It seems terrible and might lose you a lot of games Just two wanderwines but 4 seachromes as well as no way of fetching an untapped Plains for a rescue path are big weaknesses here. With 5 fetchies the amount of fetchable lands is 2 Islands!!!! -.-
With no intention of having a fetchable white source, we don't need fetches at all. All of them could just be an island and save you life in the process.
4 Paths main are probably too much. I would try 2 Paths, one Dismember main.
I was looking at the latest decks, and Harbinger was decidedly absent, but I do have a set. The Reegerey was cut for an Image, which I think is more versatile than a 4th 3 drop, and if that one Reegerey is my only lord, than I was probably losing anyway at that point.
I have to ask, why Tech Edge instead of Ghost Quarter? GQ seems far more versitile and easier to use. Sure, they get a basic out of it, but if you're killing a man/shockland, its well worth it. This is especially true against Affinity, who rarely hits 4 lands anyway.
The SB I threw together was:
Cage
Kira #3
Tide binder #3
Spellskite x2
Relic x2
Gutshot x2
Ghost Quarter x2
Recall x4
Most people prefer TecEdge over GQ, because they reduce the landcount.
There are a lot of matchups in which it matters if they have less lands than before.
Scapeshift with 7 or 8. Control with 6 (Snapcaster Verdict) and Tron, Hardcast biggies.
LOL this is why I need to double check lists <.>. I forgot the hallowed fountains. I don't like the basic plains. (I dont have mountains in jund so I know what the "risks" are). This mana base leaves me with 5 ways to get the one plains I need without losing life. the paths help most of the time. I really like removal and having the dismembers in the side help if I want to change up the removal and play the land destruction game or it gives the option for 6-7 removal cards which is nice to have.
I tried sygg but I felt like he just slowed down the deck (no cantrip no buffs)while not offering any type of protection the turn hes played if hes played before 4 mana.(having vial isnt always gona happen). kira or spellskite are just better imo. islandwalk by himself is cool but isn't going to be what makes him playable.
I beat infect (path is awesome), u/w control, kiki pod, drew 8 rack, drew into top 8, lost to jund.
I kind of loved figure as one by itself against control swung for 10, then vs 8 rack I evolved him from under an ensnaring bridge to swing for lethal. I was thinking about cosi's trickster as another alternative since I already have path to force those shuffles...but i hate how trickster is a terrible top deck while figure could be an 8/8 flying first striker.
Okay guys so I've been testing merfolk and really like the white splash for the sideboard + having access to the best removal in the format. So I've been wondering about the only real issue I feel merfolk have. 1 drops !!! White has imo the best one drop for this deck which is figure of destiny. He gives us options late game and hes hard to answer to. Granted hes no merfolk but he is strong by himself.He also gives you the ability to count on aether vial to get your creatures in, while making use of mana. hes also great in situation where you don't want to flood the board (control being a great example).
This is my current deck list going to a gpt today and gona see how I do.
I think it is almost decent. I thought that Familiar's ruse has so many uses in this deck since it has 12 creatures that would benefit being back in the hand(snapcaster, spellstutter, and the cliques). I really wanted to fit jace in as right now I feel not having strong card draw makes it weaker than it was in standard, but I really want the faerie decks working again.
LOL this is why I need to double check lists <.>. I forgot the hallowed fountains. I don't like the basic plains. (I dont have mountains in jund so I know what the "risks" are). This mana base leaves me with 5 ways to get the one plains I need without losing life. the paths help most of the time. I really like removal and having the dismembers in the side help if I want to change up the removal and play the land destruction game or it gives the option for 6-7 removal cards which is nice to have.
So below is the list corrected:
Deck: Untitled Deck
//Main
4 Cursecatcher
4 Lord of Atlantis
3 Merrow Reejerey
4 Silvergill Adept
4 Master of the Pearl Trident
4 Master of Waves
4 Path to Exile
4 Spreading Seas
4 Æther Vial
2 Cavern of Souls
1 Harbinger of the Tides
1 Wanderwine Hub
4 Mutavault
4 Seachrome Coast
2 Island
3 Polluted Delta
1 Misty Rainforest
2 Kira, Great Glass-Spinner
1 Dismember
2 Tidebinder Mage
2 Hallowed Fountain
//Sideboard
4 Tectonic Edge
2 Spell Pierce
3 Chalice of the Void
2 Rest in Peace
2 Stony Silence
2 Dismember
Display deck statistics
Deck: Untitled Deck
//Main
4 Cursecatcher
4 Lord of Atlantis
3 Merrow Reejerey
4 Silvergill Adept
4 Master of the Pearl Trident
4 Master of Waves
4 Path to Exile
4 Spreading Seas
4 Æther Vial
2 Cavern of Souls
1 Harbinger of the Tides
2 Wanderwine Hub
4 Mutavault
4 Seachrome Coast
2 Island
4 Polluted Delta
1 Misty Rainforest
2 Kira, Great Glass-Spinner
1 Dismember
2 Tidebinder Mage
//Sideboard
4 Tectonic Edge
2 Spell Pierce
3 Chalice of the Void
2 Rest in Peace
2 Stony Silence
2 Dismember
Display deck statistics
4 path to exile
4 spreading seas
4 Aether vial
2 spell Pierce
2 vapor snag
4 figure of destiny
4 silvergill adept
4 lord of atlantis
4 master of the pearl trident
4 merrow reejerey
2 phantasmal image
2 master of waves
4 seachrome coast
4 hallowed fountain
4 wanterwine hub
2 island
1 cavern of souls
1 mystic gate
2 chalice of the void
2 spell pierce
1 kira, great Glass-spinner
2 spell skite
2 rest in peace
2 swan song
1 grafdigger's cage
3 stony silence
I beat infect (path is awesome), u/w control, kiki pod, drew 8 rack, drew into top 8, lost to jund.
I kind of loved figure as one by itself against control swung for 10, then vs 8 rack I evolved him from under an ensnaring bridge to swing for lethal. I was thinking about cosi's trickster as another alternative since I already have path to force those shuffles...but i hate how trickster is a terrible top deck while figure could be an 8/8 flying first striker.
This is my current deck list going to a gpt today and gona see how I do.
spells
creatures
lands
side (id love some feedback on this tbh having a hard time making it right)
3 Vendilion Clique
2 Snapcaster Mage
4 Spellstutter Sprite
4 Bitterblossom
2 Mana Leak
4 Cryptic Command
2 Vendetta
2 Go for the Throat
1 Sword of Fire and Ice
3 Thoughtseize
2 Inquisition of Kozilek
2 Familiar's Ruse
4 Darkslick Shores
2 Watery Grave
3 River of Tears
3 Secluded Glen
3 Creeping Tar Pit
4 Mutavault
2 Sunken Ruins
3 Island
1 Swamp
2 Grafdigger's Cage
4 Hurkyls recall
3 Spellskite
4 Hibernation
I think it is almost decent. I thought that Familiar's ruse has so many uses in this deck since it has 12 creatures that would benefit being back in the hand(snapcaster, spellstutter, and the cliques). I really wanted to fit jace in as right now I feel not having strong card draw makes it weaker than it was in standard, but I really want the faerie decks working again.