Probably going to ruin the four drop debate entirely now, but I actually main-board Thrun, the Last Troll. Part of that is my local meta - where removal and counterspells are both frequently found - but also just because I like consistency in my cards. Thrun does not die to Push, Path, or Bolt. Regeneration also makes him exceptionally good at blocking Deathshadow if I need him to. P&K just feel a bit too risky for the reasons frozencajun mentions above, though if you are main boarding other artifacts I could see them having much more lasting value. I run 2 Thrun, 3 Huntmaster, and 2 Chandra in the 4-drop slot.
I'm a fan of P&K too, but I don't see what's accomplished by squashing discussion of the card with the reasoning essentially being "because everything else is just filthy-casual FNM trash" when recent tournament results suggest otherwise.
Indeed. Little bit of an own-goal there, Moonbreaker. Though I am pleased the card is working for you.
I quite like that first list you posted there, Joban. It is very heavy on the land destruction theme which really is what this deck should be about! I've not really used Crumble to Dust much. Are people getting good results with it? Main or side?
This may now be considered heresy to the Ponza world but the more I play the deck the more I am finding myself slightly underwhelmed by Thragtusk. I started running two, then that went down to one, and now I am wondering about putting him in my side. It just feels like I would rather see any other threat in my deck. My tests concluded that Pia and Kiran Nalaar were a wasted spot entirely and I keep seeing people running multiple copies in their lists, also. Anyone feeling the same on am I just odd?
New to the thread and more competitive modern in general, so I can only apply anecdotal evidence to the discussion. I did however greatly appreciate the above post by Shmanka, who managed to sum-up my thought that often things "feel" off, as opposed to actually being off statistically. Whilst I believe the format is indeed heading in a direction where unbannings are possible, I've also recently concluded that the statistics of Turn evidence rarely affects my judgement of a decks superiority, or feelings of it being unfair. Many of the decks that people complain about may not win T3/4 all the time, but can quite plausibly place you in a situation where their win is based off factors above the ability of either player. Even if a Burn/Affinity/Storm player does not represent lethal at Turn 3/4, you can be sat there waiting for the draw you know will give you an "out" to the decks inevitable win, that simply doesn't happen in other match-ups. I am sure we have all faced match-ups where our deck doesn't perform, or where our opponent draws into a win. But there is something different about those games when compared to decks that frequently make you look at your hand and know you have no way of preventing their win, unless you draw very specific things very quickly. These tend to be the decks you side-against, as they are beaten by cards not prevalent in more "general" tailored magic. I hope that makes sense. In my opinion this isn't a solution where bans are good for the format, but rather where Wizards need to print cards that interact better with the decks in the format as a whole. The choices laid out in something like Collective Brutality are a good example of this, for me.
Am I silly for considering a list that involves both Tezzeret the Schemer and the God-Pharaoh’s Gift package? Identify crisis issue or potentially devastating?
Do you find Pia and Kiran Nalaar useful in any match that isn't the Deathshadow one? They seem to be very useful for giving you a couple of turns, but otherwise I can't quite see their usefulness in comparison to the other 4 drops the deck runs. What am I missing?
This deck seems to have changed a lot in the last month. What has caused the move towards mid-range creature builds? I am a big fan of the Huntsmaster inclusion however I must say. Just seems odd that most people appear to be running less land destruction, less control, and more creatures. I always saw this as a very control orientated deck, is that still the case?
Hey everyone, I'm exploring this deck, particularly the Esper variant presented by Jeff Hoogland linky: http://www.starcitygames.com/events/coverage/esper_goryo_gifts_with_jeff_ho.html - whilst I know Jeff didn't get very far with it, it still seems like a solid variant of the deck with a lot of interaction against the present metagame. I am wondering what people's thoughts are on this deck and where they see Gifts in general at the moment? I've not run into a list for a long time nor seen one turn up in a tournament, but I also confess to not follow the tournament scene too closely.
I strongly considered River Heralds' Boon, ArcueidToo. I had it in my initial build for the deck, but the more I looked at Blossoming Defense the clearer it became which of the two I wanted the most. Maybe a brew will come out running both? Who knows. But for now I find that spot going to the superior Blossoming.
Still toying with a new build of the deck! Report in soon.
I like Rhonas's Monument though I worry it's too expensive for what it does. Deeproot Waters at least helps rebuild the board after a wipe - and we will be facing a lot of them!
Fatal Push does terrify me, but I suppose it should. At least with Kopala, Warden of Waves it can feel like you are making them work for it. This wouldn't apply to a land. I also worry about investing counters on a land that then dies, giving me a net loss from both counters and mana. Part of my interest in running Nissa, Steward of Elements was due to the kill potential of her ultimate mixed with other natural combo cards in the Merfolk deck. Perhaps I'll rebrew a little to move Waker to the side.. See how he does. Or whether he makes the cut in the end at all.
