Ride the Wave

by Leo06 on 22 January 2011

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I'm new to Magic and only have a small collection of cards. I put together this deck with some powerful trading to make it what it is. It started out as just a merfolk islandwalk deck, but with the spreading seas turning my opponent's lands into islands, I saw a bit of control there. So I added the counters and narolepsy.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,336 times.

Mana Curve

Mana Symbol Occurrence

058000

Card Legality

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

Deck discussion for Ride the Wave

This is pretty good. Go ahead and check out my blue control at

http://mtgvault.com/ViewDeck.aspx?DeckID=134927

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Posted 22 January 2011 at 06:51

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Thanks. Will do.

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Posted 22 January 2011 at 07:07

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Leo,

So I was playing in FMN the other day against a Big Jace deck. I never realized how underrated Spreading Seas were until that match. Besides the fact you were looking for a card like that for the Islandwalk anyway, the free drawing is awesome.

One thing I'm looking at is Narcolepsy. It's the only tap mechanic you have agains your opponent. While it can do some good, it seems out of place.

Your deck's control seems to be counters, I'd almost think switching those Narcolepsy for Mana Leak should work. Besides, if you're going for islandwalk dominance, who cares about tapping an opponent's creatures? Focus on keeping your islandwalk mechanics protected.

Tribal decks are lots of fun. Merfolk ones seem very under-utlilized.

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Posted 22 January 2011 at 12:26

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I definately see your point. The purpose od the narc's was to stop flying creatures. A lot of my buddies play flaying creatures, typically angels and demons. I know because of the high cost they are few and far between. The thing is a can counter them I know. But I hit situations where I would have to tap all my mana to summon and wouldn't have to mana for the counters. So therefore I put in the narc for a next turn show stopper. It has helped me in quite a few games.

I do confess that I have had the narcs in there before I added the lullmage mentor, so they may be less needed now. But they purpose as of right now is just a fail-safe incase something gets by my counters.

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Posted 24 January 2011 at 02:55

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Ok, I can see that then. Lots of times there are inclusions that are specific in your current playgroup/meta/whatever, that wouldn't be in general. I can see why you'd use them then.

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Posted 24 January 2011 at 12:09

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oh and yes I love the spreading seas early game. I have slowed down my buddies deck serveral times because he needed 2 swamps and I kept turning his secound swamp into an island. lol

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Posted 24 January 2011 at 02:59

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oh and yes I love the spreading seas early game. I have slowed down my buddies deck serveral times because he needed 2 swamps and I kept turning his secound swamp into an island. lol

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Posted 24 January 2011 at 03:16

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oops, double post.

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Posted 24 January 2011 at 03:16

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Hey, i am also running a Merfolk tribal deck. Mine is a blue/white standard one though, and with that a reliance upon the leveler merfolk. I like how you are going for the islandwalking, but I think a splash of white in here might be great considering you get the journey to nowhere, or the white merfolks from the morningtide and lorwyn if you're going the nonstandard way. either way, i like the deck, let me know what you think of mine here: http://mtgvault.com/ViewDeck.aspx?DeckID=138601

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Posted 26 January 2011 at 17:27

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