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5 years ago ::
Jun 23, 2008 - 6:56PM
#1151
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Date Joined:
Oct 25, 2006
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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..
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5 years ago ::
Jun 23, 2008 - 7:02PM
#1152
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Date Joined:
Oct 25, 2006
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5 years ago ::
Jun 23, 2008 - 11:59PM
#1153
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Date Joined:
May 23, 2001
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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.
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5 years ago ::
Jun 24, 2008 - 12:05AM
#1154
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Date Joined:
May 23, 2001
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5 years ago ::
Jun 24, 2008 - 5:24AM
#1155
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Date Joined:
May 10, 2008
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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.
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
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5 years ago ::
Jun 24, 2008 - 1:08PM
#1156
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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
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5 years ago ::
Jun 24, 2008 - 1:44PM
#1157
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Date Joined:
Jan 21, 2008
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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.
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5 years ago ::
Jun 24, 2008 - 5:38PM
#1158
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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.
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5 years ago ::
Jun 24, 2008 - 11:38PM
#1159
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Date Joined:
Jan 21, 2008
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Well they're not for sure going to get them. Also, they might not be viable cards.
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5 years ago ::
Jun 25, 2008 - 7:03AM
#1160
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Date Joined:
Mar 19, 2008
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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.
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