Hi guys!
This is my Millfolk deck, I made it waaaay back before quitting Magic, and now that I'm back I decided to give it a refresh and try, and it has been doing pretty well in Magic online.
The deck is a lot of fun, can mill pretty fast and, with the addition of lantern, can get a much better lock on the opponent once we start milling, to try and make sure he doesn't draw into any solutions.
So the idea is to tap different merfolk to mill the opponent through Drowner of Secrets, and profit from their "become tapped" effect. Merrow commerces stack at the end of turn, becoming virtual timewalks for us.
Main doubts I have are:
Is Aether Vial worth including? I don't feel like 23 creatures is enough, and it would take the place of bannerets most likely, further reducing the body count.
Is Lantern of insight worth keeping or should I just pack counters and deal with their answers as they come? I've liked it so far, but I'm not sure if it's worth it.
Is Serum visions the correct card to draw/fix? Since I included Smuggler's copter I'm not sure it's worth it, and the copter is very valuable for the deck since it allows me to tap my Merfolk for their effects without a Drowner of secrets in play, while at the same time looting through to find whatever I need and providing a decent body that I otherwise lack. Mothdust changeling is another tap outlet I used to use, I dropped it for the Serum visions, but it might get back in since it's a turn 1 play that enables tapping without the need to attack. Sygg, River guide has been amazing at protecting the guys, it's really strong against removal and any interaction, and Voidmage prodigy is the alternative, with plenty of wizard friends to sac.
There are plenty of other merfolk with effects that can play into the deck, but this is the best build for me now.
Anyway, here is the deck, I look forward to your comments.
Spreading seas is great right now against most decks, maybe try them instead of the serums.
I think cursecatcher is better than voidmage.
Instead of Sygg you can run Kira, great glass-spinner,shes very good in my merfolk deck.
I think vial isn't as great as it used to be,now that there's so much artifact hate.I've moved down to one now and even when it's in my opening hand I'd rather play a cursecatcher.I think banneret is a good replacement and I'll be trying a few myself in my merfolk deck.
I think at least some lords should be in the deck,they make mutavault so much better as well as everything else.
Copter I like but is useless without a creature,for filtering there's merfolk looter.
Hopefully some suggestions are useful.Deck looks like a fun spin on fish.
Spreading seas is great right now against most decks, maybe try them instead of the serums.
I think cursecatcher is better than voidmage.
Instead of Sygg you can run Kira, great glass-spinner,shes very good in my merfolk deck.
I think vial isn't as great as it used to be,now that there's so much artifact hate.I've moved down to one now and even when it's in my opening hand I'd rather play a cursecatcher.I think banneret is a good replacement and I'll be trying a few myself in my merfolk deck.
I think at least some lords should be in the deck,they make mutavault so much better as well as everything else.
Copter I like but is useless without a creature,for filtering there's merfolk looter.
Hopefully some suggestions are useful.Deck looks like a fun spin on fish.
Hey, thanks for the input!
I don't really want lords since I don't attack at all. I mean, obviously the official Merfolk approach is a lot better, that's why it's a solid tier 2 deck and this is just a cool milling deck.
I tried Kira since I also play "regular" merfolk, but it was very similar to Sygg (since I usually have free mana after some turns), and playing Sygg (besides the extra Merfolk) has a lot more flavor.
Copter is very important to enable me to tap creatures without attacking, since a lot of my creatures have "when it becomes tapped" abilities, like putting a merfolk token, gaining life or removing cards from the game.
Cursecatcher is definitely a possible replacement for Serum Visions as 1 drop, it is always annoying for the opponent and it's a merfolk after all.
Spreading seas would only serve as disruption here, so I don't think it is good enough without any islandwalk to enable.
With Lantern in play, you can choose when to mill them to try to make them draw all land, or no land, or just no particular card that would harm our strategy.
It does look interesting as an unexpected combo option that if not answered instantly wins the game...
But I do fear trying to run it consistently will turn the deck from the fun merfolk deck I like to play to some comboish strategy with only those 2 merfolk and then things to find the pieces and cast them.
Little late to this party, but oh well. I run 4 Cryptic Command and 4 Spell Pierce, as well as 4 springleaf drum in my Mermill deck. Playing a turn 1 drum allows me to use it as a tapping outlet while giving me the capability of interacting with their early game creature kill or combos. Judge of Currents is hilarious in my deck, and can easily keep me out of lethal range. I also include Summon the School and Fallowsage, which provide nice synergy with Judge of Currents.
