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My take on a Merrill aggro deck where every piece of the deck has it's own important role. I added some cards that aren't used in normal merfolk decks to make it run a bit more smoothly. It's not exactly budget but I plan on working to lesson the price as I go.Any constructive criticism or fun new ideas for it would be awesome.
Optimum play would be something likeTurn one: island, merfolk spy.Turn two: island, stonybrook banneret Turn three: island, high tide, merrow reejerey, reejerey, merfolk of any kind, plea for power. At this point if you managed to play perfect hand and draws (must be on the draw as well) you should have emptied your hand and have a large amount of damage on field. At this point your opponent has to make a serious choice to either let you draw three additional cards on your third turn or take another turn which is usually fatal for them.I know that situation is more of a dream that a reality but situations like that can occurs while playing this deck in that you find yourself dropping a reejerey and a high tide to empty your hand in one turn. Doing it on turn three is almost impossible but can happen.
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Ever thought about Aether vial?
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It's not bad and usually a great card (especially in slivers) but merfolk are usually fast enough that I can cast my whole hand rather quickly. The aether vial might work but I don't think they are necessary. Also they kinda cost a lot of money.
Holy shit I thought they were 7$, now I am happy I have a playset of them from back when it was in standard haha.