Turn 1: Vial
Turn 2: Hold up counterspells, play Spreading Seas, etc. (Vial in Cursecatcher at opponent's end of turn)
Turn 3: Still hold up counterspells, play topdecked Spreading Seas, etc. (Vial in 2-drop at opponent's end of turn, in middle of combat, or if I need a counterspell and I can Vial in Silvergill Adept)
I'd rather hold up counterspells on Turn 3 than play Merrow Reejerey and risk a blowout.
Reejerey becomes twice as good with non-Vial draws.
i think replacing Merrow Reejerey with the Master of the pearl trident is correct. it further lowers the mana cost. ..more island walk. and your vials are less awkward. i find his other ability not to be too great. situational but the replacing definitively rewards more
Turn 1: Vial
Turn 2: Hold up counterspells, play Spreading Seas, etc. (Vial in Cursecatcher at opponent's end of turn)
Turn 3: Still hold up counterspells, play topdecked Spreading Seas, etc. (Vial in 2-drop at opponent's end of turn, in middle of combat, or if I need a counterspell and I can Vial in Silvergill Adept)
I'd rather hold up counterspells on Turn 3 than play Merrow Reejerey and risk a blowout.
Reejerey becomes twice as good with non-Vial draws.
It's not a blowout at all though. Best case for them is they trade one for one with the reejerey, and land a 2 drop.
What do you guys think of Cavern of Souls? I'm just now getting into the format, so I don't know much about it, but it seems like you'd want one or two just in case you don't hit your vial. Would Shadow of Doubt be good enough in side with Mono U? I haven't seen much talk of it except in decks that splash black, but its hybrid, so shouldn't it be considered anyways? Where would Cosi's Trickster and Kira, the Great Glass-Spinner fit in? I like them both but Kira seems more sideboard oriented and I'd rather play vial or cursecatcher turn one unless I know the opponents deck, like pod.
Like I said previously, I'm relatively new to the format, and am looking for info / advice since my favorite aspect of magic has always been tribal decks.
Cavern really weakens the deck, If you feel a meta is Counter-Heavy,
Look towards a build running 3 Mutavaults and 1 Cavern. Also, look at what stages of mana, you need Multiple U.
I used to run it with 4 Mutavaults, ...and It did make the difference in a number of games, I can't recall if It ever punished me. Though out of sheer logic I dont want to run 5 Lands I cant use to make U its risky. You can't exactly figure out by testing, as you might never even hit the land.
Funny thing is, If I am ManaFlooded, and Im against RDW. I usually Call Antelope on Magic online. Gets a few chuckles.
Cavern really weakens the deck, If you feel a meta is Counter-Heavy,
Look towards a build running 3 Mutavaults and 1 Cavern. Also, look at what stages of mana, you need Multiple U.
I used to run it with 4 Mutavaults, ...and It did make the difference in a number of games, I can't recall if It ever punished me. Though out of sheer logic I dont want to run 5 Lands I cant use to make U its risky. You can't exactly figure out by testing, as you might never even hit the land.
Funny thing is, If I am ManaFlooded, and Im against RDW. I usually Call Antelope on Magic online. Gets a few chuckles.
Most of the double blue I see in these decks can be produced by Cavern of Souls. The only start that I see as a problem is having your first couple of lands being Mutavault or Cavern of Souls for your non-creature spells which upping it to 8 (or anything over 4) cards may be a problem.
You can cast everything in the deck if you have 1x island, 1x cavern, and 1x mutavault. What I'm saying is that cavern doesn't weaken the deck too much; you only need one island to cast any one non-creature spell that this deck runs.
Legacy fish, for reference, plays 4x mutavault and 4x wasteland.
All that said, I'd probably prefer ghost quarter/tectonic edge over cavern of souls; tron seems more problematic than counterspells, especially when we have vial.
You can cast everything in the deck if you have 1x island, 1x cavern, and 1x mutavault. What I'm saying is that cavern doesn't weaken the deck too much; you only need one island to cast any one non-creature spell that this deck runs.
Legacy fish, for reference, plays 4x mutavault and 4x wasteland.
All that said, I'd probably prefer ghost quarter/tectonic edge over cavern of souls; tron seems more problematic than counterspells, especially when we have vial.
I agree, and coupled with Spreading Seas the deck can disrupt the mana-base further.
You can cast everything in the deck if you have 1x island, 1x cavern, and 1x mutavault. What I'm saying is that cavern doesn't weaken the deck too much; you only need one island to cast any one non-creature spell that this deck runs.
Legacy fish, for reference, plays 4x mutavault and 4x wasteland.
All that said, I'd probably prefer ghost quarter/tectonic edge over cavern of souls; tron seems more problematic than counterspells, especially when we have vial.
I've been discussing this deck with my friends ever since we saw Master revealed as our probable deck for GP Columbus. I think we're on 4 Mutavault, 2 Cavern and 2 LD Lands which when added to Spreading Seas should be good.
after some testing, Sejeri Merfolk are ridiculous, but up the cost of the entire deck to be able to use them as you need 7-8 fetches + 1-2 Hallowed fountain for one creature.
