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This deck focuses on infiltration using islands, group buffs, and suppression. Use the variety of Merfolk to hurry up an adequate defense that can also attack without having to worry about blockers. Middle game, up your versatility by using several water-based elementals that can exchange their stats to fit your needs. Late game, use your powerful sea monsters to destroy your opponents.
The sideboard can be used to boost your suppression, integrate discard mechanics, boost your late game performance, and basically contribute to any aspect of the deck at the expense of another. Obviously, if your opponent is running blue, get rid of the cards that turn their lands into islands and exchange it for some more creatures.
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Is 61 cards acceptable in competitive play?I generally like the draw I get when I draw a sample hand, but there is no major downside to 1 extra card, right?
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So could I have some feedback from somebody?