I've been testing what I call the "max-protect" version of Infect, and it's been performing very well thus far (undefeated thus far, and that includes 2-0 vs. Jund and 1-0 vs. Delver). Here's what I'm running:
I was just wondering what people thought about it. I honestly haven't sided the Spellskite in much at all, and I'm considering cutting it for something like a Wild Defiance. Any opinions on that?
I like it! How are you liking Botanical Sanctum? It would seem less than ideal due to the fact that it can enter the battlefield tapped.
It seems like many of the options presented aren't true examples of one-of's. For example, Snapcaster Mage, while there are a few decks that have singleton copy of this card; it is usually a 3-4 of in most decks that play it. Shouldn't a post on the best singleton creatures in modern be limited to those actual creatures that are usually seen as a 1 or 2 of in most decks?
Don't drop the Kiras, cut some mainboard to add them there.
I'd also greatly recommend Chalice of the Void in the side and at least two Tectonic Edges. You can easily cut the Echoing Truths and a counterspell.
I could potentially add a Kira and cut a Reejerey from the mainboard. However, Echoing Truth is too valuable at the moment, IMO. Besides, I have mainboard Ghost Quarter, so Tec Edge is somewhat redundant.
Chalice is the only other card I would consider, but am currently on the fence with right now.
The only real concern I have is the uptick in Affinity (seeing that they're now about 12% of the paper meta). Wondering if I should run Hurkyl's Recall? I could drop the Relics and the Kiras to make room, but then I have no GY hate.
Any last minutes comments or suggestions?
I would put some copies of Hurkyl's Recall. I wouldn't do t if there was Affinity here and there but in Affinity infested meta this seems quite necessary. It is our best tool against it and necessary to beat it if you don't have perfect hand, with good hand you can do it without it but as long as your hand is worse you need it to beat it. It's perfectly fine to go without it and actually even better to do it since it's a narrow card if there isn't much Affinity but this isn't now the case. In the metagame with 12% of Affinity you're chances to meet it more likely and thus you have to prepare better and go for it.
I'm thinking, in light of recent comments, of changing the sideboard to the following:
The only real concern I have is the uptick in Affinity (seeing that they're now about 12% of the paper meta). Wondering if I should run Hurkyl's Recall? I could drop the Relics and the Kiras to make room, but then I have no GY hate.
I don't think Reflector Mage is Modern playable. It bounce their creature but they will get it back next turn. You only prevent them to play one card for a turn but they can still play other cards meanwhile and bouncing Though-Knot Seer to take another card from us doesn't seem like a good idea. I agree with Venomous that it's a terrible card.
Master of Waves is great card and cutting it is a mistake in my opinion. He does good job at fighting Eldrazi and other faster decks in the metagame due to the power he brings to the table. This allows us to put a lot of pressure on our opponent by threatening lethal very soon. He enables us to race faster decks we otherwise couldn't and can win a lot of games because of that.
Even though it's one of my more frequently sided out cards, I think Merror Reejerey is still considered core to the deck. Maybe not as an auto 4-of, but, as the first page of the primer says, 2-4 is the right number.
Round 1 vs Slivers (2-0, 1-0): This guy was a player returning to the game and he had a sub-optimal Slivers deck. The games weren't particularly close. Was able to Spreading Seas both games and swing with an unblockable horde of Merfolk.
Side board: Didn't side. Didn't need to.
Round 2 vs Abzan Company (2-0, 2-0): This is a scary deck to play against, IMO. It can win out of nowhere. Luckily, I was able to Spreading Seas in game one and keep him off his mana for a while. I horded a Spell Pierce all game until he was able to cast Collected Company, and that sealed the deal. Game 2 wasn't particularly close. he was flooding out and couldn't assemble the necessary combo elements to really threaten me. Master of Waves, with his army of elementals, closes the game out.
Round 3 vs Ad Nauseum (0-2, 2-1): Frustrating match-up and a frustrating deck to play against. Game 1 I got him down to 6 life (he had Phyrexian Unlife on board), when he goes for the Ad Nauseum. I attempted to counter it with a Spell Pierce, but he had used Boseiju, Who Shelters All to cast it. Game 2 followed the same pattern. Got him down to 3 life (again with Phyrexian Unlife on board). On the end of his turn, I was about to cast Echoing Truth to bounce the Unlife back to his hand, he responds with going for the Ad Nauseum win, I attempt to counter with a Dispel, and he had the Pact of Negation to win the counter war. Ugh, I hate this deck!