However, that first strike lifelink beatstick is the nuts. I'm gonna try using a few cold Eyed Selkies, this deck needs more card raw
You can cast everything in the deck if you have 1x island, 1x cavern, and 1x mutavault. What I'm saying is that cavern doesn't weaken the deck too much; you only need one island to cast any one non-creature spell that this deck runs.
Legacy fish, for reference, plays 4x mutavault and 4x wasteland.
All that said, I'd probably prefer ghost quarter/tectonic edge over cavern of souls; tron seems more problematic than counterspells, especially when we have vial.
Yes but Legacy Fish is very dependent upon Vial, Force of Will and or Daze(Mana-less Counter Magic). They can play games with out Color, Ive seem some Mulligan just for Vial.
Yes but Legacy Fish is very dependent upon Vial, Force of Will and or Daze(Mana-less Counter Magic). They can play games with out Color, Ive seem some Mulligan just for Vial.
Its for this reason I think fish wants a singleton Pact of Negation, one of fish's important reasons it so great in legacy is it runs 7-8 manaless counterspells. Opponents are more willing to overextend when we're tapped out. dropping a counterspell when their pants are down seems really good.
Its for this reason I think fish wants a singleton Pact of Negation, one of fish's important reasons it so great in legacy is it runs 7-8 manaless counterspells. Opponents are more willing to overextend when we're tapped out. dropping a counterspell when their pants are down seems really good.
The only question with pact of negations is how are you going to for the cost? Is almost impossible to have 5 mana. And the only way you win is attacking.
Its for this reason I think fish wants a singleton Pact of Negation, one of fish's important reasons it so great in legacy is it runs 7-8 manaless counterspells. Opponents are more willing to overextend when we're tapped out. dropping a counterspell when their pants are down seems really good.
Five Mana is way too much. Pact of negation is pretty bad in Merfolk for Modern. You basically loose the game next turn.
Fair enough. From play testing Im finding the deck is having a biggest issue of just peetering out before it can get just enough board presence. Im thinking we either need to mainboard the spreading seas for sure, making our clock much much tighter since our creatures are now unblockable, or we need a good tempo engine to keep our presence up.
For sure this deck needs at least 3 Remands, possibly 4. I think outside of Spell Pierce though we really dont want to bother with other counters, maybe a few spell snares. If we dont have the necessary 2+ lord on board we just start losing, hard and fast. Ergo we need the early 2 lords asap. So Im thinking Reejery should sit at 2 tops, maybe 3. If only we had some good permanent to untap that could draw cards...
You definitely want 4 Reejery. Reejery wins games. He can function as mana acceleration (untapping lands or Vial) and helps with the tempo-aspect of attacking since it'll tap down your opponent's creatures as well. Oh yeah, and he can give your creatures vigilance by untapping them.
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You like Super Smash Bros.? Melee or Brawl? Check this out! http://projectm.dantarion.com/
It's an updated version of Brawl into an epic, new game.
You definitely want 4 Reejery. Reejery wins games. He can function as mana acceleration (untapping lands or Vial) and helps with the tempo-aspect of attacking since it'll tap down your opponent's creatures as well. Oh yeah, and he can give your creatures vigilance by untapping them.
The problem with Reejurey is you won't be casting very many Merfolk spells. You want to be Vialing them in and using your mana for other spells.
Think about this. To get one uptap of a Vial you need three Merfolk. One to tap the Vial, one to untap the Vial (by casting it with Reejurey is play and then another to Vial in again.
Personally I think I'm going with 4 Image instead.
The problem with Reejurey is you won't be casting very many Merfolk spells. You want to be Vialing them in and using your mana for other spells.
Think about this. To get one uptap of a Vial you need three Merfolk. One to tap the Vial, one to untap the Vial (by casting it with Reejurey is play and then another to Vial in again.
Personally I think I'm going with 4 Image instead.
In a format with quite a bit of targeted removal, I just plain old don't like Image right now. Feel free to play him, but I think you'll be putting it in your graveyard a hell of a lot.
In a format with quite a bit of targeted removal, I just plain old don't like Image right now. Feel free to play him, but I think you'll be putting it in your graveyard a hell of a lot.
Pretty much everything that kills image will kill any of your merfolk anyways, so it's not much of a downside.
Imagine this creature:
1U: 2/2 Merfolk Illusion
Other merfolk you control get +1/+1
whenever is the target of spell ability, sacrifice it
^I would run x3-4 of this guy in merfolk.
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i think replacing Merrow Reejerey with the Master of the pearl trident is correct. it further lowers the mana cost. ..more island walk. and your vials are less awkward. i find his other ability not to be too great. situational but the replacing definitively rewards more
It's not a blowout at all though. Best case for them is they trade one for one with the reejerey, and land a 2 drop.
