2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 1

    posted a message on
    Comment Hidden
    Link Removed
  • 1

    posted a message on
    Comment Hidden
    Link Removed
  • 2

    posted a message on Merfolk
    @Ashiok: Yes, this is a competitive forum. I'll answer your statements with other ones, just to support what FANAttIC said. It is not stubbornness, it's a conception of the game. Mutavault and manlands gives decks different angles from with whom you can develop your game thanks to your manlands. Yes, manlands became weaker in general with the printing of fatal push, but even though they are still strong to 1-to-1 removal. You have a 30-creature-deck facing a 30-removal-deck. You would still win the one-to-one card game thanks to your manlands. Sometimes it's a little awkward spending removal to kill a land, because you need to hit other targets. The ability they have to switch from one type of card to another is too strong. Think how this protect them from wraths and cards like abrupt decay. How they dodge cryptic command tap, how they present a clock your opponent needs to deal with, and I could go on. Manlands in decks like UW control are powerful. Manlands in decks like Affinity wins you a lot, lot of games. We are not the only deck that tries to include them if they have the chance. Now think of a land that syngergizes with a bunch of cards that our deck has. If this is not pure value, I don't know what it is.

    Yes, you wanna go and try some new toys FC gave the tribe, go ahead. Brewers innovate the game and I think we all will be testing some of them. But think how it is not stubbornness to say that losing one of our keycards just to try some other not-as-consistent base is, to the eye, a weaker build. Results will have the last word, I hope you are right and come back to say "I told you everyone, I was right" if that gives you satisfaction. If this makes the deck improve, it will be welcomed by everyone.


    Cheers,
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Quote from Duramboros »
    Not a creature, but Crashing Tide is really interesting.



    3 for a vapor snag effect, even if it cantrips, makes it bad imo. It would have been better if it was a boomerang effect at least. We got the worst tribal-conditional spell of all Ixalan haha.



    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Quote from dlodolce77 »
    Of the following three spells, which is the best form of interaction for Merfolk and why: Dismember, Spell Pierce, Vapor Sang.



    Dismember, for sure. It hits more targets in the current meta, like any creature-based combo deck or just plain aggro. It’s the most decent draw of the three and you can cast it with literally any land that our deck has.



    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Hi All -

    Long time Fish player, but I don't frequent the forums very often. I'm considering playing in some bigger events and am fine tuning my deck. Any thoughts on the following are appreciated:

    1) UG is the way to go. Kumena's x4 is a must. BUT, Branchwalker isn't good enough (sure I want more Silvergills, but a 3/2 for 2 is junk). We run green to run CoCo, which I'm surprised to not see in many Top8 lists. It seems amazing to me. With 20 lands and 8 cards that draw (4x Silvergill, 4x Spreading Seas), I never have an issue getting to 4 lands on turn 4.

    2) Aether Vial doesn't seem good enough. Sure, I've only got 8 1-drops (4x Kumena's and 4x Cursecatcher), but I find that I'd rather pull a lord or other merfolk than Vial, and it seems redundant with CoCo.



    Some quick thoughts U can share with you but I'm sure you could read in some pages behind:

    1. UG has been consolidating as a viable splash but it is still situational rather than better. The final veredict could be made after Rivals brings in more love for the decks, and some testing has been made. For now, just a matter of meta calls and preferences.

    2. The trick for CoCo is the way you can cheat for mana to cast it in the earlier turns possible and get ahead. With tons of 1-2 drops, paying 4 to get a 3-4 CMC sum creatures on the BF often doesn't excite me as much. We would be a bad version of a zoo deck, rather than somehow a toolbox/tempo creatures deck. That is what the creatures we have are good at doing, and for that Vial is a better option. There are better ways to get card advantage in our deck.

