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This is the list I intend on running for future modern events. Not sure about Sygg, I need to playtest with him to see if he's worth it. I'm open to suggestions about sideboard options, but for now, I'm keeping it versatile.
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Some interesting choices here, have you playtested with Cosi's Trickster? How does it perform in modern?
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Depends on your meta, but Trickster is good in a lot of match-ups. Jund, UWR, Scapeshift, any Birthing Pod varient, or any deck with a lot of fetches like 5-color burn/domain. Being another one-drop Merfolk is nice too. I like this mix of 1CMC merfolk with the Cursecatchers. Unfortunately, Cursecatcher isn't as good in modern as he is in legacy due to the lack of Wastelands where you can really pressure your opponent's mana. That's why I'm running this mix between the two.
Yeah I can see where you are coming from there, its been awhile since I really played much of any modern, but I definitely felt the loss of some of the key legacy pieces.I like your use of Tectonic Edge in a format where people generally arent expecting land destruction.The only suggestion that comes to mind right now would be running more than 1 Coralhelm Commander. He might not be a great lord, but the ability to fly can certainly make up for that. But again I suppose that would be a meta dependent choice as well.Overall you seem to be leaning slightly more towards the control elements of the deck than a lot of other modern merfolk designs I've seen.
Yeah, I guess I never really liked Commander as much as everyone else. I know this is a bad argument, but he's kind of prone to getting killed more often that not. While this is true for most/all of my creatures, the mana you have to dump into him before he becomes relevant is a bit much for my liking when an opponent can just bolt in response after you've used all your mana for the turn. You don't want to end up in situations where turn 2/3 you play/vial him in end of turn, untap, invest all but one or two mana into him to level him up a couple of times and then he gets Abrupt Decayed or something. In those situations, I'd much rather play another threat. Commander is good in the late game so that's why he's still in as a one of. Tectonic Edge is awesome, though I am considering running one Ghost Quarter instead of one of the Edges as Ghost Quarter stops Tron more effectively. Land destruction is usually always awesome. In fact, the Trickbind in the sideboard is just kind of there because I love Stifle and couldn't live without it, haha. And Stifling a fetch land is the best. Uncounterable 2CMC Stifle will have to do. But now that I think about it, I should probably just be running Shadow of Doubt instead.Thanks for the input!