My Merfolk deck

by Melon57 on 04 July 2013

Main Deck (61 cards)

Sideboard (1 card)

Artifacts (1)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

653006

Card Legality

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

Deck discussion for My Merfolk deck

Oh man... There's multiple things that I would do differently with this deck... This is probably going to end up in a wall of text, so sorry in advance :S

Sygg, River Guide is a must for any white-blue merfolk deck. There's just no questioning there, he protects your dudes so they can't be removed from play. As long as you keep 2 mana up, the enemy won't be able to do much of anything against you! Especially against control decks which uses mass removal and point removal. It can also make them psuedo unblockable or be used as a combat trick to make the merfolk unkillable in combat, dodge enchantments like pacifism, spells like Shock, etc, etc. So many usses to him, and he's still a 2/2 for 2 with island walk built in, three's just nothing to hate about him.

Switch your Scroll thieves out for Cold-Eyed Selkie, they're simply better. Merfolk decks doesn't use that much of any other colored mana than blue either way, they just splash a bit of one or more colors.

Spreading Seas is extremely good in this deck as you won't have a whole lot of ways of tapping your schoolmasters for the extra merfolk. I would replace your Halimar Wavewatches with that (they're weird to have in a merfolk deck anyways). In addition to that, there's always the "Aquitects Will or Spreading Seas" war going on between merfolk decks. You could run both in this deck completely fine, the difference is that spreading seas can be removed easier but in exchange it turns the land into a perma island (removing whatever it was or had before). Aside from that, no, aquitects will will probably not be played turn one, it's probably going to be played turn 3 along with spreading seas so you can get the extra card draw. (the reason you play spreading seas turn 3 is because then any multicolored deck will have different kind of lands, so you can use it on the land they have the least of. Causing mana problems for that player)

Seahunter is amazing (though I could not find any, but I got my hands on a Venser the Sojourner, so I can easily play with the Merrow Harbinger, they're pretty good, not better or worse than seahunter as they can be flickered with vensers ability.)

Merrow Commerce is kind of an oddball... You only have use for a single one of them and the uses aren't many in this deck. I assume you want to play a merfolk lockdown deck with the mentor so you can counter all spells your opponent is trying to use, but you don't need Merrow Commerce for that. Merfolk lockdown is meant to be a slower control deck, so I would just take them out for more counterspells to get to the point where Lullmage Mentor reaches the complete lockdown mode faster.

Aside from this, I think everything else looks good.

EDIT: Consider Merrow Reejerey! He's close to being a must have for merfolk decks aswell, the reasoning being that he can untap your lands as you play merfolk spells but also because of the board control! You could play an aquitect's will to tap your enemy lands so they can't use something like cancel or other things!

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Posted 04 July 2013 at 16:09

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I didn't add Cold-Eyed Selkie cuz I don't have any and didn't want to pay the money but it is a damn good card.

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Posted 04 July 2013 at 16:38

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Not really going for control just a little bit 2 get by stuff to stop killing of my creatures. I didn't know of that one guy that gives protection thanks for that one :).

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Posted 04 July 2013 at 16:39

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Ah, Wanderwine Prophets is a nice card, for the slower kind of control merfolk decks it can work as a finisher. It + Schoolmaster + any way of making both unblockable gives you infinite turns :)

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Posted 04 July 2013 at 17:09

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For me, this deck isn't considered.
1st - you have 61 cards, you must discard one of them.
Why you have so many coping cards? Maybe for Wanderwine Prophets? Wrong. There are many better options for combo with him
Having 1 card of 1 type card is bad idea. You have low chance to draw it.

Check my Merfolk deck. It's considered, have many so good combos and powerful.
http://www.mtgvault.com/wojtux/decks/humans-are-odd/

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Posted 06 July 2013 at 13:30

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what you're stating here is wrong. The reasoning being that he uses Seahunter. He even has 4 of them to maximize his chances of getting certain cards. What he esspentially has is 5 different cards that can get his prophets out on the field. That is a fair deal, given that he has a lot more utility for it than that.

Also, a card more than 60 does not mean the deck is unplayable. There's such a small difference between playing 60 card deck and 61 that there's no real need to discard a card. Going past 62 will be a little too much though.

Thank you for posing your own merfolk deck, I quite enjoy looking through what some players come up with as I am a fan of the merfolk tribe myself and has played and seen soon to be almsot every strategy that can be (not counting small variances in card amount of course)

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Posted 07 July 2013 at 10:06

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Well said sir. Also any of the ones that give merfolk +1/+1 is another good choice to copy or Lullmage Mentor to make way more counters. I like the idea of having a finisher card so that is why I put the copy twist in the deck.

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Posted 07 July 2013 at 21:58

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