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Author Topic: Merfolk in Shard type 2  (Read 288 times)
Chopperdave
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« on: September 25, 2008, 02:41:06 PM »

Ive always liked the merfolk engine so here my updated list for post shards type 2.

Creatures:
4x Merrow Rejeerey
4x Stoneybrook Bannerette
4x Silvergill Adept
3x Cursecatcher
4x Chameleon Colossus
3x Stoic Angel
3x Sygg, River Guide

Spells:
4x Cryptic Command
4x Ponder
4x Bant Charm


Lands:
4x Yavimaya Coast
4x Wanderwine Hub
4x Flooded Grove
4x Seaside Citidel
2x Adarkar Wastes
2x Mystic Gate
1x Wooded Bastion
2x Island
1x Forest
« Last Edit: October 03, 2008, 11:43:26 AM by Chopperdave » Logged
Chopperdave
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« Reply #1 on: October 03, 2008, 11:46:38 AM »

So far this deck has been putting up good numbers:

8-2 against RDW
6-4 against Doran
5-5 against UWGB Control

Tonight Ill be testing my Fae, Kithkin and elves match-ups after FNM.
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GodofRoads
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« Reply #2 on: October 03, 2008, 11:57:11 AM »

If you are going to play Stoic Angel, why not put Merrow Commerce in there as well? Then you don't have to even worry about what creatures to untap. AND you can focus your Merrow Reejerey into tapping down the oppenent.
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BROKENmana
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« Reply #3 on: October 03, 2008, 02:20:26 PM »

I have to say I like this build engine your using. I might copy alittle of it, and GodofRoads nice idea. I forgot all about Merrow Commerce... headbang headbang I think this is going to be a rocking deck. but one thing I'm going to run either Crib-swap or Oblivion Ring I like a little removal.
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Chopperdave
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« Reply #4 on: October 03, 2008, 03:12:43 PM »

I think Bant is much better then both o ring and crib swap.
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BROKENmana
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« Reply #5 on: October 06, 2008, 03:34:37 PM »

Creatures:
4x Merrow Rejeerey
4x Stoneybrook Bannerette
4x Silvergill Adept
4x Chameleon Colossus
3x Stoic Angel


Spells:
4x Cryptic Command
3x Obilivon Rings
4x Crib-Swaps
2x Hindering Light



Lands:
4x Mutavualts
2x Reflecting Pools
4x Wanderwine Hub
2x Flooded Grove
4x Seaside Citidel
2x Mystic Gate
2x Wooded Bastion
3x Island
2x Forest
3x Plains

But I want 2 more Reflecting Pools I'll drop 2 Plains for them. It runs pretty good. Need lot of refinement. I'm really thinking about a tap enigine. Then it'll be a lot better.
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Hexatomb
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« Reply #6 on: October 06, 2008, 10:22:35 PM »

I was just building one of these and went to drop it here for everyone to see. Great minds....  notworthy

I completely agree with Hindering Light. It is definately one of my favorite 2 cost counter spells at the moment. Here's what I'm going to try this week at FNM:

Lands: 22
4x Seaside Citadel
4x Reflecting Pool
4x Adarkar wastes
4x Flooded Grove
4x Wanderwine Hub
2x Mutavault

Creatures: 16
4x Merrow Reejery
4x Silvergill Adept
3x Stonybrook Banneret
3x Chameleon Colossus
2x Sygg, River Guide

Spells: 22
4x Hindering Light
4x Ponder
2x Bant Charm
4x Cryptic Command
4x Oblivion Ring/Crib Swap
3x Sage's Dousing
« Last Edit: October 06, 2008, 10:51:44 PM by Hexatomb » Logged
Hexatomb
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« Reply #7 on: October 06, 2008, 11:24:41 PM »

Hmm, I think it needs more white mana sources...
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BROKENmana
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« Reply #8 on: October 07, 2008, 12:57:30 PM »

Here is what I'm running now after careful thinking and tons of play tests, and I love this deck.

