Goblin / Merfolk Alliance

by moosemoose on 16 November 2017

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Instants (8)

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Deck Description

The Merfolk / Goblin war is over. They have formed an alliance. Fun little deck to play.

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0258280

Card Legality

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

Deck discussion for Goblin / Merfolk Alliance

The idea is based on Arcane Adaptation ok but not thought to the end. Your real value starts when you have Arcane Adaptation on the board because you shuffle to very strong tribals into one deck and maybe have a synergy lock (Merrow Reejerey on the table but only goblin spells in hand, Goblin Guide on the table together with Lord of Atlantis and so on ...), this wont work very well against the one or the other tribe.

Aether Vial should be a 3 drop at least because it is too important to run.

Cryptic Command is a mana heavy semi useless spell that should be replaced for Mana Leak or something similar. When you have to play it on turn 4+ you should have already have win the game or be at least on the go to do so. Remand could also be a possible option.

When playing a tribal fusion deck gobiln/merfolk why not add some Razorfin Hunter? It is both at the same time without cheating a second creature type on it

1
Posted 17 November 2017 at 08:25

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I've been playing a lot lately and winning some without Adaptation. It's just an added bonus. I do agree on Cryptic Command (also don't want to buy 4 of them.

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Posted 18 November 2017 at 01:35

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I like balance and this is for fun anyway. Want to keep it modern, just for the hell of it or else I'd put in Razorfin. Left Reejery for synergy with Krenko. It already played well, I'll give this a whirl. Thanks!

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Posted 18 November 2017 at 01:41

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