I will definitely be adding Aquitect's Will and replace Sejiri with Silvergill Adept as it will give me some much needed drawing which the deck was lacking.
LOOKING FOR FEEDBACK TO MAKE MY DECK BETTER!!!!!!!!!!!
Here Is my pride and joy all foil deck! I have a playset of each of these let me know how my numbers look, and what you recommend to improve it. Any advice is greatly appreciated! (Mostly play multi-player as well 3-8 people)
LOOKING FOR FEEDBACK TO MAKE MY DECK BETTER!!!!!!!!!!!
Here Is my pride and joy all foil deck! I have a playset of each of these let me know how my numbers look, and what you recommend to improve it. Any advice is greatly appreciated! (Mostly play multi-player as well 3-8 people)
Remove:
-1 Lullmage mentor (You only have what, 4 counters in the whole deck? And by the time you have seven merfolk you should have won.)
-2 Journey to Nowhere. (They aren't great, and you could replace them with better removal)
-1 Mana Leak (Counterspells are just better.)
-1 Spell Pierce
-2 Tideshaper mystic (There are better ways to make islands)
-4 lands of your choice
and add
+2 Silvergill adept (SOOOOOO GOOD)
+2 Cheap/free counterspells of your choice (Counterspell, Spell Snare, Daze)
+3 Oblivion ring (Great removal all around- easily better than Journey)
+4 Wanderwine Hub
Then, depending on which route you want to take, take out
-1 land
-2 Stonybrook schoolmaster
-2 Judge of currents
-2 Drowner of secrets
-2 Merrow Commerce
and add
+1 Stonybrook Banneret
+1 Lord of atlantis
+4 Quicksilver fountain/Aquitect's will (Quicksilver fountain should be better in multiplayer)
+1 Cheap counterspell of choice
What I did there is try to fit the decks into two distinct styles. You had too many ideas going along in one deck.
In the aggro deck, you want to be aggresive and gain as much tempo as possible. Silvergill adepts help you refuel, while stonybrook bannerets make you much much faster.
Quicksilver Fountains help you make more islands for islandwalk, and it also screws up your opponent's land bases.
For mill, you want to make as much mill as possible. Max out your Schoolmasters to make as much tokens as possible to mill for more. Judge of currents gains you upward of 5 life a turn. It's all great.
Private Mod Note
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Rollback Post to RevisionRollBack
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Remove:
-1 Lullmage mentor (You only have what, 4 counters in the whole deck? And by the time you have seven merfolk you should have won.)
-2 Journey to Nowhere. (They aren't great, and you could replace them with better removal)
-1 Mana Leak (Counterspells are just better.)
-1 Spell Pierce
-2 Tideshaper mystic (There are better ways to make islands)
-4 lands of your choice
and add
+2 Silvergill adept (SOOOOOO GOOD)
+2 Cheap/free counterspells of your choice (Counterspell, Spell Snare, Daze)
+3 Oblivion ring (Great removal all around- easily better than Journey)
+4 Wanderwine Hub
Then, depending on which route you want to take, take out
-1 land
-2 Stonybrook schoolmaster
-2 Judge of currents
-2 Drowner of secrets
-2 Merrow Commerce
and add
+1 Stonybrook Banneret
+1 Lord of atlantis
+4 Quicksilver fountain/Aquitect's will (Quicksilver fountain should be better in multiplayer)
+1 Cheap counterspell of choice
What I did there is try to fit the decks into two distinct styles. You had too many ideas going along in one deck.
In the aggro deck, you want to be aggresive and gain as much tempo as possible. Silvergill adepts help you refuel, while stonybrook bannerets make you much much faster.
Quicksilver Fountains help you make more islands for islandwalk, and it also screws up your opponent's land bases.
For mill, you want to make as much mill as possible. Max out your Schoolmasters to make as much tokens as possible to mill for more. Judge of currents gains you upward of 5 life a turn. It's all great.
I really appreciate the input I understand exactly what your sayin to many ideas in 1 deck it's just that merfolk are so good in many different ways! Have you thought of using Aether Vials? What is your opinion on putting these in my deck?