I completely agree with Lumovanis. My comment about Merfolk's place was directed more towards a wait and see attitude. It is early days for the new rotation and we still don't know what will emerge. It could excite us and elevate us, or it could terrify us. I am coming from a control deck and my present control deck post-rotation could very easily beat my new Merfolk deck; which is concerning as board-removal gets around Kopala and leaves us needing to both draw counter magic and hold mana open throughout the mid-game. Hence wanting to discuss making the deck better!
I love the idea of Siren's Ruse and toyed desperately with fitting Shapers' Sanctuary in. Whilst the latter would appear to be an auto-include, I found it's lack of actually defending my Merfolk made me uncertain about playing it. The card draw would be most helpful though, so perhaps I will experiment. Deeproot Champion I just can't confirm a spot for yet. Sometimes it feels like a wasted card - considering the majority of the deck are creatures - but other times he has managed to go from a harmless threat no one cares about to a game-winning unblockable monster in one or two turns. It's also very nice having 8 Turn 2 plays in the deck, as it applies the pressure before big creatures can hit the field for my opponent. This spot could of course go to Mimic.
Hoping to keep this thread alive and healthy. Not sure Merfolk have a future in standard, but there is only one way to find out. Above you can find my first experiment with the deck. I've only played two or three games so far, but can already see some holes developing. Overall, the deck lacks general kill potential, but can be exceptionally swingy when the time comes. The ability to cast buff spells on Merfolk that suddenly become both Hexproof and unblockable is exceptional and Nissa feels like a great fit for the deck. Presently toying with forcing Kopala to the side, which I see many lists have done so here. Thinking of putting Metallic Mimic in his place - which seems the best option.
Let's brew this people! Discuss your play testing.
Thanks for your response, Moonbreaker1072. Are you not a fan of Primal Command? I see it in a lot of lists and on the whole have found it effective. I might not run it as a 2, though. Once or twice in my testing I have drawn it early and it's been a dead card. But it's almost always felt valuable in the mid-late. What would you replace it with?
I was also looking at Carnage Tyrant. Seems like it has a lot of potential.
Indeed. Little bit of an own-goal there, Moonbreaker. Though I am pleased the card is working for you.
I quite like that first list you posted there, Joban. It is very heavy on the land destruction theme which really is what this deck should be about! I've not really used Crumble to Dust much. Are people getting good results with it? Main or side?
Still toying with a new build of the deck! Report in soon.
River Sneak or Kumena's Speaker to replace Deeproot Champion?
I love the idea of Siren's Ruse and toyed desperately with fitting Shapers' Sanctuary in. Whilst the latter would appear to be an auto-include, I found it's lack of actually defending my Merfolk made me uncertain about playing it. The card draw would be most helpful though, so perhaps I will experiment. Deeproot Champion I just can't confirm a spot for yet. Sometimes it feels like a wasted card - considering the majority of the deck are creatures - but other times he has managed to go from a harmless threat no one cares about to a game-winning unblockable monster in one or two turns. It's also very nice having 8 Turn 2 plays in the deck, as it applies the pressure before big creatures can hit the field for my opponent. This spot could of course go to Mimic.
Waker of the Wilds - discuss.
4 Merfolk Branchwalker
4 Deeproot Champion
4 Vineshaper Mystic
3 Herald of Secret Streams
3 Waker of the Wilds
4 Tishana's Wayfinder
3 Kopala, Warden of Waves
3 Deeproot Waters
Instant
4 Dive Down
4 Blossoming Defense
Land
4 Botanical Sanctum
6 Island
10 Forest
Planeswalker
2 Nissa, Steward of Elements
2 River's Rebuke
3 Crook of Condemnation
2 Disallow
4 Unsummon
2 Negate
2 Essence Scatter
2 River's Rebuke
Hoping to keep this thread alive and healthy. Not sure Merfolk have a future in standard, but there is only one way to find out. Above you can find my first experiment with the deck. I've only played two or three games so far, but can already see some holes developing. Overall, the deck lacks general kill potential, but can be exceptionally swingy when the time comes. The ability to cast buff spells on Merfolk that suddenly become both Hexproof and unblockable is exceptional and Nissa feels like a great fit for the deck. Presently toying with forcing Kopala to the side, which I see many lists have done so here. Thinking of putting Metallic Mimic in his place - which seems the best option.
Let's brew this people! Discuss your play testing.
I was also looking at Carnage Tyrant. Seems like it has a lot of potential.