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  • posted a message on Merfolk
    What do you think about usign Aquitect's Will instead Spreading Seas? I think could be a good choice in a deck that have 30 merfolks.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    If I play with Tallowisp, I will need to put some enchancement in my deck and copter I dont
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I agree with streex and I think the best card “advantage” is Lingering Souls for UW Spirits.
    Blue cantrips arent the solution. It will be awsome if we have a spirit Silvergill!

    Anyone has test the Smmuglers Copter??
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I’m a Merfolk player but now I’m very excitided with the new spirit lord.

    I think Mutavault isnt good in the UW Spirit deck because the spirit lord dont give evasion to Mutavault, so the most part of the time, it will be a just a 3/3 creature.

    I used to play with 3 Lingering Souls. This is way better than Mutavault after a player cast a sweeper because the tokens already have flying, the trigger Mausoleum and if you top deck this card, you get a army of 4 spirits!

    The problem of playing with Lingering Souls is that you need to put more shock lands in the deck and is a Sorcery.

    I also play with 2 Remands main deck because you can get a draw and help with combo matchups. If Remand is too slow I will play with 2 Spell Pierces.

    I just want that the UW Spirits have a good away to draw cards. Do you have any suggestion?? I didnt like to play with that enchacement that give +1/+1 ( dont remember the name)
    Posted in: Aggro & Tempo
  • posted a message on [Primer] UR Storm
    What do you think about sideboard wincon that dont need to use the grave like Chandra, Torch of Defiance or Platinium Emperion?

    I fell that Empty the Warrens isnt the best option because sometimes you cast it with 5 storm counters because you cant use the grave, them you lose the game because 10 goblins arent enough.
    Posted in: Combo
  • posted a message on Merfolk
    What do you think about playing Coralhelm Commander instated Master of Waves?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hi everyone,

    I didnt post to much things in this forum but I always read the posts.

    The LGS that I use to play, we have a kind of internal league. We play 5 FNM and after that, the best 8 players will play a Top8 with the same format that we see in Wizards GP.

    There are almost 25 players at each FNM in the store.

    After this 5 days I get the first place of the store with a monoU Merfolk with a total record of 15-4-1
    There are 52 players is this rank.

    Next week I will play the top8 abd I will write the reports of thw matchs.

    That is my list:

    4x Cursecachter
    4x Silvergill Adept
    4x lord of Atlantis
    4x master of the Pearl Trident
    3x Master of Waves
    3x Merrow Reejerey
    3x Harbinger of Tides
    2x Kopala, Warden of Waves
    1x Vendilion Clique
    2x Smugglers Coppter
    1x Phantasmal Image

    2x Dismaber
    4x Spreading Seas
    4x Aether Vial

    4x Mutavauls
    15x Island

    Sideboard:

    2x Negate
    3x Relic of Progenithos
    2x Tidebinder Mage
    2x Unified Will
    2x Disainful Stroke
    2x Seas Claim
    2x Echoing Truth

    Ps: I dont have any Cavern of Souls yet.
    Ps2: I know that none are using Venddileon but I some hard matchs he did a realy good job (affinti and Valakuts decks)
    I realy like copter too because you can filter your deck, get a fliyer body and dont die to sweapers.

    I’m not a native english guy

    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hi Meelman,

    I think that 18-19 lands are enough, so you can put 2 more creatures in your deck.
    In the flex slot, I use to use Dismenber but you can also use Vapor Snag or Spell Pierce.

    Your sideboard is ok. If you put 2 dismenbers main deck, you should remove it from your SB.
    Posted in: Aggro & Tempo
  • posted a message on Death And Taxes
    Quote from Colt47 »
    I think UW is viable in the archetype. In general the idea is to punish the opponent for being too greedy on lands and making their game plan horribly inefficient. The only downside to going any color on the side is that it makes the deck a bit less consistent. I've played legacy D&T and that is how that works at least. Wish we had Stoneforge Mystic as that would really help on some matches even without Umezawa's Jitte.


    Do you that will be less consistent because of the mana base?
    I never play with D&T but I think this deck is very cool!

    I want to build a UW D&T because O can use Spell Queller, Meddling Mage, Reflector Mage and counter spell (if counter is q good thing in this type of deck).

    I will post my deck list before to get your oppinion.
    Thanks!
    Posted in: Aggro & Tempo
  • posted a message on Death And Taxes
    Hi everyone,

    What do you think avout UW taxes? Is it a good version of deaths and taxes?

