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  • posted a message on Merfolk
    Echoing Truth, counterspells,high lands count, never siding out Vial. On the other hand, siding out all of Master of Waves.
    These are important for your creatures to keep attacking. It's also good to think your lords of kind of pump spells. Even one creature being able to keep attacking is good!
    To make the room for additional lands etc, you can cut removals (Prison deck often is control-lock.So removals are suck) and Harbinger. Please pay attention to Wrath also.

    Copying activated Mutavault with Phantasmal image makes another vault not activated. This is tiny tech, but it's possible anyway.
    This is all I can tell. Good luck Smile
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Thank you for your comment. Ok then, I will try Dismember MD for a while!
    And I guess one of our possible win paterns is their not having explosive hand and lands. I'll aim at the point!

    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I'm also working on Post-PTOGW List.
    How about a list like this?

    If Dismember isn't good in MD, I will replace them with 1 Reejerey and 1 Harbinger.
    Dispel is for Kiki Chord, Grishoalbrand(Goryo and Breach). Against other decks, it's also good tempo card.
    I don't know how mana denial works against Eldrazis, but for the time being, this is my plan.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    I've started using Phimage and this is
    so helpful. Thanks a lot!
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    19 lands with 2 Ghost Quaters? What a list! Can you get enough blue mana for your counter spells or Vapor Snag?
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Oops! I'm sorry for my poor English! And thanks!
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Quote from Emracool »
    Conducting a survey:

    What drew you to playing merfolk and why?

    I had started using on Feb,2015. The reason was simple. It was relatively cheap deck then. In addition, there weren't any player using it around me. Doing something different from them seemed interesting to me.
    The more I use Merfolk deck, the more reluctant I become to use other modern decks. Merfolk is such an addictive and powerful deck!

    Quote from Emracool »
    Good responses! Keep them up lol.

    New question: What are the chances to you guys that we get some new fish toys to work with?

    I think it's difficult because we already have enough good merfolks now.
    The things will change, if we get a merfolk that needs us to change the way we build our deck like, well……, True-Name Nemesis Smile
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Quote from Prosim »
    Hello people, this is Prosim, aka WillyBlake.

    I first had the chance to play a "remotely merfolk build" back in 2003. Actually, it was one of the first decks I ever played. It was basically a collectible-deck from the 2001 worlds that a friend had lent me. The deck played around Opposition + Static Orb. Back then, most of the merfolks were fairly poor lol. I recall the deck had "merfolk of the pearl trident" and other mediocrities.

    It was not until Lorwyn's early 2008 Standard format that I built a great UW merfolk deck (thanks to all additions that came with this new block) After, I took a hiatus from magic for several years.


    Earlier this year, around March or April I had returned to MODO and was looking to make a not so expensive modern deck to begin with. I'm certainly grateful as I used old primer and the basis given by Nikachu to construct the deck. It won me a couple of nice tournaments irls, as also perform decently in numerous daily events on modo.
    Again, I took a rest from magic whole summer, until very recently. Now to my great surprise I've found the deck has improved further with Harbinger of the Tides.

    Just completed a league, 4-1. Lost that match due to trusting my luck too much in game 3 of the last match. Was playing goblins, and drew an initial hand with 3 harbingers, one tidebnder, 2 lords, and one island. Was on the draw and though I could perhaps draw that needed land or a vial, I didn't in whole game needless to say the results.

    I would like to discuss with you all people whatever doubts you have about the deck. I can humbly suggest some tips, or of course you can to me as well.
    I have seen that many decklists are currently running nil vapor snags. Based on my experience today, I believe that quite ironically taking the snags out deterioate our game against control. Not so many people seem to realize how useful it can be to bounce a silvergil adept to your own hand when the opponent is low in lifepoints and casts supreme verdict.


    Catching a glimpse of your name, I mistook as a old poet.

    Vaper Snag is now underused, but it's not because people don't know such interaction of bouncing silvergil or blablabla. It's the road already taken.
    Other spells like Spell Pierce, Harbinger may be considered as well suited for the meta. It's enough possible still now that someone main decking Snag for some reason.
    Posted in: Aggro & Tempo
  • posted a message on Merfolk
    Thank you for the new thread!!!

    By the way, I think ("firmly believe") that main deck Spell Skite is too much (in other words, too weak). Is your meta filled with Twin or Infect? Otherwise, Kira is better for protection from spot removal.

    Jund is NOT our very favorable match up like RG Tron, but enough winable.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    This is the very starting point of building Merfolk deck that new primer should have.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Ah, that makes sense. 1 land hand certainly takes place often. Thanks.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    By the way, Does anyone have a thought on Vancouver Mulligan? I haven't tested it with Merfolk yet, so I'd like to hear your thought. Does it change the line of Keep or Mulligan, sideboard plan, or something?
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    I've also used the 19 lands version, and it really works well! Also 1 Relic in the main . I want to use 2, but lack of space.
    After all, vial and such cantrips give us enough consistency, I guess.
    The 20 may be good to use 4 MoW in the main. But, if you use Tec Edge in your side, you can switch 19 lands to 20-23,or 24, anyway.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    Quote from biotitan66 »
    Guys what is your thoughts for Cosi's Trickster over the Cursecatcher? I am thinking of Cosi's Trickster simply cause its so much cheaper than Cursecatcher.


    I have a thought for Cursecather 'over' Cosi's Trickster, but don't have reverse one.
    But, yeah, it's cheaper, anyway Smile
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Merfolk (3/2012 - 11/2015)
    That's perfect answer.Nothing to add.
    Posted in: Modern Archives - Proven
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