    3. I'm been running 1-of Kira and Kopala on a mono U shell some time now. Been working great, mostly because Kopala taxing plus being a Merfolk allows him to present a clock while protecting the A-Team. There was a game I had both on the BF and my opponent almost scooped after because he didn't have the resources needed to deal with them. On the tropical shell I wouldn't tell how they go, as the approaches are similar but the things you want to be doing are a little bit different with a more aggro plan.

    Cheers,



    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Spells are way too efficient these days to be playing Remand for tempo on Merfolk. I like Disdainful Stroke and Dispel as the two counters I rely on for a general meta, apart from Ceremonious Rejection of course. When I played Remand, I never got to play it on turn two, where it is its most valuable tempo play. Also I never finished the games the next turn I played it on mid-game so I never got the value out of it. Only on Living End I was glad to see it around. Maybe it can work on certain metas, I just don't think I would use it.





    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    @ketoglutarate: I think the point here is that some people recognize who has a more valid opinion than others (moving aside from the politeness/rudeness topic which is very subjective), because some opinions here are based on testing and lots of hours of playing the deck. My experience here is that everyone's opinion is taken to consideration, but having a good idea doesn't make it good by itself if you don't bring results. Yes, it's all opinions in the end (based on results or not) but if you read rothgar's primer on the first page, he has taken his time to deliberate ALL the possible options of the deck, refreshing it from time to time when we bring here new ideas and results so he can enrich the primer and the forum discussion. This is a very good example that people here aren't rejecting new ideas, they rightfully doubt of them because they have invested time in giving us the best curated merfolk content they can (like Nikachu, Merfolk Joe, etc). This is a competitive thread in the end.

    Cheers,
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    @sibin thanks, you're right. I like running 12 Island. Maybe I start playing 2 Cavern of Souls, but I like to be able to have extra protection to name Wizards for the Clique mostly. 2 Caverns 1 Minamo and 1 Oboro should be the best config.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    So got a positive report from a modern day at my LGS. Here is my list:



    Lantern Control (1-0): An opener Echoing Truth saves my day, when he hits Ensnaring Bridge I just assemble lethal to bounce and win. Second game I got crushed by 2 Collective Brutality to get rid of my answers. Third match was a win thanks to Hurkyl's Recall. 2-1.

    Naya Wish (2-0): A rogue deck. I wasn't really sure what I was playing against until I saw Glittering Wish on game 2. I just sticked to the plan of beating on both games to win. 2-0.

    8-Rack (3-0): First game was a race, I was on the play so I barely made it on time. Second game he got another annoying Ensnaring Bridge that I couldn't answer. Third match I think he didn't draw anything of his sideboard so it went kinda like the first game. 2-1.

    Merfolk (3-1): Never played against the mirror before, so it was kinda awkward. His list had Vapor Snag instead of Echoing Truth and Dismember. Both cards I had didn't feel so good against it I must say. First game I got Vial and raced him. Both other games he got Pearl Trident and I got Lord of Atlantis (yikes), so he totally outraced me with them and some tempo moves. 1-2.

    Eggs (4-1): First game I got him to 2 lives, but he assemble the combo. Second game two Rejections and a top-deck Lord allowed me to make it on time. Third game was a rough one, but a Hurkyl's after both Lotus Bloom resolved helped me to win some time to make a decent board. He did played his Emrakul but it wasn't enough as I sack'd my lands and some fish, but killed him on the backswing. 2-1.

    Ad Nauseam (5-1): He was on the play so I got Turn 4 combo on first game. On the second game he had a slow start and 2 Cursecatcher on board slowed him down so I could get there on time. Third game it was a long game, as I kept a hand with counters but few creatures. Thankfully he didn't find the combo quickly enough so I started pinging slowly. Saved my asnwers for the combo pieces, survived a Damnation and took the win on third game. 2-1.

    I'm liking this configuration a lot. 1-of Kopala, Kira and Clique may not give me consistency, but it helps me having odds on game one against almost any deck. Kopala definitely is getting a room on the deck, I'm enjoying him.

    Posted in: Aggro & Tempo
  • To post a comment, please or register a new account.