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  • posted a message on [Deck]Merfolk
    I think I would always want a creature instead, even with the summoning sickness and creature just seems like what Merfolk wants
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    the only benefit commander has over reejerey is that he can be a 4/4 flyer for 6 mana under and standstill. Same is if you are in topdeck mode, commander can bring you back into the game vs topdecking 2/2 dorks.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    unsummon is not a legacy card or a merfolk card
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    That is just a budget list, what do you mean how did he do it? I'm sure he used counterspell daze and spell pierce to counter their spells. Instead of mutavaults he used factories, factories are still good just don't have the synergy with the lords.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    depends on which is played first, it is a 5/5 for sure but if the humility was played last it doesn't have abilities. You would have to bounce and replay

    double reejerey means you can play your whole hand and the UU cost of sovereign is very relevant
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    That right there sounds a lil harsh and coming across as a douche. I said clearly why I thought his choices were wrong and then asked him if he even tested it. And of course just like thought he hadn't.... So actually I did exactly what your post said I didn't do. I def didn't insult him or call him a moron

    I'll ask you the same thing, there is no way your list is testing good with only 12 islands and all those UU creatures. 20 lands with 12 islands and no card draw

    Insult me if you want but this thread has turned pretty bad. That is the problem right there, people posting jank without testing and getting butt hurt when someone with some knowledge of the deck calls them out (or donkey as your put it)
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I didn't think I was being that harsh and I was serious with my questions. So I can apologize if needed... Some of you have to agree that people posting a new decklist every other post with zero to min testing can't be good for the thread. Saying here look this is my list and then getting offended when someone says something about it or disagrees. Why are you posting your list if you don't wanna discuss it. I just know for sure (from playing merfolk for years now) that adding 4 more UU creatures and not changing the mana base is wrong. Even just from solid deck building skills, Merfolk needs more islands

    I know there are people who disagree with what I say/my lists and vice versa but you can def tell the people who actually play the deck and test etc. This topic imo should be about tournament Merfolk not random jank, I'm sure there is a casual thread somewhere I'm sure

    No Lord I wasn't talking about your list/posts, there was a list posted with 18 lands/10 islands and 4 chain of vapor main, so I asked him those questions and apparently he was offended. Maybe the testing question was ruff, but come on
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I wasn't raggin, those are legitimate questions. You cannot play 18 lands in merfolk or any deck that doesn't play 8+ cantrips and you def cannot add 4 more UU creatures and only play 10 islands. So even if you don't have wastelands you can't play 18 lands. So no way you have tested 18 land against "legacy veterans" and not had problems with mana/color screw.

    echoing truth is 100xs better than chain of vapor even at 2 mana (maybe not for you with 18 lands) You def don't want to give your opp the chance to bounce something of yours even if they have to sac a land
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I hope you missed some lands because 18 lands with 10 islands is no way near enough. And chain of vapor is terrible, they will bounce your commander and vial what ever. Talk about tempo loss


    Have you even tested this list at all? vs a live person with knowledge of magic?
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I think it will be 8 lords for sure. Only thing I think stopping it would be if Merfolk mirrors were everywhere, but I don't think that will happen. How can any blue deck beat 8 islandwalk lords, that is insane?
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    You guys are getting clowned on by The Source (for good reasoning) so why don't you try testing your lists out instead of just posting random janky lists. You can't add 4 UU creatures and then cut a land. (a Blue source) Without standstill you need at least 21 lands and I haven't tested the new lord but you will probably need at least need 14 blue sources and even then you will be getting mana screwed. To really support the all UU I think merfolk needs 15 blue sources but I don't think the deck can do it so we live and die by vial. Maybe with the new LOA we can cut mutavaults to actually cast spells and stuff. My Merfolk deck really needs to be able to cast a lord/coralhelm with spell pierce back up for swords/bolts whatever UUU

    Even with cavern of souls (which I believe belongs in the deck 2/3) you still need vial. The whole point of the deck is to swarm, not play a creature a turn and merfolk is a mid range deck.

    As for Sygg, River Cutthroat not being played, because it isn't very good. If you are swinging with creatures and dealing damage you are already winning. So a lord is better in his place
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Can't believe I didn't see it before, Sorad, what's the reasoning behind cutting up dazes altogether? spellstutter was enough to cover its work?

    I'm not sure exactly what you mean by "didn't see it before" but I think daze has lost a lot of power and the loss of the land drop tempos you out of the game even if you counter their spell. Daze is at it's best when Merfolk is protecting it's threats, not when trying to counter theirs unless it is a bomb like jace etc.

    With Cavern of Souls I didn't have to worry about my threats resolving and I had force/misdirection/sprites/spell pierce/cursecatcher vs the matchups where I needed to counter stuff. The sprites counter the bolts/swords and is never a dead draw unlike daze, you always get a 1/1 to block. Sprite is also a hard counter and works okay with the mutavaults/images. I do feel I am a little weaker to control/combo that is why I am trying to get some V Cliques in the sb. But if you haven't tested caverns, Merfolk is a totally different deck with all it's creatures resolving.

    Dismembers main instead of Sprite, but I was wondering what your feelings are on that. Also, in regards to Standstill

    Unless your meta is filled with maverick I don't think you need dismembers main, they are dead vs combo/most control and I already play 3 kira which are dead vs combo. I believe merfolk can outlord any deck g1 if you play a creature build getting rid of certain cards ie dismember, stifle, chalice all the other bad cards imo. Just turn creatures sideways

    I love standstill, but I also play 5 pitch spells, and don't think there is a replacement for it. Drawing 3 cards is so good, esp after you just hymned yourself.

    Cavern of Souls for blue, can you? Same with Sprite

    You would have to name Illusion for the image, but he only costs U mana. Sprite you can name wizard and still be able to cast cc, silvergill, sprite, clique (which I want to test more) Most of the time merfolk is right obviously Cool but I def named spirit a couple of times to resolve Kira

    So about the dazes, no I didn't miss them. Do I really want to play a card that is terrible on the draw and board out every game? People have been arguing over standstill for the last 100pages, I don't think you can play without it and yes sometimes it's dead but recall is banned for a reason.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I got SCG games Seattle coming up at the end of the month, prolly gonna do some more testing with the 4th Cavern and maybe replace the 2 echoing truths with Vendilion Clique. Just need to make sure the manabase can support it and still have island open for spell pierce, standstill and submerge.

    It seems like the control decks with bridge and humility might be making a come back with the miracle cards so echoing truth might still be needed
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Quote from penatbater
    those 3 kiras were enough to stop RUG's massive targetted removal?


    I don't consider 4 bolts and 2 folk bolts massive removal but yes Kira is awesome vs RUG. Having all your fish resolve with vial/caverns is pretty good. Played rug in the swiss also and won. I felt if I resolved silvergill (while probably blanking their hand of counters/snare) I was going to win the game.


    I never understand why people don't play Kira, it isn't just a 2/2 flyer with an ability. It blanks cards in your opps hands while also being a 2/2 flyer... Merfolk doesn't want chalice, it want things that turn sideways

    Standstill is awesome, I don't think you can/should play merfolk without Standstill which I have said many times on these forums
    Posted in: Aggro & Tempo
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