True. I've been trying to figure out the best game plan for surviving the aggro rush in turns 1-4. If this deck survives those turns it seems to stabilize and turn the corner fast. Been fiddling with harsh scrutiny, lay bare the heart, doomfall, never//return and random counterspells. Nothing really seems consistent tho. Thoughts?
i've been playing a UB build for a few weeks. literally cannot lose to mono-red. i'm something like 16-1 vs that deck. zombies is slightly harder but i am still favored big time. the aggro matchups are the easiest.
control isn't so bad once you know how to navigate it.
GB matchup is favorable.
I feel like a slight dog to Temur Energy. Still trying to shore that one up.
Ramp decks are a bloodbath... it feels pretty hopeless...
Nikachu says if you play copter you should play 4. I disagree. Played 2 in a PPTQ yesterday and they just felt OK, until they won me a game vs Affinity in the quarter finals by blocking a lethal inkmoth. Lost in the Semi's to Counters Company. Too much to ask to beat 2 horrible matchups in a row i guess. Would have crushed the final against a zoo player i slaughtered in round 1 too... oh well, on to the next one.
and a maindeck tidebinder, a maindeck negate, a maindeck relic, and a maindeck ghost quarter,
zero Reejereys
7 more counterspells in the sideboard including 4 unified will
pretty unconventional build, i wonder what inspired some of these choices
If it's harbinger of the tides you probably can get away with 19 lands and maybe go up to 3 smuggler's copters for max. consistency (and a better ability to draw into new cards), or maybe add a few master of waves (not 4), or cheaper lords.
BTW, I can understand why you might not want master of waves: though powerful, its cost and effects warp a bit the deck in terms of lands needed and cohesion. People usually accept the compromise in light of its strenght, but if you try another path please tell us how it goes!
If it's Master of waves, then why no copies of harbinger of the tides? it's a bit clunky (i usually play only 3 of them) but it's really good! And if you have problems with stompy, this is a card you should have!
it's Master of Waves. i took out Harbinger of the Tides due to losing to Elves w/it.
for now, i'll SB Tidebender Mage. ty for the input!
our elves matchup is nearly unwinnable anyway. hibernation is our only hope and not really worth it unless you have lots of elves in your meta. even with it you're unlikely to beat that deck ever.
One of the things I noticed on Randall Barber's deck list is now more interactive it is with other merfolk builds, with three Dismember and two Vendilion Clique. Also a full playset of gut shot in the side. Has anyone experimented with Clique and/or copter? Maybe the way forward is a deck that interacts more with our opponent, as opposed to filling the board with creatures and getting there on the aggro play.
clique and copter have both been experimented with extensively. The list Nikachu took to GP Vancouver finals in february ran 2 maindeck clique. he also won a PPTQ with 4 copters. both have a place in our toolbox but i'm not convinced clique is good in the current meta. i have tried copters several times and have yet to be impressed by them (except against decks full of sweepers). others like them though.
there's not a direct X:Y ratio for cantrips to lands. look at the extreme. a deck of 20 spells, 40 cantrips, and zero lands isn't going to work. for every land you cut you're making your cantrips worth fewer lands.
an opening hand of 3 merfolk and 4 cantrips is not the same as having 3 creatures and 2 (or even 1) lands. it's a hand with ZERO lands.
i'm sure you'll figure this out very quickly if you actually try to play this list, but 16 lands is about 3-4 too few.
played 2 friendly leagues (4-1 (punted final game) & 4-1) and 1 competitive league (5-0) with a UW build
this deck is bonkers
other cards to consider Cloudblazer Aven Wind Guide
Went to a small 30~ man PPTQ. 3-0 double draw into top 8. Lost in quarters because I drew 7 spells over 28 cards seen.
I thought the deck was fine. I lost a game to Marvel in round 3 but didn't drop a game other than that in rounds.
My quarterfinals was... bad variance. It's pretty hard to win games that go on for longer than 3 turns when you draw 3 and 4 spells in those respective games.
Hi, I have a question for you guys if you don't mind.
When do you mull for a Aether Vial?
I'll give some concrete examples, would be great to hear what some experienced players with the deck would do. Obviously, assume in all these cases you have the correct amount of land, obviously you will mull really bad hands.
1. Draw no Vials, no 1-drop creatures, but have multiple 2-drop creatures.
2. Draw no Vials, a 1-drop creature, some other creatures.
3. Draw a Vial, no 1-drop creates, some 2-drop and other creatures.
4. Draw two Vials.
5. Draw three Vials.
Also, what do you consider the best hand? I would think 1 Vial, a 1-drop creature, at least one 2-drop creature, and a 2-3 lands.
i've been playing a UB build for a few weeks. literally cannot lose to mono-red. i'm something like 16-1 vs that deck. zombies is slightly harder but i am still favored big time. the aggro matchups are the easiest.
control isn't so bad once you know how to navigate it.
GB matchup is favorable.
I feel like a slight dog to Temur Energy. Still trying to shore that one up.
Ramp decks are a bloodbath... it feels pretty hopeless...
pretty sure Merfolk will be UG
and a maindeck tidebinder, a maindeck negate, a maindeck relic, and a maindeck ghost quarter,
zero Reejereys
7 more counterspells in the sideboard including 4 unified will
pretty unconventional build, i wonder what inspired some of these choices
our elves matchup is nearly unwinnable anyway. hibernation is our only hope and not really worth it unless you have lots of elves in your meta. even with it you're unlikely to beat that deck ever.
clique and copter have both been experimented with extensively. The list Nikachu took to GP Vancouver finals in february ran 2 maindeck clique. he also won a PPTQ with 4 copters. both have a place in our toolbox but i'm not convinced clique is good in the current meta. i have tried copters several times and have yet to be impressed by them (except against decks full of sweepers). others like them though.
an opening hand of 3 merfolk and 4 cantrips is not the same as having 3 creatures and 2 (or even 1) lands. it's a hand with ZERO lands.
i'm sure you'll figure this out very quickly if you actually try to play this list, but 16 lands is about 3-4 too few.
this deck is bonkers
other cards to consider
Cloudblazer
Aven Wind Guide
Before and after Turn 5 Main Phase
is it right to play Zero Aether Hubs?
i have never once mulled to look for a vial