Community

 
Jump Menu:
Post Reply
Page 116 of 120  •  Prev 1 ... 114 115 116 117 118 ... 120 Next
5 years ago  ::  Jun 23, 2008 - 6:56PM #1151
pelicansky
Date Joined: Oct 25, 2006
Posts: 280

rearly wrote:

No I was not referring to you. Your comments and points are invariably intended to help. My plea is for a new updated thread that does not cover the same old arguments and takes into account the current competitive metagame as well as new ideas. We now have people championing Inkfathom Infiltrator that received a less than attractive dd rating and Judge of Currents was not even included on the initial list!

i came away from a NQ yesterday scratching my head as to why i had a 2-4 record. my losses were against:
[LIST=1]

  • / Elves (with Gaddock Teeg and Garruk Wildspeaker ). 2nd game when GT came down he stopped me in my tracks and prevented my Teferi's Moat and Cryptic Command . :surrender
  • / Faerie (prowl variant). basic idea to drop Bitterblossom and then counter while building up tokens to hit and prowl out Notorious Throng for massed flying damage. :raincloud
  • R/D/L i screwed up when able to deal lethal damage that would have won me game 3.
  • Korlash, Heir to Blackblade (removal variant). concentrated on removal spells and only ran Korlash, Oona, Queen of the Fae and Bitterblossom s. mainly aims at keeping board clear until able to get Korlash out to batter.
    taking away my poor game play against RDL i felt that a lack of drawing counters, (surprising since i run 4 x Cryptic Command , 4 x Sage's Dousing and 3 x Rune Snag MD plus 4 x Flashfreeze and another 1 x Rune Snag SB) led to no consistency in game play and stopped my game development. so i started to think if Merfolk / needs a better idea of what is and is not a mulligan condition... i normally look for 3/4 land and at least 2 other playable cards preferably a counterspell or 1 drop Cursecatcher WDUT???


  • Well, first off i feel that elves are one of merfolks hardest match ups. One card that will ruin their day is Mirrorweave . Mirrorweave is the perfect card to use against an elf deck. If your not sure why, let me know and i'll explain what happend when i used it against an elf deck and left my opponent jaw dropped.

    Your running too many counter cards and that will lead to slower play like a control deck. Merfolks are an aggro deck and you want to be able to win fast and punch hard. Usually i run 4 sages dousing, 4[c]cryptic commands and depending on who im playing ill sideboard more. oblivion ring is a great card to use. Once you consider cursecatcher and if you run Venser, Shaper Savant you have a good 16 counter cards in the deck.

    If you look at my list, i made some comments on certain :x:cards. judge of currents and mirrorweave being some of them. If you can post your deck..

    Quick Reply
    Cancel
    5 years ago  ::  Jun 23, 2008 - 7:02PM #1152
    pelicansky
    Date Joined: Oct 25, 2006
    Posts: 280

    deanzig wrote:

    hello,
    testing this build out.

    Merfolk Aggro

    11 x *Island
    4 x *Adarkar Wastes
    4 x *Wanderwine Hub
    4 x *Mutavault
    23 x Land
    4 x *Lord of Atlantis
    4 x *Silvergill Adept
    4 x *Merrow Reejerey
    3 x *Stonybrook Banneret
    3 x *Sygg, River Guide
    18 x Creatures
    3 x *Ancestral Vision
    4 x *Aquatect's Will
    4 x *Psionic Blast
    4 x *Sage's Dousing
    4 x *Cryptic Command
    19 x Other Spells



    This is my first merfolk aggro deck, but I have a millfolk deck and a faerie deck. so i have most of these cards, except the wastes, lord of atlantis and psionic.

    i don't know if i want to run ponder or vision.
    wouldn't mind some room for rune snag and cursecatcher either.

    comment please.


    Consider using ponder or ancestral vision . You need more cards that will allow you to draw the cards you need. I can't tell you how many times i needed land and ponder helped me or how many times i need aquitects will and visions got that for me. Also, consider sower of temptation and Mirrorweave . As per my opinion and some will disagree until they try it judge of currents is a great card to run. Other than that give it a go and tell me how it works out.

    Quick Reply
    Cancel
    5 years ago  ::  Jun 23, 2008 - 11:59PM #1153
    Kevin_Nash
    Date Joined: May 23, 2001
    Posts: 224

    Godgfr wrote:

    So now guys take your own decisions about if AWill should stay or not in merfolks...for me it worked really well


    It looks like it only helped you in your final match.

    Your matchup results were a little weird. I'd expect a win against Mono Black and a loss against RDW although managing to win game 1 against RDW is pretty fortunate since you stacked your SB correctly.

    Losing against BG Elves is pretty normal although you aren't using Reveillark which probably hurt you in that matchup and the Damnation Matchup, it really would have helped you in both of those matches.

    Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 12:05AM #1154
    Kevin_Nash
    Date Joined: May 23, 2001
    Posts: 224

    deanzig wrote:

    hello,
    testing this build out.

    Merfolk Aggro

    11 x *Island
    4 x *Adarkar Wastes
    4 x *Wanderwine Hub
    4 x *Mutavault
    23 x Land
    4 x *Lord of Atlantis
    4 x *Silvergill Adept
    4 x *Merrow Reejerey
    3 x *Stonybrook Banneret
    3 x *Sygg, River Guide
    18 x Creatures
    3 x *Ancestral Vision
    4 x *Aquatect's Will
    4 x *Psionic Blast
    4 x *Sage's Dousing
    4 x *Cryptic Command
    19 x Other Spells


    This is my first merfolk aggro deck, but I have a millfolk deck and a faerie deck. so i have most of these cards, except the wastes, lord of atlantis and psionic.



    i don't know if i want to run ponder or vision.
    wouldn't mind some room for rune snag and cursecatcher either.

    comment please.