Creatures 21
4x Stonybrook Banneret
4x Silvergill Adept
4x Merrow Reejerey
3x Lord Of Atlantis
3x Merrow Harbinger
2x Sygg, River Guide
1x Stonybrook Schoolmaster
Spells 13
4x Counterspell
3x Path To Exile
2x Oblivion Ring
2x Summon The School
2x Merrow Commerce
Artifacts 4
4x Quicksilver Fountain
Land 22
15x Island
7x Plains
I'm getting 1x more Lord Of Atlantis, Do I need more Oblivion Rings? If you suggest something to sub something in suggest what to sub out thanks!!! I need your help!
I'm getting 1x more Lord Of Atlantis, Do I need more Oblivion Rings? If you suggest something to sub something in suggest what to sub out thanks!!! I need your help!
With the one more Lord of Atlantis, I'd take out the schoolmaster, it's inefficient.
If you had enough money for Aether Vials, I would totally advise you to get them. It frees up mana for you, and makes instant speed drops. With Aether Vials, it's easy to overextend, and that is often a huge problem.
Can you describe your playgroup's meta? Like, speed, playstyle, decks and everything in it? If so, you can fine-tune your removal suite to it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
I don't have a tribal deck in my casual arsenal yet and coincidentally, I don't have a milling deck either so U/W Millfolk caught my eyes. I took a look at the primer and did some modifications here and there.
I don't have a playset of Aether Vials nor Force of Wills so those are out of the picture. Should I consider other counterspells, such as Daze, instead of Sage's Dousing?
If there are other modifications I should take into account, feel free to help out. Thanks (:
So working on building a budget merfolk deck to play with my friends, im not gonna be running the crazy expensive stuff, or well...even most of the reasonably expensive stuff, but i do need help with the land base...Oh i also made it very creature heavy since im running the Couriers, basically im transcribing a blue goblin deck lol
And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - Nevermore!
With the one more Lord of Atlantis, I'd take out the schoolmaster, it's inefficient.
If you had enough money for Aether Vials, I would totally advise you to get them. It frees up mana for you, and makes instant speed drops. With Aether Vials, it's easy to overextend, and that is often a huge problem.
Can you describe your playgroup's meta? Like, speed, playstyle, decks and everything in it? If so, you can fine-tune your removal suite to it.
The group I play with have many different decks 10-15 each between 5-10 different people. I go against black removal & blue counter decks quite a bit. Do you think the Aether Vials are definetely a 4of ? Sub out 3x Island and 1x Plains for 4x Aether Vials? What do you think
So working on building a budget merfolk deck to play with my friends, im not gonna be running the crazy expensive stuff, or well...even most of the reasonably expensive stuff, but i do need help with the land base...Oh i also made it very creature heavy since im running the Couriers, basically im transcribing a blue goblin deck lol
Well I'm fairly new here, so I'm sure that there have been countless threads on Merfolk. I ask for your forgiveness in this matter.
However, my goal is to create the fastest Merfolk deck conceivable, without using any of the power 9. I've looked over countless forums and have only seen mentioning of a Merfolk deck bred for speed, but I can't quite put my finger on it just yet.
Brainstorm is better then Ponder. Also, your deck is running 4 Lotus Petal which are restricted in Vintage. I also see that were you play they allow 40 card decks. That being said, you deck is not Vintage legal at all. Its just a casual deck and belongs in the casual forum.
Well I don't know about pure speed, but Merfolk is really good and concistant in legacy. I would be looking to build a combo deck if I was only going for pure speed.
Well I'm fairly new here, so I'm sure that there have been countless threads on Merfolk. I ask for your forgiveness in this matter.
However, my goal is to create the fastest Merfolk deck conceivable, without using any of the power 9. I've looked over countless forums and have only seen mentioning of a Merfolk deck bred for speed, but I can't quite put my finger on it just yet.
So it's an intruder combo with merfolks. Obviously there is the stonybrook with intruder, then I have drowner and kor-line to tap it infinitely if I can pull them all out. Now I also have the other merfolks for back up combos. Either milling with grimoire/drowner or just some beat down with reejerey/wake thrasher. Playing this deck earlier tonight, I Just thought of using reejerey to untap my land for more mana use and to power wake thrasher.
I have dawn charm to bide time or have my opponant attack then play intruder to keep them tapped. Preordain/see beyond for obvious sifting through the deck.