Round 4 vs RG Tron (1-2, 2-2): This guy is a good friend of mine, so we were BS-ing the entire match. He at one point was saying that he had an unbeatable hand and that I should just scoop. Figuring he was just playing mind games with me, I played on. He then went on to cast Wurmcoil Engine through my Spreading Seas. I hold up four mana to flash in Harbinger of the Tides, and just attack with my island-walking Merfolk. He casts a second Wurmcoil and swings with the first, which I bounce back to his hand. My next tutn I swing with more island-walking Merfolk and pass the turn. His next turn, he swings with Wurmcoil #2, I flash in Harbinger #2 and bounce it back. I swing for lethal next turn. He's shocked because he had three Wurmcoils in his hand and thought he couldn't lose. Unfortunately, I couldn't close the deal in the next two games. Game 2 I wasn't able to keep him off Tron and he casts two Ulamog, the Ceaseless Hunger. I scoop. Game 3, he casts multiple Wurmcoils and Ulamog, as I couldn't keep him off Tron again.
Round 1 vs Green Devotion (2-1, 1-0): Game 1 he casts some mana dorks and Utopia Sprawls, but no pay-off cards as he floods out a bit. I was able to Spreading Seas an enchanted forest and kill him with unblockable dudes. Game 2, he gets more of a clock on board. I was mana-screwed until late in the game and was forced to hold up Negate mana for his Garruk Wildspeaker. I countered the first casting of Garruk, but a later Eternal Witness puts Garruk back into his hand and it sticks the next time he casts it. Two turns later, I was dead to a Garruk ultimate and a board of Overruning dudes. Game 3 he gets double Burning-Tree Emissary into Utopia Sprawl. I Spreading Seas the enchanted forest again, but he has two more Sprawls in hand. He then casts a Nylea's Disciple and goes up to 28 life. I begin to slowly build up a board of Multiple Lord of Atlantis and a Phantasmal Image copying a Lord, but have to play defense for a while. I decide to take a risk and play a Master of Waves (leaving Negate shields down) in an attempt to break the board stall, and a fortunate Spreading Seas into Spreading Seas shuts down his mana acceleration. I begin to swing with the island-walking Merfolk and slowly whittle his life total down. Without his mana acceleration and no Nykthos to ramp, he can't cast his money cards.
Round 2 vs RDW (budget Burn) (2-0, 2-0): She keeps a one-lander in game 1, and I Spreading Seas it on turn 2, to essentially shut her out of the game. Game 2 is a little closer, but Meroflk buffed by Lords and a late game Master of Waves get it done.
Round 3 vs Elves (1-2, 2-1): Game 1 he mulligans to five and I barely win in the end as he was beginning to amass a large army. Games 2 & 3 boils down to Elvish Archdruid and Ezuri, Renegade Leader and a bunch of angry f***ing elves swinging in. I misplayed in game 3. I had an Echoing Truth and a Dismember in hand and the ability to cast both. He casts Ezuri and I let it resolve. I should have, in response, Dismembered the Elvish Archdruid in play and bounced Ezuri back to his hand. Stupid Elves!!!
Round 4 vs Naya Burn (2-1, 3-1): Game 1 he gets a couple of Wild Nacatl on board, and thanks to two Harbinger of the Tides, I manage to slow his attack down. A couple of Lords later, and his Nacatls can't attack through my board. Finally the Master of Waves shows up and closes the game. Game 2 was a race. He gets me down to 9 life rather quickly, but I mount a counter attack to get him down to 5. Unfortunately, my two Master of Waves and elemantal army cannot stop a Rift Bolt when I was at 2 life. Game 3 he starts off with a Goblin Guide, which I quickly shut down with a Tidebinder Mage. He follows up with a Monastery Swiftspear and Eidolon of the Great Revel. Luckily, I have an Æther Vial on the board, so I can vial in my creatures and avoid the damage. I take a risk by casting two Lords and going down to 11 life, but I wanted to build up a hefty wall and also build up devotion for the Master of Waves I have in hand. With the Master in play, I begin to press the attack forcing him to block with his creatures. I manage to win the race this time at 11 life.
