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

    posted a message on [Deck]Merfolk
    Brightling itself is really not a big deal for us at all. Serra Avenger is still the most scary of their options for the "straight beater" slot because of the flying. It's not really all that different than batterskull to us, and that is the worst of the 3 options they have to fetch up when a stoneforge resolves. Like, the main reason I'm scared when a DnT player fetches batterskull is not the batterskull itself, but the implication that they already have the sofai and jitte (but especially sofai, since there are some reasons to fetch batterskull second over jitte).

    Mistcaller is a trap card. It's too low impact for a sideboard card, particularly when compared directly with Grafdigger's Cage. It also doesn't solve any of the issues the deck faces.
    * It's effective against Reanimator, but that matchup is already excellent, probably even too excellent.
    * It's bad against Sneak&Show. If they're casting Show into it, they're jamming omniscience and you're still dead. If they're activating sneak, they can just activate sneak against in response to the sac.
    * It's bad against DnT. Sac to stuff a single vial activation is not a good trade, generally.
    * It doesn't do enough against Elves. Yeah, it counters an NO or a GSZ, but that doesn't go that far. They'll gladly trade a non-committal GSZ for it to set up murdering you with an NO, and it doesn't help at all with getting buried by symbiote+visionary.

    Overall, the best secondary one-drop is still Tidal Warrior, as that ability can actually turn the problematic nonblue matchups around in a big way. Even against the blue decks where it's not so good, it still has utility denying certain colors (like R for pyroblast) and can colorfix us in a pinch.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Yes, you absolutely should side it in, naming sneak attack. Shutting off half of their "A" in the A+B combo makes things very much harder. It's generally not worth naming griselbrand, using that ability is often a death sentence for the opponent because of how aggressive we are.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Once I figured out that I need to bring in flusterstorm I haven't had much trouble with Pile.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Friends don't let friends play Manaless Dredge https://www.twitch.tv/videos/187099312

    Copter is sooooo good. Winning the matchup lottery doesn't hurt either.
    Posted in: Aggro & Tempo
  • 2

    posted a message on [Deck]Merfolk
    Been a while since my last 5-0! https://www.twitch.tv/videos/183471330

    I'm liking the 2x Chart. 4x was too many and was clogging my early game with too much durdle.
    Posted in: Aggro & Tempo
  • 2

    posted a message on [Deck]Merfolk
    I've slowly been working on this. It's still quite incomplete, but it should still be more useful than the utterly outdated old primers.

    lazygenius22: Your mana is very fragile. With only 9 basic islands, you now have to care about wasteland and especially blood moon.. as well as *your own* back to basics. I personally consider 11 the bare minimum. Oboro is really cool in modern, but in legacy it's too much of a liability.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    One of those 7-0's was John Kassari AKA ehhh, he got a feature match. Despite how this looked, the matchup is really a lot more even.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Gemstone Caverns: It's a very experimental card, so I'm not totally sure it's even good, but initial results look positive. Why is it helpful? Consider the makeup of our deck vs. most of the decks in the format. We're pretty much mono-2-drops, while everybody else is reliant on 1-drops. This of course allows us to leverage Chalice to punish the meta, but since we don't use Sol lands, we're stuck playing a turn behind on the play.. and *2 turns* behind on the draw. This 2-turn disadvantage is of course alleviated if we're lucky enough to actually open with one of our 1-drops on the draw, but even better is if we can steal back the play. You can kind of think of it as an extra 1-drop in the situation you need a 1-drop the most, but we get to spend a "free" land slot instead of a more valuable nonland slot.

    I'm still playing 11 basic islands like I have for a long time now, the mana is still overall quite resilient to wasteland and blood moon, but wasteland does matter a tad bit more now. The biggest issue is that we'd never willingly play a nonbasic as our first land drop because of wasteland, but as Joe Lossett describes, even in that situation the end result is that both us and our opponent is down a card, but we're on the play instead of them, which is still a pretty good situation for us as long as we've still got enough land in hand to function. It's only a really big problem if we're very land light and only have one other land in hand. The power of being on the play is likely worth that risk, though.

    Tidal Warrior: It's always been somewhat a meta call for nonblue decks that happens to be just useful enough in blue matchups and from a curve perspective to be worth maindecking, but this top-less meta has gotten way way more blue now, so the power of Tidal has gone down significantly. Copter has replaced those slots by both being overall more powerful and by having less polarized utility. That is, copter is not quite as good as Tidal vs. nonblue, but it's much much much better than Tidal vs. blue. I did try Tidal a bit in the top-less meta myself however most of my current feel for the meta and how effective Tidal is currently comes from being in Ehhh's peanut gallery all last week.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Copter is DOING WORK and getting me a 5-0: https://www.twitch.tv/videos/149954310

    Yeah, I don't think having Tidal or not really effects whether 2 or 3 copter are better. We have just so many dudes that crewing it isn't usually much of a problem.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Deck]Merfolk
    Pretty much the moment I make this post I'm heading out of town (going to RPGLB and couching for the YsCelceta run on Tuesday) and won't have internet access for a week, so I won't be able to make any more posts during that time.


    no more Phantasmal Image that more often than not disappointed me with no interesting targets or too many of them in hand.

    This is a sign you haven't played with Phantasmal Image enough. It is the card with by far the highest ceiling, and the floor is not nearly as low as you believe it is. I *rarely* get stuck with Phantasmal uselessly in my hand. You often need to think a little sideways to really exploit the true power of the card.

    8 "free" counters: Daze makes me feel more confortable and secure, turn 1 Island Aether Vial GO or simply Island GO is a strong start; with this smooth list and its interactivity, Daze never resulted in a dead card

    This sounds like you play with bad opponents that don't know how to play around Daze, that would be the most reasonable explanation for why you feel that Daze is never a dead card. Daze is especially bad in the current meta with so many Deathrite Shamans running around. Island-GO with daze is a miserable opening, as when you actually use that Daze you pretty much straight up timewalk yourself. You will more than likely lose that game due to the tempo loss. The right number of Daze you should run is just barely enough to make your opponent start respecting it. Why? let's consider the 4 main situations w.r.t. Daze:
    1. Opponent does not play around Daze, you don't have Daze => +0 (Neutral)
    2. Opponent does not play around Daze, you have the Daze => +3 (Major advantage)
    3. Opponent plays around Daze, you don't have Daze => +1 (Minor advantage)
    4. Opponent plays around Daze, you have the Daze => -2 (Moderate disadvantage)
    The goal is to maximize situations 2 and 3 and minimize situation 4. The way to do that is to create uncertainty in the opponent whether or not they should play around Daze or not. Playing all 4 daze is a double-whammy in this regard. By doing so, you make it optimal for the opponent to always play around the Daze and you'll draw Daze more often, which maximizes situation 4 two different ways. Playing no dazes makes it optimal for the opponent to never play around Daze, which while not actively bad for us isn't an optimal strategy. Playing 1-2 dazes is enough to make the opponent have to respect Daze, but not too much. By forcing the opponent to make a decision every turn (rather than just once at the beginning of the match) whether to play around Daze or not, you create the most openings for situations 2 and 3.
    Posted in: Aggro & Tempo
  • To post a comment, please or register a new account.