Magic-League.com Forum Index Magic-League.com
Forums of Magic-League: Free Online Magic: the Gathering Play with Apprentice and Magic Workstation; casual or tournament play.
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Merfolk Synergy



 
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks
Author Message
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Tue May 06, 2008 4:03 pm    Post subject: Merfolk Synergy Reply with quote

Just made this and all the cards work very well together. I can island walk over them with lord of atlantis +aquitect's will or mill them quickly with drowner of secrets + grimoire thief or use grimoire thief + memory sluice.

Creatures
4 Lord of Atlantis
4 Merfolk Reejerey
2 Sygg River Cutthroat
4 Grimoire thief
4 Stonybrook Banneret
3 Inkfathom Infiltrator
3 Drowner of Secrets

Spells
4 Cryptic Command
4 Rune Snag
2 Merrow Commerce
2 Memory Sluice
3 Aquitect's Will

Enchantments
1 Savor the moment
1 Dire Undercurrent

19 Island

Very quick and able to keep land available for counters. I was thinking about putting in 4 Psionic Blast 4 Cursecatcher maybe Disperse or Ink Dissolver. Any suggestions on a sideboard or those cards i am considering?


Last edited by TekNique on Tue May 06, 2008 6:52 pm; edited 1 time in total
Back to top
SaTiVa



Joined: 09 Jun 2005
Posts: 196

PostPosted: Tue May 06, 2008 4:42 pm    Post subject: Reply with quote

doesnt look like your going to mill anyone id stick with aggro-cntrl merfolk
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Tue May 06, 2008 5:05 pm    Post subject: Reply with quote

The deck has the option of milling if i am facing a Reveillark deck or doran etc that relies on certain cards, it is not necessary to win.

Milling combo:
2 grimoire thieves + 1 memory sluice. Conspire the 2 grimoire thieves. thats 4+4+3+3= 14 cards milled for 1 mana easily able to do turn 4.
or
Drowner of secrets same idea for 7 cards per turn b/c of merrow commerce. Tap drowner and 2 grimoire then untap at the eot. repeat each turn.

What do you suggest in a aggro-control merfolk deck?
Back to top
cdubs



Joined: 11 Sep 2004
Posts: 30

PostPosted: Tue May 06, 2008 7:31 pm    Post subject: What about leech bonder Reply with quote

Why not use leechbonders untap ability to mill as well? You could combo with persist and also have removal by adding -1-1 counters to creatures very devistating for aggro. Also combos well with scarscale ritual giving you some card advantage and more counters to move with leechbonder. Just an idea. I think there is some combotastic stuff floating around. Just need to test it and find out.
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Tue May 06, 2008 7:38 pm    Post subject: Reply with quote

Hmmm that is a very interesting combo. Thanks for the advice I will see if I can incorporate it sucessfully. I may sideboard that combo for faerie or something of the sort but I will test it first.
Back to top
Lord_tiamat



Joined: 13 Aug 2005
Posts: 81

PostPosted: Tue May 06, 2008 8:59 pm    Post subject: Reply with quote

Why not just play regular merfolk. It seems to do just fine.
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Tue May 06, 2008 9:49 pm    Post subject: Reply with quote

Whats regular merfolk? I thought i had covered the basic merfolk and added the mill tek in it just in case. If you have a decklist of a reg. merfolk please share.
Back to top
ILikeBananas



Joined: 01 Aug 2006
Posts: 145

PostPosted: Tue May 06, 2008 9:50 pm    Post subject: Reply with quote

TekNique wrote:
The deck has the option of milling if i am facing a Reveillark deck or doran etc that relies on certain cards, it is not necessary to win.


A deck has limited space. Anything you add that doesn't contribute to winning is a liability. You should try to win through damage, OR milling, not both. The milling cards are suboptimal in an aggro deck and the aggro cards are suboptimal in a milling deck. Combining the two results in a suboptimal deck.



TekNique wrote:
Milling combo:
2 grimoire thieves + 1 memory sluice. Conspire the 2 grimoire thieves. thats 4+4+3+3= 14 cards milled for 1 mana easily able to do turn 4.