Hopefully, I get one more chance to test the deck before SCG Louisville this weekend. Overall, I am liking this configuration. I am also getting rewarded for some smart mulligan decision. There were a couple of times where I was looking at an okay 7-card hand, but in my gut, I knew it was really soft. In those situations, I was rewarded with much better 6-card hands.
Wish me luck this weekend and hopefully I'll see some of my Merfolk brethren this weekend in Kentucky!
Do you guys have any suggestions for a decklist when going in a meta completely blind? Planning to do some Modern Tournaments at a gamestore a few cities further but since I have never seriously competed there (the closest I did was a 2HG giant match with a friend of mine and 2 people she randomly asked) but that is hardly a good representation...
I am fully on board with at least 2x Phantasmal Image in the main, and at least 1x Sea's Claim. I run 2x Sea's Claim and 4x Spreading Seas and I love it. I think Claim is very good right now.
Would you mind linking your list? It sounds EXACTLY like what I am trying to build
Do you guys have any suggestions for a decklist when going in a meta completely blind? Planning to do some Modern Tournaments at a gamestore a few cities further but since I have never seriously competed there (the closest I did was a 2HG giant match with a friend of mine and 2 people she randomly asked) but that is hardly a good representation...
What is your current list and are you missing any cards from the "core" list? I think we could craft something by you answering those two questions
I am heavily buying into Merfolk right now. So far I only miss 1 Kira and 2 Cavern of Souls before I have pretty much everything (I don't own chalices though, those are a bit too expensive right now for me). I am currently leaning mostly towards a 6 Seas version of the deck.
This is the Main Deck I am planning to run, I plan to build a Sideboard around the deck once the main deck has been finalized.
I am however willing to completely revamp this list if that is what's needed, all that is really set in stone for me is the inclusion of 6 sea effects.
All help is greatly appreciated! I LOVE merfolk after all the online testing I did, and it is probably the only competitive modern deck I will ever own due to budget reasons. And it feels good to see how helpful and alive the Merfolk community seems to be
I think you really want the full play set of Harbinger of the Tides; his bounce effect seems crazy good right now.
Hey guys, I just picked up Merfolk online and am considering picking it up in real life (I have $500 in store credit from selling my Eldrazi deck in fear of a ban and I'm deciding between Burn, which I used to play and have most of, Suicide Zoo, which I have most of, Fish, and Infect). I have a couple of questions:
1. Why do almost all Merfolk decks run 1-3 Cavern of Souls rather than 4? It seems like an auto-4-of - while it can't cast Spreading Seas, it can cast every creature in the deck, has a nice upside, and untaps under a Choke. Why do most lists play so few?
2. With all the Eldrazi decks running around, I think Dismember warrants maindeck inclusion. How many do you guys think is the correct number? Right now I'm on 2 main 1 side.
4. Are Vials necessary? Are they good? I have a friend who plays vial-less Merfolk with either 21 or 22 lands, while Vial lists tend to have 19-20. I'm worried that you lose some speed without Vials without upping the threat density significantly.
I'll offer my $0.02 worth...
Our strength comes from being able to tempo people out, so too many Cavern of Souls can disrupt that game plan. It's important to be able to cast Spreading Seas, or hold up counter magic. That's why 1-2 is the correct number. It's important to actually have 8-12 actual U sources of mana in the deck. The deck already runs 4 Mutavault and perhaps 1-2 Ghost Quarter (or other non-blue producing utility land), so running 4 Caverns can prevent you from being able to cast your support spells.
Æther Vial is absolutely necessary!!! I cannot emphasize this enough. It is our best tempo play. Vialing in creatures and hold up mana for interaction is what makes this deck playable. Also creates headaches for our opponents during combat. Finally gets around all other types of things that attempt to shut us down. Eidolon of the Great Revel in play? No worries; vial in your creatures and avoid the pain. Chalice of the Void in play? No problem; vial in your creatures. Opponent leaving up counter magic? No bother; vial in your creatures. It gives all your creatures virtual flash. The only reason to not play vial is budgetary.