4 Master of the Pearl Trident
4 Lord of Atlantis
4 Merrow Reejerey
4 Cursecatcher
4 Silvergill Adept
2 Phantasmal Image
2 Dismember
4 Mana Leak
2 Vapor Snag
2 Cryptic Command
16 Island
4 Mutavault
2 Threads of Disloyalty
3 Grafdigger's Cage
3 Spreading Seas
4 Spell Pierce
3 Hurkyl's Recall
Thanks Hero's of the Plane
Modern
-------------
xRxAffinityxRx
4 Silvergill Adept
4 Coralhelm Commander
4 Master of the Pearl Trident
4 Lord of Atlantis
3 Phantasmal Image
4 Aether Vial
4 Mana Leak
2 Dismember
2 Vapor Snag
3 Spell Pierce
2 Spreading Seas
4 Mutavault
2 Threads of Disloyalty
3 Relic of Progenitus
2 Negate
2 Torpor Orb
3 Shadow of Doubt
3 Hurkyl's Recall
Like I said previously, I'm relatively new to the format, and am looking for info / advice since my favorite aspect of magic has always been tribal decks.
RGBWHumanimatorWBGR
Modern:
BWGProject MeliraGWB
Commander:
UBWNo-Creature MeriekeWBU
RGUlasht's BrigadeGR
Cavern really weakens the deck, If you feel a meta is Counter-Heavy,
Look towards a build running 3 Mutavaults and 1 Cavern. Also, look at what stages of mana, you need Multiple U.
I used to run it with 4 Mutavaults, ...and It did make the difference in a number of games, I can't recall if It ever punished me. Though out of sheer logic I dont want to run 5 Lands I cant use to make U its risky. You can't exactly figure out by testing, as you might never even hit the land.
Funny thing is, If I am ManaFlooded, and Im against RDW. I usually Call Antelope on Magic online. Gets a few chuckles.
Most of the double blue I see in these decks can be produced by Cavern of Souls. The only start that I see as a problem is having your first couple of lands being Mutavault or Cavern of Souls for your non-creature spells which upping it to 8 (or anything over 4) cards may be a problem.
Legacy fish, for reference, plays 4x mutavault and 4x wasteland.
All that said, I'd probably prefer ghost quarter/tectonic edge over cavern of souls; tron seems more problematic than counterspells, especially when we have vial.
I agree, and coupled with Spreading Seas the deck can disrupt the mana-base further.
I've been discussing this deck with my friends ever since we saw Master revealed as our probable deck for GP Columbus. I think we're on 4 Mutavault, 2 Cavern and 2 LD Lands which when added to Spreading Seas should be good.
However, that first strike lifelink beatstick is the nuts. I'm gonna try using a few cold Eyed Selkies, this deck needs more card raw
Yes but Legacy Fish is very dependent upon Vial, Force of Will and or Daze(Mana-less Counter Magic). They can play games with out Color, Ive seem some Mulligan just for Vial.
Its for this reason I think fish wants a singleton Pact of Negation, one of fish's important reasons it so great in legacy is it runs 7-8 manaless counterspells. Opponents are more willing to overextend when we're tapped out. dropping a counterspell when their pants are down seems really good.
The only question with pact of negations is how are you going to for the cost? Is almost impossible to have 5 mana. And the only way you win is attacking.
Five Mana is way too much. Pact of negation is pretty bad in Merfolk for Modern. You basically loose the game next turn.
Everything you said is logical and I agree with Dont worry
Fair enough. From play testing Im finding the deck is having a biggest issue of just peetering out before it can get just enough board presence. Im thinking we either need to mainboard the spreading seas for sure, making our clock much much tighter since our creatures are now unblockable, or we need a good tempo engine to keep our presence up.
For sure this deck needs at least 3 Remands, possibly 4. I think outside of Spell Pierce though we really dont want to bother with other counters, maybe a few spell snares. If we dont have the necessary 2+ lord on board we just start losing, hard and fast. Ergo we need the early 2 lords asap. So Im thinking Reejery should sit at 2 tops, maybe 3. If only we had some good permanent to untap that could draw cards...
It's an updated version of Brawl into an epic, new game.
The problem with Reejurey is you won't be casting very many Merfolk spells. You want to be Vialing them in and using your mana for other spells.
Think about this. To get one uptap of a Vial you need three Merfolk. One to tap the Vial, one to untap the Vial (by casting it with Reejurey is play and then another to Vial in again.
Personally I think I'm going with 4 Image instead.
In a format with quite a bit of targeted removal, I just plain old don't like Image right now. Feel free to play him, but I think you'll be putting it in your graveyard a hell of a lot.
Pretty much everything that kills image will kill any of your merfolk anyways, so it's not much of a downside.
Imagine this creature:
1U: 2/2 Merfolk Illusion
Other merfolk you control get +1/+1
whenever is the target of spell ability, sacrifice it
^I would run x3-4 of this guy in merfolk.