I definitely want to expand on this deck, but I know have some fillers in here that's taking up space, so any ideas?
I've been really enjoying my Merfolk deck, and I was thinking of trying out some new things - specifically, focusing on Milling.
I was just wondering, which are the most important cards to include, and which ones don't really fit? ...because I don't think fitting all of these in is very realistic =P
19 lands is definitely not enough. You're still going to be casting things even with Aether Vial, and getting stuck at 1 land is basically death for you.
Second of all, Merrow Harbinger really has nothing to tutor for, especially for 4 mana, so I would suggest taking that out for some more lands.
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Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
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I will definitely be adding Aquitect's Will and replace Sejiri with Silvergill Adept as it will give me some much needed drawing which the deck was lacking.
4 Silvergill Adept
4 Wake Thrasher
4 Merrow Reejerey
4 Stonybrook Banneret
3 Merfolk Sovereign
3 Coralhelm Commander
2 Sygg, River Guide
4 Path to Exile
4 Counterspell
3 Brainstorm
2 Oblivion Ring
Land: 23
6 Island
5 Plains
4 Seachrome Coast
4 Glacial Fortress
4 Mystic Gate
It'd cost 1UU. If you have 4 of them, it'd cost the same as counterspell
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Here Is my pride and joy all foil deck!
4x Merrow Reejerey
2x Sygg, River Guide
2x Stonybrook Schoolmaster
2x Judge Of Currents
2x Tideshaper Mystic
2x Silvergill Adept
3x Stonybrook Banneret
3x Merrow Harbringer
2x Drowner Of Secrets
1x Lullmage Mentor
2x Summon The School
2x Path To Exile
1x Mana Leak
1x Spell Pierce
2x Counterspell
2x Journey To Nowhere
5x Plains
Live in Northern AZ? Lets play some Legacy! Catch me on MODO!
Awesome sig by the one and only DarkNightCavalier from Heroes of the Plane Studios
This is what I would do.
Remove:
-1 Lullmage mentor (You only have what, 4 counters in the whole deck? And by the time you have seven merfolk you should have won.)
-2 Journey to Nowhere. (They aren't great, and you could replace them with better removal)
-1 Mana Leak (Counterspells are just better.)
-1 Spell Pierce
-2 Tideshaper mystic (There are better ways to make islands)
-4 lands of your choice
and add
+2 Silvergill adept (SOOOOOO GOOD)
+2 Cheap/free counterspells of your choice (Counterspell, Spell Snare, Daze)
+3 Oblivion ring (Great removal all around- easily better than Journey)
+4 Wanderwine Hub
4x Merrow Reejerey
2x Sygg, River Guide
2x Stonybrook Schoolmaster
2x Judge Of Currents
4x Silvergill Adept
3x Stonybrook Banneret
3x Merrow Harbringer
2x Drowner Of Secrets
2x Summon The School
3x Path To Exile
4x Counterspell
3x Oblivion ring
4x Wanderwine hub
Then, depending on which route you want to take, take out
-1 land
-2 Stonybrook schoolmaster
-2 Judge of currents
-2 Drowner of secrets
-2 Merrow Commerce
and add
+1 Stonybrook Banneret
+1 Lord of atlantis
+4 Quicksilver fountain/Aquitect's will (Quicksilver fountain should be better in multiplayer)
+1 Cheap counterspell of choice
4x Merrow Reejerey
2x Sygg, River Guide
4x Silvergill Adept
4x Stonybrook Banneret
3x Merrow Harbringer
3x Path To Exile
2x Daze
3x Counterspell
3x Oblivion ring
4x Quicksilver Fountain
4x Wanderwine hub
For aggro, or
-2 Lands
-3 Lord of atlantis
-3 Merrow harbinger
-1 Counterspell
+2 Drowner of secrets
+2 StonybrooK schoolmaster
+1 Stonybrook Banneret
+1 Summon the school
+1 Judge of currents
2x Sygg, River Guide
4x Stonybrook Schoolmaster
3x Judge Of Currents
4x Silvergill Adept
4x Stonybrook Banneret
4x Drowner Of Secrets
3x Summon The School
3x Path To Exile
4x Counterspell
3x Oblivion ring
4x Wanderwine hub
For Mill.
