Merfolks

by daboonzter on 14 July 2013

Main Deck (60 cards)

Sideboard (4 cards)

Creatures (4)

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Deck Tags

  • Merfolk
  • Blue
  • Mono
  • Budget
  • Cheap
  • Island
  • Islandwalk

Deck at a Glance

Social Stats

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This deck has been viewed 849 times.

Mana Curve

Mana Symbol Occurrence

848008

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Merfolks

Cold-Eyed selkie is better than scroll thief at the same cmc
I also suggest Sygg, River Guide. He's almost a must for any merfolk deck.
Wanderwine Hub makes it VERY easy to splash him aswell!
I've made several comments on multiple merfolk decks before, it gets repetative to constantly re-tell them every time I see a new one, so if you'd like more advice, you could probably look at my profile and other merfolk decks that I've commented on.
In terms of number of bannerets that you're using, I'd probably advice to drop one of them. You only really need one or two on the field, having 3 of them would make them consistent enough to get that while not giving you three in a short amount of time. Ofcourse, having four of them could be justified if you decide to run the Lullmage Mentor with Summon the School and go for a complete lockdown deck.
I'd drop the Enclave Elites, they simply do not fit into merfolk tribal decks. There's way better choices. If you're running Wanderwine Prophets, you might as well run the Stonybrook Schoolmasterrs too.
Freed from the Real is an odd pick here, this is where I'd most likely see the Merrow Reejerey (for obvious reasons) but it just doesn't seem to fit into this deck. If this was a mill deck (which this clearly isn't) it would be justified and rather obvious, but it is not. I'd suggest you get rid of that and put something else in.
I'd probably drop a couple of Merrow Commerces, they're nice to have, but they have the same problem as the bannerets, you only need so many of them. In this deck, you only need one and you can search for it with the Merrow Harbinger, so there's really no point in running more than one or two in the deck (run one if the enemy doesn't have any way of getting rid of enchantments, run 2 if they do have).
Other than this, the deck looks interesting. I don't see Shapesharer and Cackling Counterpart being played in merfolk decks all that much, they're pretty awesome in a lot of them, too, sadly merfolk decks can only have so many different cards as there are a lot of merfolks that are too good not to have in a deck, so a lot of the times they just get left out.
Liking the deck ;)

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Posted 14 July 2013 at 23:45

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Thank you very much for the input, i actually do hardly anything with blue and this is my first attempt, at first i did have white in there and a lot of cards you suggested but i was overwhelmed with blue and decided to take it out. I will completely agree with your intellectual opinion on it, especially because it sounds like you know what you're doing much more. Keep an eye out for any changes, I'd love more intake on it, mainly because im tired of my goddamn goblins, and wanna try a less douchy fast paced deck, and merfolks seem very subtle in control, which for my side is interesting! Thanks again!!

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Posted 17 July 2013 at 20:01

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I'm also debating on adding Seahunter to my deck, for four mana, i could add a human that is a 2/2, and for 3 mana could add ANY merfolk to my deck. However, the downsides is that he is not benefited by any of my merfolks abilities or spells, is four mana and an additional 3 just to add a card that Merrow Harbinger could grab for me if it was that big of an issue. Again, this is another thing i would like your input on due to the fact that you are more experienced with merfolks.

Another question, or option i should ask, is if i should bring more counter spells, seems fit for merfolks, i went more for a swarm/islandwalk kind of feel, so i could peck off damage thats unblockable, seems like im leaving space open for attacks, i plan to make this deck in real life but before i spend money i want to know if it would benefit me to have more counter spells, maybe cancel or 2 mana counters such as mana leak.

Also, is there any other white merfolk cards that may be beneficial, i do enjoy the white aspect, white has a lot of control, but i hate being a blue deck with white splashed in it. I'd prefer more blue than white for merfolks (Just like most people) but i'd like to have a few more white cards, i see a few cards i could take out anyways.

Thanks Again!

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Posted 17 July 2013 at 20:28

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Seahunter could definetly work out, it's an expensive tutor, but since merfolk decks usually run a lot of counterspells and control cards, getting him out on the field is not that big of a problem. I personally like merrow harbinger (and that's due to me running venser, he can combo with a lot of different cards to draw more cards and the merrow harbinger with him is completely sick!)

In my opinion, you don't really need to pack your deck with a ton of counterspells if you don't want to. Currently, I play with 4 mana leaks and 2 Azorius Charms. Due to all the card draw you have i nthe deck and the number of cantrips, you get to them fairly easily. I've seen a lot of merfolk decks this past year and am very happy about it. One thing though that people realise is the fact that mono blue merfolk lacks strenght in different areas depending on how you like to play them. White and black is the most common colors to find solutions and cards to cover up those weaknesses (though I have seen red and green being splashed before, it personally interests me).

