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  • posted a message on [Deck]Merfolk
    Once I figured out that I need to bring in flusterstorm I haven't had much trouble with Pile.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Friends don't let friends play Manaless Dredge https://www.twitch.tv/videos/187099312

    Copter is sooooo good. Winning the matchup lottery doesn't hurt either.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I think vial and copter are still too good to cut even with fewer creatures. However, I am still concerned the low creature count is hurting our aggression and also making sideboarding more difficult. It's something to keep an eye on, at least.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Been a while since my last 5-0! https://www.twitch.tv/videos/183471330

    I'm liking the 2x Chart. 4x was too many and was clogging my early game with too much durdle.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Vial's not worth returning with Ruins ever, but our other high-impact artifacts like Chalice are real options. The fundamental issue is that you're still spending 3 extra mana and a draw step on that artifact, but there's definitely times that is totally worth it. I still tend to think that our other utility land options are better but there's always value in trying any card out and seeing how it actually performs in practice.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I've slowly been working on this. It's still quite incomplete, but it should still be more useful than the utterly outdated old primers.

    lazygenius22: Your mana is very fragile. With only 9 basic islands, you now have to care about wasteland and especially blood moon.. as well as *your own* back to basics. I personally consider 11 the bare minimum. Oboro is really cool in modern, but in legacy it's too much of a liability.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Against Elves you also want Cage to stuff GSZ and NO. Phantasmal Images get popped way too easily when they're not TNNs so side them out. I have won a couple of times by copying a craterhoof(muahahaha), but that is not exactly what you would call a reasonable game plan.

    Bring in Venser against Lands if you have him. You want all the ways to bounce marit lage you can get your hands on.

    Against Delver you also want Jitte and Echoing Truth. Jitte can be a little slow but it's still really good.

    Don't bring in needle against UW control. There's nothing in UW control we really need to needle so badly that it's worth the risk of it getting stuffed by our own chalices (Jace is not really an issue unless you're already very losing). Bring in dismember for mentor, you can't let them untap with that if you can so help it. Jitte is also good for making every dude into a major threat and thus not have to overcommit to the board.

    Do bring in needle against Reanimator (always name griselbrand). Flusterstorm is also good.

    D&T is rough. Dismember is the best card in the matchup and Truth is really good too. 99% of the time, name sword of fire and ice with needle. It's tempting to name Mom or Jitte or whatever else is on board, but that's usually actually wrong. Null rod used to be great since it took out all their equipment and vial at the same time, but nowadays with no tops floating around it's not as good.

    Bring in back to basics against Eldrazi. It's a little slow for handling the initial onslaught, but it still does a lot of good work by hampering their follow-ups. Eldrazi players tend to take it with TKS over pretty much anything else, so it can help kind of protect your actually more critical TNN or phantasmal image.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    The problem with Crypt is that you still need to actually get to a main phase in order to deploy it. Might as well deploy the card with more raw power instead. For turn0 the best option is Surgical.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    In addition, the need to babysit relic with 1 open mana is an issue. BR reanimator forces gravehate nowadays to be active ASAP. We're in a world where the giant sledgehammer that is RIP is too slow.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    One of those 7-0's was John Kassari AKA ehhh, he got a feature match. Despite how this looked, the matchup is really a lot more even.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    I'm pretty worried about Gemstone being Legendary. The first copy is pretty much free (besides the "is it really better than island/wasteland/whatever?"), but the copies after have real deckbuilding costs to them. Joe in his Reanimator deck tech talked about how playing 4 gemstone forces 3 lands in the sideboard, which is a limitation I'd rather not have to work around.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Gemstone Caverns: It's a very experimental card, so I'm not totally sure it's even good, but initial results look positive. Why is it helpful? Consider the makeup of our deck vs. most of the decks in the format. We're pretty much mono-2-drops, while everybody else is reliant on 1-drops. This of course allows us to leverage Chalice to punish the meta, but since we don't use Sol lands, we're stuck playing a turn behind on the play.. and *2 turns* behind on the draw. This 2-turn disadvantage is of course alleviated if we're lucky enough to actually open with one of our 1-drops on the draw, but even better is if we can steal back the play. You can kind of think of it as an extra 1-drop in the situation you need a 1-drop the most, but we get to spend a "free" land slot instead of a more valuable nonland slot.

