My Miraculous Merfolk

by Konfused_Kat on 11 September 2010

Main Deck (60 cards)

Sideboard (10 cards)

Sorceries (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is the Merfolk deck I've recently built, and while it's a very fun deck to use.. I feel it could be better while still retaining it's "fun" qualities. So please comment and tell me what you think, and how to make it better.

This deck is not meant to be in standard, and is just for fun casual play.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here's a little explaination on a few things this deck can do, if allowed.

This deck is designed for larger group games, it starts out very slow. This is intentional. This keeps me under the radar, and out of the minds of everyone are all ftrying to drop for field presence. Its very hard to get a bad openning hand, as all hands will run slow.

If you can, on turn 3 I'll try to drop one or two Stonybrook Bannerets. 2 is of course ideal. Turn 4 is when you drop Marrow Reejerey if you have it, if not I will drop whatever merfolk Lord is in my hand, or perhaps Seahunter. The goal at this point is to drop as many Marrow Reejereys as fast as possible, which is usually all 4 of them within the next 2 turns, and whatever Merfolk I can in the downtime, keep in mind that Reejerey can tap and untap permanents. By the time all 4 Reejereys are on the board, it is likely that I have at least 3 other Lords (either Atlantis or Sovereign) and maybe either a Cold-Eyed Selkie or a Wakethrasher.

If it is Wake Thrasher I will tap down as many permanents as I can. Lands, activate tap abilities, maybe attack for minor damage on a few people. The following turn is when I use Seahunter to drop Deepchannel Mentor, from there I swing with an extremely beefy Wake Thrasher among other buffed fatties. This will usually end a couple people right there.

This can be further coupled with Cold-Eyed Selkie, which will also be swinging for decent chunks of damage, allowing for massive amounts of draw power, which when combined with those earlier Reejereys, allows me to mass summon all the merfolk I draw on the same turn in the second main phase. At that point I just systematically destroy all opposing forces like they're nothing (all my things are unblockable remember).

Another fun trick I can pull with Reejerey is when I use it along side Seahunter, Sovereign, and Wanderwine Prophets. Sovereign taps to make the Prophets unblockable, and Seahunter continuously summons Merfolk for me to sacrifice for the Prophets. Its very simple, and do get this capability quite often. I just don't always take advatage of it, for the sake of a fun game for everyone.

So there you have it, the not-so-secret secrets of this deck! It is very simple, based on simplistic tapping and untapping combos to both give me some major advantages. Albiet its far from a perfect deck, the main weakness being its weakness to any kind of removal, although around here the most casual of games rely very little on removal. Sometimes dropping the occasional Wrath of God, but its not too hard for it to bounce back if the boardwipe is early enough.

That said, this is the most fun deck I own! Everything about it just makes me smile, including its glaring weakness. It continues to catch people off gaurd and wins a lot of casual group games.

Deck Tags

  • Creature-Based

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,625 times.

Mana Curve

Mana Symbol Occurrence

056006

Card Legality

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

Deck discussion for My Miraculous Merfolk

I like the looks of this, it seems pretty solid. I'd consider pulling more for the Lullmage Mentor counter combo. With Merrow Commerce and him in play, you should be looking good. For that I'd throw in more counter spells, Cancel, Deprive, etc.
The creatures I'd personally look for replacements for are the Thief, Commando and Laquatus. Probably just go cheaper or sub in the counters for them.

0
Posted 11 September 2010 at 23:54

Permalink

No Merfolk Spy?

0
Posted 15 June 2011 at 17:40

Permalink

No need. Have you seen how this deck works? It starts a little slow, but quickly becomes quite fearsome. :3 Meow~!

0
Posted 15 June 2011 at 23:30

Permalink

Yeah, makes sense since you have a bunch of cards that give everything else +1/+1

0
Posted 16 June 2011 at 11:21

Permalink

The killer is a surprise 20/20 (or much higher depending how late game, and how much I'm holding back my attacks) unblockable Wake Thrasher unblockable. :P Few people see it coming, but with all the tapping and untapping I can pull of with Reejerey, he becomes a very lethal very fast, on top of that, few people expect how many turns this deck can pull in a row when I combine Wanderwine Prophets with Seahunter.

This all goes along with Cold-Eyed Selkie, which with the damage out put she can pull allows me to draw and play a ton of new merfolk, usually on the mainphase directly after.

On top of that, this deck can run all this on 5 lands max. I consider this deck the epitome of surprise swarming style game play. :3

0
Posted 22 June 2011 at 17:32

Permalink