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    extended merfolk

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    adamt

    Posts : 89
    Join date : 2010-02-10
    Location : bostonia

    extended merfolk

    Post  adamt on Thu Mar 11, 2010 11:03 am

    This just won a PTQ in Pittsburgh:

    3 Hallowed Fountain
    8 Island
    4 Mutavault
    4 Scalding Tarn
    4 Wanderwine Hub
    23 lands


    4 Cryptic Command
    4 Cursecatcher
    4 Lord of Atlantis
    2 Merfolk Sovereign
    4 Merrow Reejerey
    4 Silvergill Adept
    4 Wake Thrasher
    26 creatures

    4 Mana Leak
    4 Path to Exile
    3 Umezawa's Jitte
    11 other spells

    Sideboard
    4 Ethersworn Canonist
    1 Journey to Nowhere
    4 Meddling Mage
    4 Temporal Isolation
    2 Threads of Disloyalty

    http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/sanjuan10ptq/0306pittsburgh

    I'm building it to test out... all i need are a 4th cryptic and 4 wake thrashers/3 hallowed fountains.. anyone have any spares i could borrow at some point?


    Last edited by adamt on Thu Mar 11, 2010 1:31 pm; edited 1 time in total
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    Chris

    Posts : 75
    Join date : 2010-02-09
    Location : Somerville

    Re: extended merfolk

    Post  Chris on Thu Mar 11, 2010 11:37 am

    Its been showing up online too, aside from being less expected it just doesn't seem as good as Fae to me. Its less agressive than zoo and not as controlling as Fae.
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    jdoucette24

    Posts : 161
    Join date : 2010-02-09
    Age : 34
    Location : Brighton

    Re: extended merfolk

    Post  jdoucette24 on Thu Mar 11, 2010 11:38 am

    but hasnt that always been the deal with merfolk? its just counter slivers like chingsung pointed out in another thread
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    adamt

    Posts : 89
    Join date : 2010-02-10
    Location : bostonia

    Re: extended merfolk

    Post  adamt on Thu Mar 11, 2010 1:31 pm

    i agree its much like counterslivers... but

    -there are 10 dif crusade creatures
    -the tap ability of certain merfolks
    -the card draw of certain merfolks
    -islandwalk
    - 4 cryptics
    - 4 paths
    -ISLANDWALK

    i think you may be forgetting how many decks are running some form of Islands in extended...
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    JohnJackson

    Posts : 21
    Join date : 2010-02-23

    Re: extended merfolk

    Post  JohnJackson on Thu Mar 11, 2010 1:48 pm

    On the face of it, I think this deck is definitely 1-2 Sygg, River Guides short of where it should be. I think the merfolk sovereigns should probably be our island-walking, protection-giving friend. Also, the scalding tarn slot should be split into tarns & misty rainforests. Thada Adel out of the board seems super sick in any matchup where the thing that matters is winning the Jitte fight. It might also be relevant against thopter/sword, but I doubt that you can steal swords fast enough to keep them from getting there.

    I'm not a big fan of the deck, but this build of it seems sub-optimal and was still able to rack up enough W's.
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    jdoucette24

    Posts : 161
    Join date : 2010-02-09
    Age : 34
    Location : Brighton

    Re: extended merfolk

    Post  jdoucette24 on Sun Mar 21, 2010 11:28 pm

    noah put this deck together and played cosi's trickster as a more aggressive 1 drop. its probably at least a 2/2 for 1 and can get to 3/3 with a lord and even more fetching. the deck looks fun and playing 10 lords is great. not to mention cryptic can flat out win games by itself.

    I also think the 4th hallowed fountain should be in there instead of a basic island. its just better

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    Re: extended merfolk

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