    I'm still playing 11 basic islands like I have for a long time now, the mana is still overall quite resilient to wasteland and blood moon, but wasteland does matter a tad bit more now. The biggest issue is that we'd never willingly play a nonbasic as our first land drop because of wasteland, but as Joe Lossett describes, even in that situation the end result is that both us and our opponent is down a card, but we're on the play instead of them, which is still a pretty good situation for us as long as we've still got enough land in hand to function. It's only a really big problem if we're very land light and only have one other land in hand. The power of being on the play is likely worth that risk, though.

    Tidal Warrior: It's always been somewhat a meta call for nonblue decks that happens to be just useful enough in blue matchups and from a curve perspective to be worth maindecking, but this top-less meta has gotten way way more blue now, so the power of Tidal has gone down significantly. Copter has replaced those slots by both being overall more powerful and by having less polarized utility. That is, copter is not quite as good as Tidal vs. nonblue, but it's much much much better than Tidal vs. blue. I did try Tidal a bit in the top-less meta myself however most of my current feel for the meta and how effective Tidal is currently comes from being in Ehhh's peanut gallery all last week.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Copter is DOING WORK and getting me a 5-0: https://www.twitch.tv/videos/149954310

    Yeah, I don't think having Tidal or not really effects whether 2 or 3 copter are better. We have just so many dudes that crewing it isn't usually much of a problem.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    It's something I've said before, but with only 2 wastelands "mana denial" is a wrong mindset to have. They exist as surgical answers to problem utility lands and absolutely should not be fired off just because you can. I've tapped wastelands for mana quite a lot.

    I played stifle as a fun-of in my pre-chalice days and it did many good things for me. I don't like it with chalice, which of course doesn't apply if uh, you don't have chalices.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Pretty much the moment I make this post I'm heading out of town (going to RPGLB and couching for the YsCelceta run on Tuesday) and won't have internet access for a week, so I won't be able to make any more posts during that time.


    no more Phantasmal Image that more often than not disappointed me with no interesting targets or too many of them in hand.

    This is a sign you haven't played with Phantasmal Image enough. It is the card with by far the highest ceiling, and the floor is not nearly as low as you believe it is. I *rarely* get stuck with Phantasmal uselessly in my hand. You often need to think a little sideways to really exploit the true power of the card.

    8 "free" counters: Daze makes me feel more confortable and secure, turn 1 Island Aether Vial GO or simply Island GO is a strong start; with this smooth list and its interactivity, Daze never resulted in a dead card

    This sounds like you play with bad opponents that don't know how to play around Daze, that would be the most reasonable explanation for why you feel that Daze is never a dead card. Daze is especially bad in the current meta with so many Deathrite Shamans running around. Island-GO with daze is a miserable opening, as when you actually use that Daze you pretty much straight up timewalk yourself. You will more than likely lose that game due to the tempo loss. The right number of Daze you should run is just barely enough to make your opponent start respecting it. Why? let's consider the 4 main situations w.r.t. Daze:
    1. Opponent does not play around Daze, you don't have Daze => +0 (Neutral)
    2. Opponent does not play around Daze, you have the Daze => +3 (Major advantage)
    3. Opponent plays around Daze, you don't have Daze => +1 (Minor advantage)
    4. Opponent plays around Daze, you have the Daze => -2 (Moderate disadvantage)
    The goal is to maximize situations 2 and 3 and minimize situation 4. The way to do that is to create uncertainty in the opponent whether or not they should play around Daze or not. Playing all 4 daze is a double-whammy in this regard. By doing so, you make it optimal for the opponent to always play around the Daze and you'll draw Daze more often, which maximizes situation 4 two different ways. Playing no dazes makes it optimal for the opponent to never play around Daze, which while not actively bad for us isn't an optimal strategy. Playing 1-2 dazes is enough to make the opponent have to respect Daze, but not too much. By forcing the opponent to make a decision every turn (rather than just once at the beginning of the match) whether to play around Daze or not, you create the most openings for situations 2 and 3.
    Posted in: Aggro & Tempo
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