Merfolk - Under the Sea

by DoideR on 07 December 2012

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (8)

Artifacts (3)


Land (4)

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

Merfolk deck I've been testing out. Adding sideboard cards when I get them. Feedback would be appreciated.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

16
Likes

This deck has been viewed 3,423 times.

Mana Curve

Mana Symbol Occurrence

060000

Card Legality

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

Deck discussion for Merfolk - Under the Sea

You don't want to run Talrand? He's a boss man!

0
Posted 08 December 2012 at 00:13

Permalink

To be honest I haven't given him a try in this deck. He's definitely useful, maybe I'll take a Kira out and put him in to give it a go. Thanks for the suggestion.

1
Posted 08 December 2012 at 01:51

Permalink

Aether vial is a nice one. As well as daze and spell pierce. Personally, i ended up replacing my sovereigns with cursecatchers, and i run a few silvergill adepts. Although they get pricey, mutavaults and force of wills can make this deck truly competitive.

1
Posted 08 December 2012 at 12:41

Permalink

I have an AEther Vial on order, it's going in when it arrives. I do like the cursecatchers, but it's hard to decide who to take out for them. As for mutavault, I can only dream about owning those. I'll add them for inspiration though. Thanks for all the suggestions.

0
Posted 08 December 2012 at 13:46

Permalink

Personally, i ended up taking out my Sovereigns for cursecatchers. Just having such a high level of counters gives you the control merfolk need to stick around. I think youd really like Daze and spell pierce as well, maybe instead of mana leak. Then theres force of will of course :P

0
Posted 10 December 2012 at 00:21

Permalink

You're definitely right, after going a few games tonight with this deck it would help alot to have the curaecatchers. I think I might give daze a go too.

0
Posted 10 December 2012 at 00:39

Permalink

Silvergill adepts ended up replacing my stonybrook bannaretts too just because once you have vials in here, you wont need your fish to cost less. Just keep in mind that Vial doesnt trigger merrow reejery.

0
Posted 10 December 2012 at 00:23

Permalink

whactha think? http://www.mtgvault.com/ViewDeck.aspx?DeckID=412260

0
Posted 10 December 2012 at 00:36

Permalink

Ya I do like the way your deck works, a bit different of an approach than mine but kinda the same results.

0
Posted 10 December 2012 at 12:02

Permalink

The only big difference is i run more counterspells, and some extra control through wastelands, just to keep the opponent down. If you stick with all islands, youd love throwing in back to basics i bet. Completely locks out anyone running nonbasic lands :P Great Sideboard card

0
Posted 10 December 2012 at 23:09

Permalink

Ya I may I have to find a spot for it. lol

Cheaper than adding mutavaults. :)

0
Posted 11 December 2012 at 03:32

Permalink

Added the dazes and aether vial I just got. Looking a little better.

0
Posted 11 December 2012 at 13:38

Permalink

I would drop commander and add sygg river cutthroat
I did a merfolk in my early days here ;P

I didnt put lord of atlantis cause I think he is the same card as pearl trident,so I dont like it this way...
Take a look
http://www.mtgvault.com/ViewDeck.aspx?DeckID=401260

0
Posted 11 December 2012 at 18:06

Permalink

Ya it's kinda annoying having to level the commanders, especially when you have a counterspell in your hand and your opponent is wondering why you aren't leveling up. Kind of a bad tell. But they do have alot of redeeming qualities.

Been trying to squeeze in a merrow commerce, I'll see what I can do.

Off to check out your deck. :)

0
Posted 11 December 2012 at 18:40

Permalink

Ya it's kinda annoying having to level the commanders, especially when you have a counterspell in your hand and your opponent is wondering why you aren't leveling up. Kind of a bad tell. But they do have alot of redeeming qualities.

Been trying to squeeze in a merrow commerce, I'll see what I can do.

Off to check out your deck. :)

0
Posted 11 December 2012 at 19:14

Permalink

While it's true you have to level commanders, they end up huge and help with synergy because, fortunately, they buff everyone else. not to mention the fact they have flying. Having lords and masters in here will almost guarantee your guys will be huge, and if you cant get islandwalk through then the masters have the flying to come in overhead and destroy shit. Its nice to have mana open for a counterspell, but thats why i personally run dazes, as well as 4 cursecatchers. Cursecatchers are GREAT in this decklist because they let you tap out, but still possibly have the option of a counterspell, same with daze.

0
Posted 11 December 2012 at 22:33

Permalink

Personally, i ended up taking out all my merrow commerce's and all my bannerets. They just werent winning me games. Once i got aether vials in, i didnt need the bannerets anymore. Same with merfolk sovereigns. Theres a card, Tidal Warrior, that turns a land into an island until end of turn, which works in more than one way. You can force your opponent out of a really good nonbasic land on their turn, and then make all your creatures unblockable on yours. That way if you run lords AND masters, chances are you will have any army at some point that is unblockable. AEther vials help keep your mana open for leveling commanders, and for counterspells, while you put creatures into play for free.

0
Posted 11 December 2012 at 22:37

Permalink

Ya extra control with the cursecatchers is great. It's hard to part with boosters but it's worth it. Back to the drawing board.

0
Posted 12 December 2012 at 21:54

Permalink

Mursh has deleted this comment.

Posted 13 December 2012 at 05:34

Permalink

You are well on your way to having a fierce Merfolk deck. Especially after you get your sideboard put in, which I am assuming is your wishlist. Try out a few Mishra's Factory in place of mutavault for a cheap substitute for the time being, a colorless creature can be surprisingly useful.

Here is my current build I am playing and it has been running like a well oiled machine.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=320093

I rarely bother with sideboarding because it has so many answers right in the deck.

This dismembers are painful but are very needed, I suggest trying them out.
Umezawa's Jitte just straight up wins games and keeps other creatures in check and the board clear for attack.
Standstill is so good with Æther Vial on the table because you can keep vialing creatures out for free without triggering it, which forces your opponent to let you refill your hand.
Phantasmal Image are awesome because they can be anything you need it to be and it can be vialed out easily. Its a great answer for any legendary creatures your opponent may play and he can instantly be another lord if you need some extra damage. There is a few show and tell decks in my meta and phantasmal image is a great answer to emurkal.

Merfolk has draw, counter and fast aggro which makes it one of my favorite decks to play against any kind of deck. Good luck with your deck!

0
Posted 13 December 2012 at 05:39

Permalink

Hello and thanks for all the suggestions.

Sorry it took so long to reply, I was on a trip.

I will try out some of the things you pointed out and get back to you. I like phantasmal image, I only have one right now but it's a great way to bring out more of the same creatures like you said.

Off to experiment!

0
Posted 23 December 2012 at 17:07

Permalink

I love this deck man. Reminds me of one of my friend's decks that I always had a hard time with.

0
Posted 24 December 2012 at 00:21

Permalink

Standstill pairs well with aether vial

0
Posted 06 June 2013 at 05:25

Permalink