This is my Merfolk deck I play. Its alot of run, fast enough to play 1 on 1 and has enough late game effects to keep up in multiplayer with its crazy life gain and token production.
Basically what you do is get out any of the Merfolk "Lords" to beat down quick with your 4/4 or 5/5 Merfolk. For more fun, find Aquitect's Will to make them unblockable (Merrow Harbinger finds it no problem).
For token + life gain, play Summon the School with atleast 1 Judge of Currents and some other Merfolk. Make your dudes, at the end of your opponents turn tap down your 4 merfolk and put School back to your hand, gain 4 life, and keep going. It gets crazy with the more guys you have out like Merrow Reejerey and Merrow Commerce, even Stonybrook Schoolmaster. But with Merrow Reejerey you can play School, then untap a land, make your tokens, tap your dudes, bring back School, and tap some more lands to replay it (the more Reejerey you have out to untap lands, the more can keep playing it).
As for counters and stuff like that, you really dont need it unless you know someone is playing Wrath of God or other type of board sweepers. And if your worried about stuff like Moat, you can always run some type of bounce like Boomerang.
However, this deck was built around the time Morningtide came out so it doesnt have newer Merfolk. But Lullmage Mentor might be an answer for any of the stuff mentioned above (Bounce/Board sweep).
I would use stoneybrook but the mana cost of the merfolk in my deck are already really low and it wouldnt effect half of them anyways. And daze is a nice suggestion, I need to make room.
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"If yesterday was two days ago tomorrow,
will the day after tomorrow be today or yesterday?"
-Temporal Manipulation 101 final exam, Tolarian Academy
I do like the Intruder Alarm combo, but it's pretty much a dead card unless I get the Stonybrook Schoolmaster. Plus, as a neat little bonus, the millfolk deck happens to be legal in Block format (all Lorwyn block). So, although it might be fun, I dont think I'll add in Intruder Alarm.
Intruder alarm is not always a dead card. Its surprising use is that it can potentially delay an aggro deck because it can leave its creatures tapped.
Of course it combines well with Merrow Commerce and Opposition, and comboes with the schoolmaster. I actually built a millfolk deck so I can finally have use for my Alarms, which has been collecting dust since Exodus
awesome awesome deck. Devouring Light newly added to replace counterspell/boomerang. The force tap from it is amazing, in addition to summon the school, providing great synergy with Judge of Currents and Stonybrook Schoolmaster to produce lifegain and tokens, which leads to islandwalk/wanderwine prophets for rinse/repeat. Merrow Commerce allows for that abuse during my turn, and now my opponents. Aquitict's Will and Spreading Seas to match with islandwalk and card advantage, as well with Silvergill Adept. Once Stonybrook Banneret and Merrow Reejerey are out, I can nearly drop the rest of my deck for free or for 1cmc.
The only thing I would add now would be Ardarkar Wastes to help with mana fix, but Wanderwine Hub nearly provides all that I need.
Penance
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Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
4 cursecatcher
4 tidal warrior
4 silvergill adept
4 lord of atlantis
4 merrow reejerey
1 kira, great-glass spinner
4 counterspell
3 mana leak
2 brainstorm
4 accumulated knowledge
4 echoing truth/ into the roil/ repeal
2 oboro, palace in the skies
1 tolaria west
19 island
will the day after tomorrow be today or yesterday?"
-Temporal Manipulation 101 final exam, Tolarian Academy
It looks nice. May I suggest Stonybrook Banneret and Daze?
6x Plains
6x Island
4x Wanderwine Hub
4x Flood Plain
Creatures:
4x Lord of Atlantis
4x Judge of Currents
4x Stonybrook Schoolmaster
4x Stonybrook Banneret
4x Merrow Reejerey
3x Lullmage Mentor
2x Merrow Harbinger
2x Tidal Courier
2x Sygg, River Guide
4x Summon the School
4x Merrow Commerce
2x Aquitect's Will
1x Disenchant
This is my Merfolk deck I play. Its alot of run, fast enough to play 1 on 1 and has enough late game effects to keep up in multiplayer with its crazy life gain and token production.
You can sub out the Tundra for more Islands/Plains or Hallowed Fountain, and the Flooded Strand can be dropped for Flood Plain.
Basically what you do is get out any of the Merfolk "Lords" to beat down quick with your 4/4 or 5/5 Merfolk. For more fun, find Aquitect's Will to make them unblockable (Merrow Harbinger finds it no problem).