What I did there is try to fit the decks into two distinct styles. You had too many ideas going along in one deck.
In the aggro deck, you want to be aggresive and gain as much tempo as possible. Silvergill adepts help you refuel, while stonybrook bannerets make you much much faster.
Quicksilver Fountains help you make more islands for islandwalk, and it also screws up your opponent's land bases.
For mill, you want to make as much mill as possible. Max out your Schoolmasters to make as much tokens as possible to mill for more. Judge of currents gains you upward of 5 life a turn. It's all great.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
I really appreciate the input I understand exactly what your sayin to many ideas in 1 deck it's just that merfolk are so good in many different ways! Have you thought of using Aether Vials? What is your opinion on putting these in my deck?
Live in Northern AZ? Lets play some Legacy! Catch me on MODO!
Awesome sig by the one and only DarkNightCavalier from Heroes of the Plane Studios
Creatures 21
4x Stonybrook Banneret
4x Silvergill Adept
4x Merrow Reejerey
3x Lord Of Atlantis
3x Merrow Harbinger
2x Sygg, River Guide
1x Stonybrook Schoolmaster
Spells 13
4x Counterspell
3x Path To Exile
2x Oblivion Ring
2x Summon The School
2x Merrow Commerce
Artifacts 4
4x Quicksilver Fountain
Land 22
15x Island
7x Plains
I'm getting 1x more Lord Of Atlantis, Do I need more Oblivion Rings? If you suggest something to sub something in suggest what to sub out thanks!!! I need your help!
Live in Northern AZ? Lets play some Legacy! Catch me on MODO!
Awesome sig by the one and only DarkNightCavalier from Heroes of the Plane Studios
With the one more Lord of Atlantis, I'd take out the schoolmaster, it's inefficient.
If you had enough money for Aether Vials, I would totally advise you to get them. It frees up mana for you, and makes instant speed drops. With Aether Vials, it's easy to overextend, and that is often a huge problem.
Can you describe your playgroup's meta? Like, speed, playstyle, decks and everything in it? If so, you can fine-tune your removal suite to it.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
4x Drowner of Secrets
3x Merrow Reejerey
3x Judge of Currents
4x Stonybrook Schoolmaster
4x Grimoire Thief
2x Summon The School
4x Swords to Plowshares
3x Oblivion Ring
3x Sage's Dousing
4x Wanderwine Hub
8x Island
6x Plains
I don't have a playset of Aether Vials nor Force of Wills so those are out of the picture. Should I consider other counterspells, such as Daze, instead of Sage's Dousing?
If there are other modifications I should take into account, feel free to help out. Thanks (:
BR Sarkhan Midrange
BG Infect
UW Millfolk
UR Draco Explosion
WGR Natural Emergence
Janky Fun
GW Tribal Unicorns
4x Coralhelm Commander
4x Merfolk Sovereign
4x Merrow Reejerey
4x Stonybrook Banneret
4x Tidal Courier
4x Merrow Harbinger
2x Thada Adel, Aquisitor
1x Wanderwine Prophets
2x Merrow Commerce
4x Spreading Seas
4x Counterspell
19x Island
EDH is Magic's: Island of Misfit Toys
Heroes of the Plane Studios
Trades Bro --
And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - Nevermore!
Dropped 2 Vials for 2 Commence
EDH is Magic's: Island of Misfit Toys
Heroes of the Plane Studios
Trades Bro --
The group I play with have many different decks 10-15 each between 5-10 different people. I go against black removal & blue counter decks quite a bit. Do you think the Aether Vials are definetely a 4of ? Sub out 3x Island and 1x Plains for 4x Aether Vials? What do you think
Live in Northern AZ? Lets play some Legacy! Catch me on MODO!
Awesome sig by the one and only DarkNightCavalier from Heroes of the Plane Studios
Assume my budget is over 9000.
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Wake Thrasher
4 Tidal Warrior
4 Daze
4 Counterspe
2 Vedalken Shackles
4 Strip Mine
4 Wasteland
I've been working on this deck for a while, this is the best build I can come up with on the cheap:
4 Cursecatcher
4 Tidal Courier
4 Arctic Merfolk
4 Merrow Reejerey
4 Stonybrook Banneret
4 Whirlpool Rider
3 Merfolk Wayfinder
2 Prismwake Merrow
1 Deepchannel Mentor
1 Lullmage Mentor
21 Island
360-cube - Suggestions welcome!