    -1 Aquitect's Will, -1 Psionic Blast, -1 Ancestral Vision, -1 Sage's Dousing

    +4 Cursecatcher.

    Most people run the 4 Cryptic/3 Dousing configuration and that's adequate. Most builds don't run Rune Snag so I wouldn't bother with it. I find it unnecessary especially with Flashfreeze in the board.

    I'm not a big fan of psi blast but since you're doing a hyper aggressive low cost build and you bothered listing it I say try running 3.

    Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 5:24AM #1155
    rearly
    Date Joined: May 10, 2008
    Posts: 39

    pelicansky wrote:

    If you can post your deck..


    as requested my decklist from NQ Lords of the Fish Age

    CREATURES
    4 x *Lord of Atlantis
    4 x *Merrow Reejerey
    4 x *Silvergill Adept
    4 x *Stonybrook Banneret
    4 x *Cursecatcher
    2 x *Sygg, River Guide
    SPELLS
    4 x *Cryptic Command
    4 x *Sage's Dousing
    3 x *Rune Snag
    2 x *Mirrorweave
    2 x *Aquitect's Will
    LAND
    4 x *Mutavault
    4 x *Wanderwine Hub
    3 x *Mystic Gate
    3 x *Adarkar Wastes
    9 x *Snow-Covered Island

    Sideboard

    4 x *Burrenton Forge-Tender
    4 x *Flashfreeze
    4 x *Oblivion Ring
    2 x *Teferi's Moat
    1 x *Rune Snag as you can see i was running Mirrorweave , a great card that, at the same time, becomes useless when Gaddock Teeg is in play.

    pelicansky wrote:

    Your running too many counter cards and that will lead to slower play like a control deck. Merfolks are an aggro deck and you want to be able to win fast and punch hard.


    interesting POV, i consider Merfolk a control /aggro deck that you "draw - go" till you can start to play out you chain, normally at 4 mana, while holding a counter, eg. Stonybrook Banneret with Rune Snag in hand. this is because individual merfolk are weenie.
    i have found when i do aggro out that the merfolk get picked off quickly and i cannot counter. you are indicating that i am playing the deck all wrong, hmmm. my individual match results:[LIST=1]

  • / Elves 0-2
  • / Faerie 1-2
  • R/D/L 1-2
  • Korlash, Heir to Blackblade 2-0
    match 2 and 3 i won the first game.
    of the current MD cards Cursecatcher is fast becoming redundant because the mana acceleration or smooth mana flow i always seem to come up against removes it as a threat too soon and so it is always sideboarded out first. i think may replace with Ponder or Ancestral Recall . also remodelling the SB again.
    Sideboard

    3 x *Wispmare
    3 x *Pollen Lullaby
    3 x *Burrenton Forge-Tender
    3 x *Flashfreeze
    3 x *Oblivion Ring
  • Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 1:08PM #1156
    steveosuave
    Date Joined: Jan 2, 2007
    Posts: 109
    Well, the orb told me that there will only be 9 merfolk cards in eventide to help us out.

    let's hope that they are capable of helping us out a bit more
    Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 1:44PM #1157
    TreeTops
    Date Joined: Jan 21, 2008
    Posts: 182
    The decks pretty good as it is. Unless there is random tribal instant stuff, I don't think anything will be better than cursecatcher was for us. I hope the other decks don't get a huge advantage, especially elves.
    Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 5:38PM #1158
    steveosuave
    Date Joined: Jan 2, 2007
    Posts: 109

    TreeTops wrote:

    The decks pretty good as it is. Unless there is random tribal instant stuff, I don't think anything will be better than cursecatcher was for us. I hope the other decks don't get a huge advantage, especially elves.


    kithkin are getting 16 cards to work with.

    we're gunna see r/w and w/b...which means they're gunna get:

    destroy cards
    haste abilities
    double strike
    fear
    deathtouch

    off the top of my head...they may become something we'll have future trouble with.

    Quick Reply
    Cancel
    5 years ago  ::  Jun 24, 2008 - 11:38PM #1159
    TreeTops
    Date Joined: Jan 21, 2008
    Posts: 182
    Well they're not for sure going to get them. Also, they might not be viable cards.
    Quick Reply
    Cancel
    5 years ago  ::  Jun 25, 2008 - 7:03AM #1160
    Xana
    Date Joined: Mar 19, 2008
    Posts: 202

    interesting POV, i consider Merfolk a control /aggro deck that you "draw - go" till you can start to play out you chain, normally at 4 mana, while holding a counter, eg. Stonybrook Banneret with Rune Snag in hand. this is because individual merfolk are weenie.
    i have found when i do aggro out that the merfolk get picked off quickly and i cannot counter. you are indicating that i am playing the deck all wrong, hmmm. my individual match results:


    I generally play out my guys the first few turns so I can get some early damage in and counter spells starting turns 3 & 4.

    Quick Reply
    Cancel
    Page 116 of 120  •  Prev 1 ... 114 115 116 117 118 ... 120 Next
    Jump Menu:
     
      Viewing this thread :: 0 registered and 1 guest
      No registered users viewing