Merfolk... v2

by ZombieFanboy on 21 October 2009

Main Deck (60 cards)

Sideboard (8 cards)

Creatures (8)

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, without milling...

Merfolk Sovereign / Wanderwine Prophets or Whispersilk Cloak: Win the game!
Stonybrook Angler / Fallowsage: Draw cards
Seahunter: to find merfolk and put them into play

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 1,811 times.

Mana Curve

Mana Symbol Occurrence

052000

Card Legality

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

Deck discussion for Merfolk... v2

I really like that you're trying to make a mono blue Merfolk deck, but basing it off of Wanderwine prophets you might want to consider making it Blue and White. White merfolk offer a lot of great things like Harpoon Snipers to prevent anything from attacking you, Summon the School to make tons of tokens since you can return it to your hand from the graveyard by tapping 4 merfolk, Judge of Currents so every time you tap a Merfolk you gain life, and Stonybrook Schoolmaster so that every time you tap him you get another token.

There's a lot of token power in the white half of Merfolk, and Tokens are key fodder for the Wanderwine Engine.

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Posted 21 October 2009 at 03:01

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If you take a look through some of my other decks, you will note that I try to build decks without using the sames cards that are traditionally seen in every single deck of that type... example: 'Zombie Master' in a zombie deck etc...

Please check out the new version of this deck...
http://www.mtgvault.com/ViewDeck.aspx?DeckID=31195

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Posted 21 October 2009 at 03:03

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oops... pasted comment into wrong deck!!! idiot!

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Posted 21 October 2009 at 03:04

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i woukld make it totally different

seahunter isn't needed cause it is too slow

cursecatcher, lord of atlantis, and sygg river guide are really THE cards

look at my version of the deck it's a white/blue deck of merfloks

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Posted 21 October 2009 at 07:39

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'Cursecatcher' is a counter spell... 'lord of atlantic' gives all merfolk +1/+1 and the 'river guide' give a merfolk protection from a single colour... who does any of these cards help me draw cards and therefore make my deck quicker?

My deck is about getting the two card that will win me the game... Merfolk Sovereign / Wanderwine Prophets or Whispersilk Cloak the quicker they come out, the quicker i win the game.

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Posted 21 October 2009 at 08:54

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Never EVER remove Seahunter. I used my Merfolk (blue and white - it's the only way to win) against two counterspell decks and a red aggro deck last Friday, and Seahunter is the only reason I won. Think about it... Unless they can counter an ability, you get just the Merfolk you need for 3 mana (usually less than the actual casting cost). Anyone who hates on Seahunter is an idiot. (Basically, ignore thealextheory)

For Drawing cards, I use Islandwalk and Coastal Piracy. Can't beat it. I would also recommend Sygg, River Cutthroat or Cold-Eyed Selkie.

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Posted 21 October 2009 at 12:42

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Merrow Reerjay is also a good idea.

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Posted 21 October 2009 at 12:43

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Lord of atlantis is a biggy.

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Posted 26 October 2009 at 13:26

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getting the main two card combo out... win the game... too many merfolk decks with the same old cards... it's too easy to stick 'Lord of Atlantis' in a merfolk desk, or a 'Zombie Master' in a zombie deck! Trying to be a little more creative here, or maybe just less predictable?

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Posted 26 October 2009 at 17:34

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