Quote from EladTSPThat list with 2 mutavault and 2 cavern make it tough IMO. I run a similar version to that deck but I have 4 other lands that make up the USA color bases for consistency, but still run 19.
Quote from notap123Went to FMN last night and brought American Merfolk. Here is what I ended ujp using:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Land (19)2x Cavern of Souls2x Hallowed Fountain1x Island3x Misty Rainforest2x Mutavault3x Scalding Tarn2x Steam Vents2x Sulfur Falls2x Wanderwine Hub3x Aquitect's Will4x AEther Vial4x Cursecatcher4x Lord of Atlantis4x Master of the Pearl Trident2x Merrow Reejerey3x Phantasmal Image3x Sejiri Merfolk4x Silvergill Adept3x Boros Charm4x Lightning Bolt3x Path to Exile2x Ethersworn Canonist3x Kataki, War's Wage2x Kira, Great Glass-Spinner3x Phyrexian Revoker3x Tidebinder Mage2x Wear / Tear
15 players 4 rounds I went 2-1 with a bye.
Not a great tourney to reflect how the deck performed due to none of the 3 decks I played were a U control archtype. But this is how they went down:
I lost game one due to never hitting red mana. Opening hand was to fish two lightning bolts if I recall right.
Game 2 I ran the typical beats pearl trident into 3 more copies and won. On a side note to game 2, Kataki is amazing on turn 2 against affinity.
Game 3 I some how manage to only draw one merfolk through the course of the game but hit every spot removal. He ended up recharging and getting damage through.
I only sided in the Kataki's
Opponent 2 Bye
B/W/G Mid Range 2-1
Game 1 Fish did its thing and I won.
Game 2 He managed to control the board long enough for deathrite to poke me to death.
Game 3 Kira shined and with enough removal on my end I was able to totally dominate.
Sided in x2 Kira and x3 Tidebinder (never drew into tidebinder)
Wonky version of Bant but only G/W 2-1
Game 1 I had amazing board presence by turn 4 and got him within kill range. He equalizes with Kor Spiritdancer and a lifelink totem and continues to swing huge eventually with adding a massive amount of totem armor. I couldn't get into my removal early.
Game 2 Fished him to death and used bolts/exiles to keep him off totems.
Game 3 He mulled to 4 and played a hexproof creature with 3 rancors over the next two turns. He forgot about Sejiri's first strike and I proceeded to pelt him with 1 of 2 merfolk I drew that game, it worked but it was pretty stupid.
I sided in Wear / Tear but didn't see it.
So even though I didn't get to see the match ups that I really wanted to I did notice a couple issues with this 3 color variant. The main issue: manabase, for whatever reason I could not hit red mana. It only really mattered playing affinity but it also happened against the midrange to a lesser degree. This issue might just be down to odds but not being able to play lightning bolt to keep an opponent off lethal really sucks.
On a side note I dropped the lightning helixs for the reason above.
Boros Charm, I am at odds with this one. It almost wants to be a sideboard card in that I only played it once to do lethal dmg and I saw it plenty of times in my hand and never used it. I see where it can really shine against board clear and that's why I wanted to play against one of the American control decks floating around.
My take away from having three colors was burn does effect the speed of the deck. I won 2 games with lethal from bolt or charm. But I am not sure if it is necessarily required. I would need to play a better spread of decks to really get a feel for Boros Charm before I say for sure whether I like this version.
Quote from JustSindecklists dont really answer his question... short answer is little value because everyone got em also might help to read through the other thread already posted on the topic, plenty of people complaining in there to get you all the info u need on how little theyre worth lol