Question: How many modern Merfolk players also play Merfolk in legacy? I'm thinking of getting into legacy, and seeing as I already have modern Merfolk, it seems the easiest (and, let's face it, cheapest) way to enter the format.
I like it! How are you liking Botanical Sanctum? It would seem less than ideal due to the fact that it can enter the battlefield tapped.
Olivia Voldaren
Kalitas, Traitor of Ghet
6 CMC
Tasigur, the Golden Fang
I could potentially add a Kira and cut a Reejerey from the mainboard. However, Echoing Truth is too valuable at the moment, IMO. Besides, I have mainboard Ghost Quarter, so Tec Edge is somewhat redundant.
Chalice is the only other card I would consider, but am currently on the fence with right now.
It's a hard counter to any non-creature spell. Pretty much says "NO" to most things we don't like.
I'm thinking, in light of recent comments, of changing the sideboard to the following:
2 Dispel
2 Negate
2 Echoing Truth
2 Dismember
3 Tidebinder Mage
4 Hurkyl's Recall
How does that look?
4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merrow Reejerey
4 Master of Waves
Enchantments (4)
4 Spreading Seas
4 Æther Vial
Instants (4)
2 Spell Pierce
2 Vapor Snag
Lands (20)
2 Cavern of Souls
2 Ghost Quarter
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
4 Mutavault
10 Island
2 Dispel
3 Negate
2 Dismember
2 Echoing Truth
2 Relic of Progenitus
2 Tidebinder Mage
2 Kira, Great Glass-Spinner
The only real concern I have is the uptick in Affinity (seeing that they're now about 12% of the paper meta). Wondering if I should run Hurkyl's Recall? I could drop the Relics and the Kiras to make room, but then I have no GY hate.
Any last minutes comments or suggestions?
Agreed!!! Master of Waves for LIFE!!!
4 Cursecatcher
4 Silvergill Adept
2 Phantasmal Image
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Merrow Reejerey
3 Master of Waves
Artifacts (4)
4 Æther Vial
4 Spreading Seas
Instants (4)
2 Vapor Snag
2 Spell Pierce
Lands (20)
4 Mutavault
2 Cavern of Souls
2 Ghost Quarter
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
10 Island
2 Dismember
2 Relic of Progenitus
2 Echoing Truth
2 Dispel
3 Negate
2 Tidebinder Mage
2 Kira, Great Glass-Spinner
Side board: Didn't side. Didn't need to.
Round 2 vs Abzan Company (2-0, 2-0): This is a scary deck to play against, IMO. It can win out of nowhere. Luckily, I was able to Spreading Seas in game one and keep him off his mana for a while. I horded a Spell Pierce all game until he was able to cast Collected Company, and that sealed the deal. Game 2 wasn't particularly close. he was flooding out and couldn't assemble the necessary combo elements to really threaten me. Master of Waves, with his army of elementals, closes the game out.
Side board: +2 Dispel, +2 Dismember, +2 Kira, Great Glass-Spinner, -2 Vapor Snag, -2 Phantasmal Image, -2 Merrow Reejerey
Round 3 vs Ad Nauseum (0-2, 2-1): Frustrating match-up and a frustrating deck to play against. Game 1 I got him down to 6 life (he had Phyrexian Unlife on board), when he goes for the Ad Nauseum. I attempted to counter it with a Spell Pierce, but he had used Boseiju, Who Shelters All to cast it. Game 2 followed the same pattern. Got him down to 3 life (again with Phyrexian Unlife on board). On the end of his turn, I was about to cast Echoing Truth to bounce the Unlife back to his hand, he responds with going for the Ad Nauseum win, I attempt to counter with a Dispel, and he had the Pact of Negation to win the counter war. Ugh, I hate this deck!
Side board: +2 Dispel, +2 Echoing Truth, -2 Vapor Snag, -2 Harbinger of the Tides (Probably should have taken out Spreading Seas, but I wanted to be able to shut down another Boseiju, should it appear).
