nothing compared to 100-120 for a set of FoW, like 60ish for the mutavault's, 60 for wastelands. On a side note I just searched ebay for LoA's and they are all selling for $2< apiece because they aren't the easiest card to find I guess
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I still have to proxy a few cards (my area has NO Lorywin block Merfolk...AT ALL. It's dumbfounding) but the deck really shines with you have LoA out, and you tap Tidal Warror and LAUGH as you swing with a 6/6 Wake Thrasher or more
I got my grand total set for $12, so I dont think it's out of a Budget Merfolks deck.....
OTOH - FoW...that's a joke :L
SPEAKING OF THAT EXPENSIVE PIECE OF TECH, anyone try using Foil instead of FoW's? looks like a 1/2 decent replacement, even though your behind a -few- cards xP
your keeps would have to consist of 3 islands instead of 2....but I'm willing to live with that.
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Not to sound snotty or drag things off topic but FOW is such a staple in legacy as a whole, let alone Merfolk, if you cannot afford it and run it you're better off finding a different deck. FOW has no equivalent and cannot be sub'ed. It creates situations and scenarios other cards, such as the aforementioned Foil, pale in comparison to.
The actual Merfolk of the deck are dirt cheap -- altogether for M/NM condition, it will cost under $30 USD. Unfortunately, you'll NEED Mutavault and FOW to contend. You could run without Stifles (not a dealbreaker on the deck as FOW is) but seriously if you can't get Force you'll be in for a world of hurt.
Edit: I'd even go as far as to say Wastelands are optional. Muta + FOW = ~$200 entry price into obtaining the deck but from there on in, the deck is inexpensive. Additionally, much of legacy is the same way. There are a few very pricey cards (FOW or Duals) and the rest of the deck can be had for under/around $50. Of course there are exceptions to this rule but Merfolk is on the cheaper end of the legacy price spectrum
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
in a counterballance shell it could be some good. thoughts?
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Llawan, Cephalid Empress
two words... painter's servant
Ive hardley spent anything on my merfolk (most was the $12 for the LoA's) but then again I dont have my whole deck set up :L.
What are the new Merfolk in Zendikar?
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Costal Piracy
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Distant Melody
Anything you would rather prefer? I was going for draw power, as I seem to be losing my hand pretty fast. I dont have any Standstill in my deck (OMG I KNOW silly me :P) but untill I find some I need replacements for draw power ¬¬
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T1 - Top > T2 - CB >T3 - Wizard Fish
vs
T1 - Vial > T2 - Standstill, 1cc vial potential > T3 - 2cc vial potential + standstill, if not popped already
The CB/Top shell doesn't give you the sheer tempo regular merfolk does. The guy is a temporary dud...unless there is another new merfolk or something that supports him.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
You should all be running Sunken City and Unstable Mutation. I also see no reason not to run both Tidal Warrior AND Tideshaper Mystic as they do virtually the same thing.. I know Tidal Warrior is a much stronger card but getting either of these on a first turn play is great. When I've played my own version of this deck with all the decent merfolk I could find (nothing else) I realized my hand was full of merfolk that were not totally necessary and I felt Merfolk Looter was really powerful in that it was a great little draw engine and I could draw a card BEFORE discarding my card. I think whoever designed this card wrote it backwards being able to draw THEN discard is really strong. Lord Of Atlantis is a no brainer I would run this if I had them I will pick some up some day when I decide to give this deck a shot.
Merfolk Assassin ! I don't know why I am the first to mention it as it is a merfolk that is a Royal Assassin against other decks running Lord Of Atlantis too. You said there wasn't much to sideboard for this deck? This is an excellent card for your sideboard.
Erm, now going back to Unstable Mutation, this is an auto-include. Whether or not you run Leech Bonder does it really matter? By the time the counters have fully run down even into the -1/-1 making your creature smaller you have WON. Or at least you should have? It takes 3 turns for the negatives on this broken card to start. If this card is not worth a 4of in this deck then it means this deck is too slow for legacy.
Sunken City pumps ALL your blue creatures (and their's) but it has the benefit of a burial outlet so you can at least let it die if your opponent has blue creatures. Casting this card and then attacking is like 5-6 damage extra for this deck. All your merfolk are unblockable anyway. Why not play this? It seems to be a huge boost.
Oh and what about..
Seasinger
Vodalian Knights
Vodalian War Machine is weird and seems kinda useless but while I am on a roll reminiscing old Fallen Empires merfolk critters why not
K well the war machine i guess sucks because there was not a creature type added to it in creature type revision. I figured it was merfolky but its not