    Thanks!
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hi everyone,

    I use to play UG merfolk for a long time like a posted here some months ago.

    The only difference between my deck list for a MonoU is that I play with 3 Coco, 3 Vial, No MoW and 2 Cosis Tricters. I play with 4 fetchs and 2 breeding pool too (a play with anothers UG landa that you dont lose life too).

    I remove the MoW from my dexk because the current meta dont use bolt any more and they replaced it for fatal push, the second reason is that he dont have sinergy with Coco.

    Because of the green splah, I can use some cool things in mu SB like Heroic Untervention and Natural state.

    In a burm matchup, I have a very good result (10-1) even with the fetchs, you just need to manege your choices.

    Even I already played qith Green, I'm not exeting with the new green merfolks. The Cosi trickters is better than the new 1 deop green merfolk because he always be a 2/2 at the second turn, because your opponent will fecth at least 95% of the matchs, and he dont need any interation with another land/merfolk.
    The other green merfolk that have "explores" dont ahow any reason that I want to try it, all the other 2 drops merfolk are better in my opniom but I will test him.

    In conclusion, the green splash have better results tham the monoU version for me, its a kind different to play and I think that is the reason that thw monoU players have some bad results and didnt test it anymore.

    I am not a american guy, so sorry about if i didnt write something very clear.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I still using 20 lands in my deck but I need to use some fetchs/shock/fast lands and a have good results.

    I preffer to use CoCo than MoW because in think MoW dont do to much in this meta.

    In a lot of cases, its better have a CoCo in hand.

    I already play with MoW and his very predictable because he is the only reason to up your vial to 4 and if you cast without vial, he is very easy to destroy.
    MOW dont do to much if his is alone or with 1 merfolk but Coco do.
    MoW cant come back you in the game alone, Coco do.
    The machtups that I already have a lot of merfolks in the board before cast MoW, I will win without him.

    Just against Valakut's decks I feel that Mow is better than CoCo.

    I know that my idea to use Coco didnt so much sense in this deck but I had better results.
    If you have the opportunity, try to use this and you will see the diffenrece.

    @rothgar

    Please, dont think that Im always against your replys because I dont. I learn a lot of thinks reading your post here!
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I like to use Coco in turn 4 because sometimes the other player clear the board and you asnwer with 2 merfolks, or you can use to end the game.
    If you use in turn 3, you can win the game but it will be difficult because you need at least 3/4lords abd if you didnt, your opponent can clean the board.
    Its something difficult to explain, I just learn it because I play with the deck. I use to think that use Coco in turn 3 is better.

    Sorry if its a little fuzzy hahahahaha

    I use to use Coco to give me more creatures when I dont have anyone. This is the reason that I still using Vial.
    The difference between my deck (U/G) then mono U, is that I put 3 CoCo instead the MoW.

    The main reason to use Coco is that give to me more fuel in games that The opponent have hard removal and that is a surprise element in a merfolk deck.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I already test run 4 CoCo with 0 Vials but 3 CoCo and 3 Vials are better.(and a lot of other combination)

    @rothgar

    I use kiora's follower but I didnt like the result, the others 2 drop of the deck are much better.
    Do you think Noble hiearchi it will be a good choice? She is not a merfolk and at the mid/late game, I think her effect didnt help because you always attack with more then 1 merfolk.

    @fanattic
    I run 26 creatures in the deck and 95% of the times that I use CoCo I got 2 merfolks.
    I put the copter in the deck last week and I didnt test it.
    Im put this card because a frindy tell me that It will be good.

    Thanks guys for tuw feedbacks!

    @edit

    Do you think that will be better chance the 2 copter for 2 kioras follower??
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Hello,

    This is my first post in this forum but I already read it for a long time.

    Im a Merfolk player for a while and I decided to splash to green because of the CoCo and some sideboards cards (like Heroic Intervention).
    I have a better result in the last month because of green Splash.
    I retired my Master of Waves to put the CoCo because Master of Waves died to everything (almost every deck use path or fatal push).
    I use to use 3 vials, 3 CoCo, 0 MoW, 2 copters and the core of a merfolk deck. (I will try to show my deck list before)

    Coco is very good weapon because a lot of people didnt expect even if they see your green mana, and you can put 2 merfolks at the end of your opponents turn, and if you have vial, you can play 3
    Merfolks!! GG!!

    I dont have problem with mana base but I need to use some fetch lands and shock lands.

    Im not a American gut, so problem I wrote something wrong. I hope that you can understand hahahahaha
    Posted in: Aggro & Tempo
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