Round 4 vs RG Tron (1-2, 2-2): This guy is a good friend of mine, so we were BS-ing the entire match. He at one point was saying that he had an unbeatable hand and that I should just scoop. Figuring he was just playing mind games with me, I played on. He then went on to cast Wurmcoil Engine through my Spreading Seas. I hold up four mana to flash in Harbinger of the Tides, and just attack with my island-walking Merfolk. He casts a second Wurmcoil and swings with the first, which I bounce back to his hand. My next tutn I swing with more island-walking Merfolk and pass the turn. His next turn, he swings with Wurmcoil #2, I flash in Harbinger #2 and bounce it back. I swing for lethal next turn. He's shocked because he had three Wurmcoils in his hand and thought he couldn't lose. Unfortunately, I couldn't close the deal in the next two games. Game 2 I wasn't able to keep him off Tron and he casts two Ulamog, the Ceaseless Hunger. I scoop. Game 3, he casts multiple Wurmcoils and Ulamog, as I couldn't keep him off Tron again.
Side board: +3 Negate, +2 Echoing Truth, -2 Spell Pierce, -3 Merrow Reejerey (I was holding Negates in my hand for Karn and let multiple Ancient Stirrings ans Sylvan Scryings go unchecked; only to find out he sided Karn out!).
Side board: +2 Tidebinder Mage, +3 Negate, +2 Echoing Truth, -2 Spell Pierce, -4 Cursecatcher, -1 Merrow Reejerey
Round 2 vs RDW (budget Burn) (2-0, 2-0): She keeps a one-lander in game 1, and I Spreading Seas it on turn 2, to essentially shut her out of the game. Game 2 is a little closer, but Meroflk buffed by Lords and a late game Master of Waves get it done.
Side board: +2 Tidebinder Mage, +2 Dispel, -2 Vapor Snag, -2 Phantasmal Image
Round 3 vs Elves (1-2, 2-1): Game 1 he mulligans to five and I barely win in the end as he was beginning to amass a large army. Games 2 & 3 boils down to Elvish Archdruid and Ezuri, Renegade Leader and a bunch of angry f***ing elves swinging in. I misplayed in game 3. I had an Echoing Truth and a Dismember in hand and the ability to cast both. He casts Ezuri and I let it resolve. I should have, in response, Dismembered the Elvish Archdruid in play and bounced Ezuri back to his hand. Stupid Elves!!!
Side board: +2 Tidebinder Mage, +2 Dismember, +2 Echoing Truth, +2 Dispel, -2 Spell Pierce, -3 Master of Waves, -3 Merrow Reejerey
Round 4 vs Naya Burn (2-1, 3-1): Game 1 he gets a couple of Wild Nacatl on board, and thanks to two Harbinger of the Tides, I manage to slow his attack down. A couple of Lords later, and his Nacatls can't attack through my board. Finally the Master of Waves shows up and closes the game. Game 2 was a race. He gets me down to 9 life rather quickly, but I mount a counter attack to get him down to 5. Unfortunately, my two Master of Waves and elemantal army cannot stop a Rift Bolt when I was at 2 life. Game 3 he starts off with a Goblin Guide, which I quickly shut down with a Tidebinder Mage. He follows up with a Monastery Swiftspear and Eidolon of the Great Revel. Luckily, I have an Æther Vial on the board, so I can vial in my creatures and avoid the damage. I take a risk by casting two Lords and going down to 11 life, but I wanted to build up a hefty wall and also build up devotion for the Master of Waves I have in hand. With the Master in play, I begin to press the attack forcing him to block with his creatures. I manage to win the race this time at 11 life.
Side board: +2 Tidebinder Mage, +3 Negate, +2 Dispel, -4 Spreading Seas, -2 Vapor Snag, -1 Merrow Reejery
Hopefully, I get one more chance to test the deck before SCG Louisville this weekend. Overall, I am liking this configuration. I am also getting rewarded for some smart mulligan decision. There were a couple of times where I was looking at an okay 7-card hand, but in my gut, I knew it was really soft. In those situations, I was rewarded with much better 6-card hands.
Wish me luck this weekend and hopefully I'll see some of my Merfolk brethren this weekend in Kentucky!
I think you really want the full play set of Harbinger of the Tides; his bounce effect seems crazy good right now.
Short answer: YES
I'll offer my $0.02 worth...