Lands: 24
4x Seaside Citadel
4x Reflecting Pool
4x Mystic Gates
4x Flooded Grove
4x Wanderwine Hub
4x Mutavault

Creatures: 18
4x Merrow Reejery
4x Silvergill Adept
4x Stonybrook Banneret
4x Chameleon Colossus
2x Stoic Angel

Spells: 20
4x Hindering Light
4x Crib Swap
4x Cryptic Command
4x Oblivion Ring/ Bant Charm sideboard for this.
4x Sage's Dousing

Total cards: 62
I might cut something, and still working on sideboard. need away to deal with Stillmoon Cavalier. he's a threat to this deck. unless you have Chameleon Colossus out.


This would give you 20 ways for Blue, 16 ways for White, and 12 ways for Green. Plus your not taking any damage from lands. Then Mutavault is awsome with Stoic Angel out there, and coming on Cryptic Command tap all creatures now you got one or two creatures to thinking about instead of 4 or 5 maybe.

Personal I don't see a need for Ponder with this deck; it has a few two-fers like Hindering light,  Sage's Dousing, Cryptic Command, and Silvergill Adpt. They all give you a draw card advantage.

then you got Rejeerey witht the tap and Stoic Angel out there is nasty.

But Hexatomb I think it's awesome really close to what I run now.
« Last Edit: October 07, 2008, 01:20:34 PM by BROKENmana » Logged
Chopperdave
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« Reply #9 on: October 07, 2008, 03:58:36 PM »

Brokenmana:  I like your list, however, these are the changes I would make.

-4 O-Ring, +4 Bantcharm,  Bant charm is almost always better in my testing not to mention its instant speed which is a huge plus.  Right now planeswalkers arnt ruling so bant charm is simply more value for your card slot.

-2 Hindering light, I think this is the card you want to cut to get to 60 cards, Don't get me wrong it's a good card especially in this metagame, although, its still a limited counter spell, theres nothing worst then having 2 of these in your hand and someone drops a collosus on you.

-4 Crib Swap, +4 Condemn/Unsummon/Ponder/Cursecatcher, As of right now you have no one drops and an excessive amount of 3 drops...so I put 2 and 2 together and I got this.  Any one of the 4 cards i mentioned are really chosen depending on your local meta.  Seeing alot of mono red, Condemn is the right choice, Seeing alot of Doran/Mid-range decks I'd go with Unsummon, Fae or firespout.dec everywhere, run cursecatcher and ponder is for the people who live in an undefined meta as it helps you dig for what ever whacky crap they throw at you.

Hope this helps.
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Hexatomb
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« Reply #10 on: October 08, 2008, 02:14:10 PM »

Broken, Excellent idea. And I agree with Dave on Bnt Charm.

After some play testing I've ended up dropping Hindering Light to 2 and raising Bant Charm to 4. It's just more versatile that way. I think Ponder is necessary in my version. I've almost never used Cryptic Command for it's Draw ability and I cut Hindering down to 2. Ponder is just handy, especially turn one when you look at those top 3 and essentially stack the opening 3 turns in your favor. I've also taken out Crib Swap and made it 4 O-Rings main deck with 4 Dispeller's Capsules in the sideboard. While it may seem weak, I've noticed a sleeper to destroy other o-rings is pretty handy. :-)
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Chopperdave
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« Reply #11 on: October 20, 2008, 03:51:41 PM »

Here's the version I ran this week at FNM only losing to RDW's.

Creatures:

4x Merrow Rejeerey
4x Stoneybrook Bannerette
4x Silvergill Adept
3x Cursecatcher
4x Chameleon Colossus
2x Sygg, River Guide
2x Oona, Queen of the Fae

Spells:
4x Cryptic Command
4x Ponder
4x Bant Charm
1x Garruk Wildspeaker


Lands:
4x Yavimaya Coast
4x Wanderwine Hub
4x Flooded Grove
4x Seaside Citidel
2x Adarkar Wastes
2x Mystic Gate
1x Wooded Bastion
2x Island
1x Forest

I decided that while stoic angel is good in the elves/kithkin match up, she's poor in to many other match-ups (namely mono red) to deserve a MD slot.  Oona is a house and in this format very hard to deal with outside of counter magic.....I have yet to lose after I resolved her.  The one MD Garrak is just one of those "I Win" cards that no one expects although i think running any more then 2 really weights the deck down, right now I'll just stick with one.
 
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Chopperdave
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« Reply #12 on: October 27, 2008, 09:37:56 AM »

The kithkin match is definatly lacking...Im thinking maybe wrath in the board as well as stoic angel for that match-up.
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