Doable turn 4 in a vacuum. In reality you probably won't draw 2 grimoire thieves + 1 memory sluice that often. Plus sometimes your thief will die. 14 cards milled isn't all that scary. It still doesn't change board position. When you are losing, this combo does nothing for you. Plus, fast aggro have removal to clear your blockers.

If it's for casual, it's all good. If it's for competitive, I strongly suggest you refocus your deck. Don't think of the best scenario. Picture the best scenarios, the worst, and the realistic. For example, merrow commerce and memory sluice are poor topdecks in an aggro position. How will you race fast aggro? They have superior threats.
Back to top
Vedrfolner



Joined: 04 Apr 2006
Posts: 1302

PostPosted: Wed May 07, 2008 1:06 am    Post subject: Reply with quote

Milling does absolutely nothing until you have milled the 60th card. The top of the deck is random, so milling doesn't disrupt an opponent's deck. It can even help him by digging, if you are unlucky.

This is why lock combos and damage is the only viable ways of winning a game. I mean, a lock combo doesn't actually win the game per se, but since the opponent cannot win, it is only a matter of time before he loses - so if this is game 1 in a tournament match, he will certainly concede once he cannot win any longer, to have enough time to win the next two.

UW Reveillark is a lock combo. When it goes off, opponent is reduced to 1 land and no permanents the rest of the game. This deck actually manages to kill next turn, but that is a nice bonus. It makes the deck better in a tournament since no time is wasted waiting for the win condition after it is clear that the opponent cannot win.

If your merfolk deck wants to win by milling the opponent 1-5 cards per turn, it will take forever - certainly not enough time in a tourney for 3 games. 2-0 is possible if the opponent agrees to play fast.
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Wed May 07, 2008 12:56 pm    Post subject: Reply with quote

okay point taken about speed and choosing one strategy over another. What are other cards to add if i make it a blue merfolk aggro? take out drowner of secrets, memory sluice,

-3 Drowner of Secrets
-2 Memory Sluice

+4 Ancestral Vision
+1 Inkfathom Infiltrator

-2 Stonybrook Banneret? for 1 dire undercurrents+ 1 savor the moment?

Maybe 4 mirrorweave? copy Lord of Atlantis or Reejerey if LoA isn't out?
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Wed May 07, 2008 9:10 pm    Post subject: Reply with quote

Final List:

3 Inkfathom Infiltrator
2 Sygg River cutthroat
4 Lord of Atlantis
4 Merrow Reejerey
4 Grimoire Thief

4 Cryptic Command
4 Rune Snag
4 Ancestral Vision
2 Acquitec's Will
2 Savor The Moment
2 Mirrorweave

2 Dire Undercurrent
2 Merrow Commerce

21 Land

SB:
4 Flashfreeze
4 Psionic Blast
4 Silvergill Adept
3 Negate
Back to top
Vedrfolner



Joined: 04 Apr 2006
Posts: 1302

PostPosted: Thu May 08, 2008 1:07 am    Post subject: Reply with quote

-2 Savor the Moment
-2 Mirrorweave

+4 Silvergill Adept

-2 Dire Undercurrent
-2 Merrow Commerce

+2 Unsummon

23 land
4 Mutavault
4 Faerie Conclave
15 Island

Sb:

3 Flashfreeze
4 Dragon's Claw
2 Unsummon
3 Sower of Temptation
3 Pithing Needle
Back to top
TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sun May 11, 2008 2:41 pm    Post subject: Reply with quote

Is Wings of Velis Vel a viable card to put on the SB against a deck such as Doran or Kithkin? It seems like it could be another outlet for evasion.
Back to top
Display posts from previous:   
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks All times are GMT - 7 Hours
Page 1 of 1

 


Powered by phpBB © 2001, 2005 phpBB Group
Magic: the Gathering Cards

All content on this page may not be reproduced without consent of Magic-League Directors.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved.


About Us | Contact Us | Privacy Policy