Merfolk Control

by brendanh on 20 March 2013

Main Deck (61 cards)

Sideboard (3 cards)

Artifacts (3)

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

Spam the field with low cost merfolk that make all your other merfolk better! It's a garunteed win...

How to Play

Pump out as many merfolk as possible while countering any large creatures or other merfolk harming spell (basically every possible spell). Once you build up a big enough army blustersquall your opponent and attack!

Deck Tags

  • Merfolk
  • Tribal
  • Control
  • Blue

Deck at a Glance

Social Stats

13
Likes

This deck has been viewed 2,964 times.

Mana Curve

Mana Symbol Occurrence

051000

Card Legality

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

Deck discussion for Merfolk Control

Really cool deck man, I haven't seen a cool merfolk deck in a while. I did notice that you have 66 cards in your main deck tho. I'd recommend moving the Dispels and Safe Passages to your sideboard. And if you're going to be playing nonstandard then I'd recommend Counterspell, Mana Leak and Syncopate for counters.

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Posted 21 March 2013 at 01:32

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Thanks for the advice! I wanted to knock it down a little, but I didn't know what to take out.

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Posted 21 March 2013 at 01:36

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Glad to help dude. I hope it kicks some ass!

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Posted 21 March 2013 at 01:40

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Haha yeah i hope so too!

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Posted 21 March 2013 at 01:43

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Oh I almost forgot, duel lands are really important to play for control. Some good duel lands for this deck would be Hallowed Fountain or Glacial Fortress.

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Posted 21 March 2013 at 01:57

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Looks good, I agree with HarbingerJK above about the dual lands those will help, also since you'll be giving all your merfolk Islandwalk with Master of the Pearl Trident you might consider Quicksilver Fountain or Aquitect's Will instead of Blustersquall. Either one will give your opponents islands, making your merfolk unblockable. The Aquitect's Will would actually be cheaper mana cost than paying the overload for Blustersquall and Quicksilver Fountain might be better in multi-player environments. Another thing, since you have mostly low cost cards you could probably ditch a couple land for a couple more 1 or 2 cost spells and still have plenty of mana. Just a couple thoughts, overall good deck.

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Posted 21 March 2013 at 19:17

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Wow guys thanks! I really like the ideas. One question.. Does a dual land count as both lands it contains, in this case it would my dual land count as both an island and a plains?

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Posted 21 March 2013 at 21:34

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Only Hallowed fountain, and 1 land from Alpha/Beta count as both Island and plains. They are also more expensive as they are easier to search for with some cards. I would recomend Talrand for this deck, since you are gonna be poping off spells like no tomorrow to keep the opponent locked down.

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Posted 21 March 2013 at 22:32

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Are there any merfolk I should take out or are they all worth keeping in this deck?

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Posted 21 March 2013 at 23:33

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Thanks you! This deck has gotten so much better since you guys have helped!

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Posted 21 March 2013 at 23:28

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;) nice deck

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Posted 24 March 2013 at 00:49

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This DECK IS AWFUL! ;)

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Posted 24 March 2013 at 03:17

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replace safe passage with holy day

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Posted 25 March 2013 at 20:47

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gayyyyyyyyyyyyy

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Posted 20 April 2013 at 16:30

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