For token + life gain, play Summon the School with atleast 1 Judge of Currents and some other Merfolk. Make your dudes, at the end of your opponents turn tap down your 4 merfolk and put School back to your hand, gain 4 life, and keep going. It gets crazy with the more guys you have out like Merrow Reejerey and Merrow Commerce, even Stonybrook Schoolmaster. But with Merrow Reejerey you can play School, then untap a land, make your tokens, tap your dudes, bring back School, and tap some more lands to replay it (the more Reejerey you have out to untap lands, the more can keep playing it).
As for counters and stuff like that, you really dont need it unless you know someone is playing Wrath of God or other type of board sweepers. And if your worried about stuff like Moat, you can always run some type of bounce like Boomerang.
However, this deck was built around the time Morningtide came out so it doesnt have newer Merfolk. But Lullmage Mentor might be an answer for any of the stuff mentioned above (Bounce/Board sweep).
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
I would use stoneybrook but the mana cost of the merfolk in my deck are already really low and it wouldnt effect half of them anyways. And daze is a nice suggestion, I need to make room.
will the day after tomorrow be today or yesterday?"
-Temporal Manipulation 101 final exam, Tolarian Academy
For shame!
R Norin the Wary: I've Got a Bad Feeling About This
UG Thrasios & Kydele: Knowledge is Power
RG Borborygmos Enraged: The Breaking of the World
BG The Gitrog Monster: All Glory to the Hypnotoad
WUR Zedruu the Greathearted: Endless Possibilities, One Outcome
WBG Karador, Ghost Chieftain: What's Dead May Never Die
Turn your junk into something great with PucaTrade!
4 Merrow Reejerey
4 Silvergill Adept
4 Cursecatcher
4 Stonybrook Banneret
3 Lullmage Mentor
4 Remand
4 Sage's Dousing
4 Daze
2 Mirrorweave
1 Mutavault
Stonybrook Banneret + Merrow Reejerey allows me to play most of the merfolk in my deck for free.
Stonybrook Banneret also lowers the cost of Sage's Dousing.
It's good in 1v1 (mostly because of all the countermagic) and Lord of Atlantis + Mirrorweave ftw in multiplayer.
I also have a millfolk deck that works pretty well ^^
4 Grimoire Thief
4 Drowner of Secrets
4 Judge of Currents
4 Ink Dissolver
4 Merrow Reejerey
2 Sygg, River Guide
2 Stonybrook Schoolmaster
3 Oblivion Ring
2 Broken Ambitions
2 Springleaf Drum
I should contribiute mine too.
also, i may use some of your decks for a merfolk primer im writing, ok?
4x Merfolk Sovereign
3x Harpoon Sniper
3x Merrow Reejerey
4x Drowner of Secrets
3x Judge of Currents
4x Silvergill Douser
4x Stonybrook Schoolmaster
2x Wanderwine Prophets
2x Worship
3x Merrow Commerce
11x Island
10x Plains
1x glacial fortress
1x Vivid Creek
2x Ixidor's Will
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
If you're using Silvergill Douser, might I suggest running a couple Merfolk Thaumaturgist? Some nice mono-blue (and free!) creature removal every turn.
Intruder alarm is not always a dead card. Its surprising use is that it can potentially delay an aggro deck because it can leave its creatures tapped.
Of course it combines well with Merrow Commerce and Opposition, and comboes with the schoolmaster. I actually built a millfolk deck so I can finally have use for my Alarms, which has been collecting dust since Exodus
4 merfolk soviergn
4 merrow rejeerey
4 lord of atlantis
4 stonybrook banneret
4 silvergill douser
4 wake thrasher
4 sages dousing
4 cryptic command
4 mutavaults
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Also cut Sage's Dousing for Daze to ease on the 3-drops.
The Saga of Arkay
10 Island
8 Plains
4 Wanderwine Hub
Creatures:
2 Wanderwine Prophets
4 Lord of Atlantis
4 Merrow Reejerey
3 Silvergill Adept
4 Stonybrook Banneret
4 Judge of Currents
3 Stonybrook Schoolmaster
3 Merrow Commerce
4 Devouring Light
4 Summon the School
3 Aquitict's Will
2 Spreading Seas
awesome awesome deck. Devouring Light newly added to replace counterspell/boomerang. The force tap from it is amazing, in addition to summon the school, providing great synergy with Judge of Currents and Stonybrook Schoolmaster to produce lifegain and tokens, which leads to islandwalk/wanderwine prophets for rinse/repeat. Merrow Commerce allows for that abuse during my turn, and now my opponents. Aquitict's Will and Spreading Seas to match with islandwalk and card advantage, as well with Silvergill Adept. Once Stonybrook Banneret and Merrow Reejerey are out, I can nearly drop the rest of my deck for free or for 1cmc.
The only thing I would add now would be Ardarkar Wastes to help with mana fix, but Wanderwine Hub nearly provides all that I need.
Penance