One card that I think is missing a bit is the Silvergill Adept. It's basically a merfolk that makes you lose no card advantage. A cantrip creature basically. If it dies, it's never the end of the world, because it replaced itself with another card anyways. Even though some players tend to try and keep them alive at first, they really are only ther to block incoming attacks and trade a basically free card for something that the opponent spent a card on.

Now, there's a couple of ways you ccould build a merfolk deck, at first glance, it looks like you have the lockdown build (the one where you use your lullmage mentors ability to negate anything and everything your enemy tries to do as soon as you get 7 merfolk cards in play). But since you say you want a more swarm heavy approach, it could turn into a very interesting sort of hybrid. Liking the idea...

If you want to be able to play more cards in a single turn, I'd highly suggest switching out the sovereign for Merrow Reejerey. They have the same cmc and power bonus. The difference is that the reejerey gives more board control and can untap lands whenever you play a merfolk to effectively reduce the cost of all your merfolks by 1. (which is pretty much the same power as the bannerets, only a bit better).



Now, to answer your actual question (sorry for not getting to the point earlier)
Mana leak is a good card. Nothing bad about it, however, merfolk decks doesn't seem to benefit from them later on, which is the point in which people play big spells to try and turn the board position to their favor. Basically, after using them in my merfolk deck for about a year or so, they seem to be a little bit of a gamble. because if the enemy doesn't do anything big, you're not going to be too worried. Since I've played with my friends for so long, I know when they want to play a big spell with their deck and when they don't want to, so it's a bit easier for me to guess.
Run cancel if you're not that good at telling when your enemy is going to play something big that you want countered or if your deck just doesn't seem to want to play counterspells early on.
Run mana leaks if you're sure you want to at some point between turn 2-5 counter an important spell. Is what I would say. Azorius charms are also very useful, in terms of card advantage and board position, they're incredibly powerful. the power of giving your opponent an essentially dead draw next turn as well as turning the tides in battle is powerful.

You could also use Rune Snag instead of mana leaks (which I am thinking of doing personally). They're not so strong early on, but once you've used a single one, the remaining ones will be a lot more powerful. In merfolk decks with a lot of cantrips, you're sure to stumble upon at least two in a normal match.

In terms of merfolks, white doesn't really have a whole lot going on. Most good merfolk cards are hidden in blue, occasionally you'll find some that could work in different colors, but a lot of them are situational and completely dependant on how you build your deck. In this case, Sygg (being aone of the more god-like merfolk creatures) and Stonybrook Schoolmaster works because you've gone for the more token heavy build. In terms of other control cards, you open up a sea of choices.

On a last note, I would probably take out one or two Bannerets unless you're planning on running Summon the School, the simple reason being that you can get to them easily with all that card draw. And if you do keep them in and add Summon the School, having 4 of them would only increase the rate at which you can spwan merfolk tokens.

I hope you don't die in the amount of time it would probably take to read all of this (sorry!) and I also hope that you'll enjoy the world of the Merfolk deck :)

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Posted 17 July 2013 at 22:43

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Thank you so much! I'm not even close to dieing, i absolutly love constructive criticism, it is very much appreciated!

From the looks of it, the fact that i can bring tribal sorcery back and forth, and keep untapping merfolks at the end seems like Summon the School would be a fantastic benefit!

As for counter spells, i suppose if im getting merfolks out that quickly, by the time they have enough mana to summon anything dire to counter, i should have a lullmage ready to tap it anyways, plus, essentialy i can block anything by simply using Sygg's abilility to gain protection from whatever the creature is, just in case they do get something out!

Plus, this is just a basic template for my deck, im sure i will take creatures back and forth, in and out just to try out, as of right now, being well adjusted to my mono red goblin deck, im looking too fast pace. However, this lockdown idea is EXTREMELY interesting to me, i highly enjoy control, especially making my friends frustrated because there is literally nothing to do. Im like the asshole magic player (if you couldn't tell by the fact that i have mono red goblins) who always has the most obnoxious techniques! I pride myself in that :)

Again, thank you very much, not very many questions, this time, i think im going to get ready to put money into this deck and watch it unfold! Thank you again, so much for your help!

Cheers!

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Posted 18 July 2013 at 18:02

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However, after changes, to keep my deck content with 60 cards (mostly because its a pet peeve of mine) I removed the two cackling counterparts. It seemed interesting, yet if I were to draw it, its not going to be a huge game changer, it'd add a nice twist to my deck but i think i could be just as okay without it!

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Posted 18 July 2013 at 18:11

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No problem, hope you'll enjoy the deck :)

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Posted 18 July 2013 at 19:32

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I've got the deck up and running and damn its working very well!!!!! However, i added reliquary tower, i tend to be sacrificing too many of my cards ;]

Very successful! Thanks for your help man!

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Posted 26 July 2013 at 03:03

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Glad to hear it! No problem man :)

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Posted 26 July 2013 at 15:42

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