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  • posted a message on Death And Taxes
    Bearscape, love the deck and I love the spice with Gelid shackles. My biggest issue is sideboard Stony silences. I know a lot of people love the tech and don’t care that it shuts off the vials I’ve found that it can hurt us a lot as well. Especially since you are going the smuggler’s copter and thraben inspector Route. That’s three cards, including vial, that Stony turns off. Personally if I’m running that many artifacts I usually run One Stony and then 1-2 kataki, War’s wage. It still murders affinity and you can usually pay one or two mana a turn and be fine.

    The second is have you looked at selfless spirit as a 2-3 of in the main? Usually taking out an Inspector and/or a Thalia is worth being able to play around board wipes and is also a cheap flier which puts in a lot of damage.

    Otherwise love the list and I might have to try out the shackles myself
    Posted in: Aggro & Tempo
  • posted a message on Death And Taxes
    Idk if I can agree with dusk/dawn being useless against 5C humans. The whole idea of the deck is to play your hand and then pump the team with Lieutenant or mayor. This usually puts their team over 2 power. I haven't faced the match up often but it seems like their plan. Am I missing something beyond the freebooter?
    Posted in: Aggro & Tempo
  • posted a message on Death And Taxes
    I have been wondering the same thing against humans. Is it worth having Dusk/Dawn in the side or would settle the wreakage be better?
    Posted in: Aggro & Tempo
  • posted a message on Death And Taxes
    Hey all, I apologize if this has been asked but how do you feel about flagstones in monowhite? Does the arbiter become a problem that often?

    I would run canopies but at $80 a piece they are out of my price range.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    At the moment I am running the Master of Waves in lue of the dismembers or vapor snags. I have felt that with the master and the extra beaters it's mostly about walking past them them or over powering them. It has been OK so far. I definitely feel the lack of some sort of creature control beyond harbinger so I have thought of the two dismembers in the side board.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    This is what I have gathered from testing Tropical fish. I cannot say one is better than the other right now but I have been enjoying the deck. The most noticeable difference has been just been the redundancy in efficient beaters. With mono U it was always relying on cursecarcher, silvergill, and harbinger to be the main threats. I was reluctant to swing into an established board with lords and risk a blow out but having speaker and branch walker out as extra muscle has felt good as I can be more aggressive. It also makes cheap removal a little less threatening because I can back that silvergill up with an extra branchwalker or speaker. I do not feel like this is a nrw turn for merfolk as a zoo style deck but more as a little more efficient and not worrying about waiting to late game to get in with wave tokens or try to wait for harbinger to get more value and swing.

    I still flip between the two because I'm trying to figure it out and I'm trying master of waves in Tropical just to see what happens so hopefully it will be fun.

    This reminds me of when eldrazi and taxes came out and everyone started arguing over whether it was "better" than mono white where really it only come down to what you like to play. Talk about what works in what you are playing and what doesn't.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Over all the Abzan CoCo isn't an auto lose. If you can keep them off of using their cocos and chords through dispel/negate/spell pierce etc it not a bad match up because all they are doing then is hoping to draw into 3+ pieces and hard cast them. It is possible to infinite combo turn three for them if they have the nuts but it's not an auto win for them.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    What is your guys' consensus on something like Leaden Fists instead of threads? I know we don't get the creature but it can be used on a wider range of creatures.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I have played with spell pierce in the main before and the reason I took them out was because of the dispels I have in the side. What would you consider replacing main or side to fit in the spell pierces?

    I thought they felt a little heavy to but it most matchups they seem to replace each other. Where threads is good clique is a little lack luster. Etc. what are your recommendations?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hey all,
    I am competing in a SCG classic next weekend and I am trying to nail down my 75. Any tips or if you think something needs to be added or taken out let me know. I have gone 4-1 in a couple friendly leagues and 3-2 in most of the others. It has done me well but I want to make sure it is as good as it can be for the Classic. I have considered taking the Sea's Claim out for another unified will and relic or maybe a Grafdigger's Cage.

    Thank you for your help!!

    10 Islands
    1 Oboro
    1 Minamo
    2 Wanderwine
    2 Cavern Of Souls
    4 Mutavault

    4 Cursecatcher
    4 Silvergill Adept
    4 Harbinger of the tides
    4 Master of the Pearl Trident
    4 Lord of Atlantis
    3 Merrow Reeyery
    2 Vendilion Clique
    1 Kira, Great glass spinner
    3 Master of Waves

    4 Aether Vial
    2 Vapor Snag
    1 Echoing Truth
    4 Spreading Seas

    Sideboard
    3 Dispel
    3 Unified Will
    3 Relic of Progenitus
    2 Threads of Disloyalty
    2 Sea's Claim
    1 Echoing Truth
    1 Kira, Great glass Spinner
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    What do people think of spell pierce vs Dispel right now in the meta? I have been doing work with spell recently but it definitely loses effect quickly. I feel like dispel could still be good with a negate/will back up for troublesome things like tron but I worry about not hitting things like pyroclasm or anger or planeswalkers. Is this worry unfounded or is spell pierce a better option?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hey all, I'm running an eight seas version of Merfolk and I always wondered. When you play against a mono colored deck, burn, soul sisters, monogreen stomps, etc. is it best to keep keep all your seas? Or side part or all of them out since we aren't really gonna mana screw them?

    I have been running under the idea that I side out the sea's claims because they don't replace themselves and it's only for the islandwalk and card draw. Is this still correct or should I side out the spreading seas since the sea's claim is cheaper and I can play more spells that way?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Is it right to keep in master of waves and bears like tidebinder to keep threats in the deck?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Can anyone tell me what the plan is for esper comtrol/any control deck. It seems like everything I do just doesn't mean anything because they have removal for it.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I understand it's potential I have had games where it dominates and let's me win by dropping multiple lords and/or tapping down key pieces to my oop's board. But right now in a control and midrange heavy meta it simply doesn't get rolling because it's too vulnerable.
    Posted in: Aggro & Tempo
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