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This is my Millfolk deck, I made it waaaay back before quitting Magic, and now that I'm back I decided to give it a refresh and try, and it has been doing pretty well in Magic online.
The deck is a lot of fun, can mill pretty fast and, with the addition of lantern, can get a much better lock on the opponent once we start milling, to try and make sure he doesn't draw into any solutions.
So the idea is to tap different merfolk to mill the opponent through Drowner of Secrets, and profit from their "become tapped" effect. Merrow commerces stack at the end of turn, becoming virtual timewalks for us.
Main doubts I have are:
Is Aether Vial worth including? I don't feel like 23 creatures is enough, and it would take the place of bannerets most likely, further reducing the body count.
Is Lantern of insight worth keeping or should I just pack counters and deal with their answers as they come? I've liked it so far, but I'm not sure if it's worth it.
Is Serum visions the correct card to draw/fix? Since I included Smuggler's copter I'm not sure it's worth it, and the copter is very valuable for the deck since it allows me to tap my Merfolk for their effects without a Drowner of secrets in play, while at the same time looting through to find whatever I need and providing a decent body that I otherwise lack.
Mothdust changeling is another tap outlet I used to use, I dropped it for the Serum visions, but it might get back in since it's a turn 1 play that enables tapping without the need to attack.
Sygg, River guide has been amazing at protecting the guys, it's really strong against removal and any interaction, and Voidmage prodigy is the alternative, with plenty of wizard friends to sac.
There are plenty of other merfolk with effects that can play into the deck, but this is the best build for me now.
Anyway, here is the deck, I look forward to your comments.
4 Drowner of secrets
3 Merrow Commerce
4 Silvergill Adept
3 Stonybrook Banneret
3 Smuggler's copter
2 Sygg, River guide
2 Stonybrook Schoolmaster
2 Judge of Currents
4 Serum Visions
3 Lantern of insight
3 Unified Will
2 Voidmage Prodigy
3 Cavern of souls
4 Wanderwine Hub
3 Flooded Strand
2 Hallowed Fountain
4 Island
1 Plains
3 Path to exile
4 Tidebinder Mage
2 Spell pierce
1 Surgespanner
3 Relic of Progenitus
2 Echoing truth
I think cursecatcher is better than voidmage.
Instead of Sygg you can run Kira, great glass-spinner,shes very good in my merfolk deck.
I think vial isn't as great as it used to be,now that there's so much artifact hate.I've moved down to one now and even when it's in my opening hand I'd rather play a cursecatcher.I think banneret is a good replacement and I'll be trying a few myself in my merfolk deck.
I think at least some lords should be in the deck,they make mutavault so much better as well as everything else.
Copter I like but is useless without a creature,for filtering there's merfolk looter.
Hopefully some suggestions are useful.Deck looks like a fun spin on fish.
Hey, thanks for the input!
I don't really want lords since I don't attack at all. I mean, obviously the official Merfolk approach is a lot better, that's why it's a solid tier 2 deck and this is just a cool milling deck.
I tried Kira since I also play "regular" merfolk, but it was very similar to Sygg (since I usually have free mana after some turns), and playing Sygg (besides the extra Merfolk) has a lot more flavor.
Copter is very important to enable me to tap creatures without attacking, since a lot of my creatures have "when it becomes tapped" abilities, like putting a merfolk token, gaining life or removing cards from the game.
Cursecatcher is definitely a possible replacement for Serum Visions as 1 drop, it is always annoying for the opponent and it's a merfolk after all.
Spreading seas would only serve as disruption here, so I don't think it is good enough without any islandwalk to enable.
Just as an example, this would be a "goldfish" for the deck:
T1: Lantern of insight
T2: Grimoire thief
T3: Drowner of secrets (mill 5)
T4: Stonybrook Banneret, Merrow Commerce x 2 (Milling 24 cards this turn, plus 5 already milled, plus 11 drawn, next turn they're out of cards)
T5: Milled completely
With Lantern in play, you can choose when to mill them to try to make them draw all land, or no land, or just no particular card that would harm our strategy.
It does look interesting as an unexpected combo option that if not answered instantly wins the game...
But I do fear trying to run it consistently will turn the deck from the fun merfolk deck I like to play to some comboish strategy with only those 2 merfolk and then things to find the pieces and cast them.