However, my goal is to create the fastest Merfolk deck conceivable, without using any of the power 9. I've looked over countless forums and have only seen mentioning of a Merfolk deck bred for speed, but I can't quite put my finger on it just yet.
4x Lotus Petal
4x Lord of Atlantis
4x Merrow Reejerey
4x Silvergill Adept
12x Island
4x Mana Leak
4x Ponder
4x Aquitect's Will
This is what I've come up with so far. I understand that it is only a 40 card deck; I only play casual games where any number of cards is allowed.
All help is appreciated.
Moved to Casual - Urweak
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
12 Island
4 Mutavault
4 Wasteland
Creatures
4 Cursecatcher
4 Silvergil Adept
4 Lord of Atlantis
4 Coralhelm Commander
4 Merrow Reejery
2 Merfolk Sovereign
4 Force of Will
4 AEther Vial
4 Daze
4 Standstill
2 Umezawa's Jitte
Calvin and Hobbes
Cube Tutor
In merfolk, what gives the most speed are usually
Stonybrook banneret
Aether vial
and Merrow reejerey
You can use those to drop your hand in three turns or so.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
4 Lord of atlantis
4 Silvergill Douser
4 rootwater theif
4 fallowsage
4 Merfolk Thaumaturgist
4 Lullmage Mentor
4 Opposition
3 quiclsilver fountain
3 ponder
Suggestions?
EDH
WB Teysa, Orzhov Scion
2 Adarkar Wastes
2 Celestial Colonnade
2 Glacial Fortress
7 Island
8 Plains
1 Seachrome Coast
3 Grimoire Thief
4 Kor Line-Slinger
3 Drowner of Secrets
3 Merrow Reejerey
4 Stonybrook Schoolmaster
3 Wake Thrasher
3 Sky Hussar
4 Preordain
2 Silence
4 Dawn Charm
1 See Beyond
4 Intruder Alarm
So it's an intruder combo with merfolks. Obviously there is the stonybrook with intruder, then I have drowner and kor-line to tap it infinitely if I can pull them all out. Now I also have the other merfolks for back up combos. Either milling with grimoire/drowner or just some beat down with reejerey/wake thrasher. Playing this deck earlier tonight, I Just thought of using reejerey to untap my land for more mana use and to power wake thrasher.
I have dawn charm to bide time or have my opponant attack then play intruder to keep them tapped. Preordain/see beyond for obvious sifting through the deck.
I definitely want to expand on this deck, but I know have some fillers in here that's taking up space, so any ideas?
I've been really enjoying my Merfolk deck, and I was thinking of trying out some new things - specifically, focusing on Milling.
I was just wondering, which are the most important cards to include, and which ones don't really fit? ...because I don't think fitting all of these in is very realistic =P
Stonybrook Banneret
Merrow Reejerey
Judge of Currents
Silvergill Adept
Grimoire Thief
Drowner of Secrets
Stonybrook Schoolmaster
Fallowsage
Merrow Commerce
Summon the School
Swords to Plowshares
Shared Discovery
Jace's Erasure
Jace Beleren
Magus of the Moat
Updated Deck List: Any feedback is greatly appreciated! Thanks
4x Lord Of Atlantis
4x Merrow Reejerey
4x Coralhelm Commander
4x Silvergill Adept
3x Merrow Harbinger
2x Judge Of Currents
2x Sygg, River Guide
4x Daze
4x Mana Leak
2x Sword To Plowshares
2x Oblivion Ring
Artifacts 6
4x Aether Vial
2x Quicksilver Fountain
4x Wanderwine Hub
5x Plains
10x Island
Since I have the Aether Vials I dropped the amount of land down to 19. Is this enough or not???
And also I dropped Stonybrook Banneret due to the fact it screws up the Vials.
Live in Northern AZ? Lets play some Legacy! Catch me on MODO!
Awesome sig by the one and only DarkNightCavalier from Heroes of the Plane Studios
Second of all, Merrow Harbinger really has nothing to tutor for, especially for 4 mana, so I would suggest taking that out for some more lands.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.