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Mono Blue Merfolk Tribal Devotion for Modern. I was in a rush when I posted this so I'm sure I missed some stuff.Thoughts? SB ideas?
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Would you consider Spreading Seas for your sideboard?
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Add another cavern of souls. Fishies!
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no aether vial?
If you were to make this legacy or vintage, you could add the new card from the commander set(it's a merfolk) true-name nemesishttp://mythicspoiler.com/c13/cards/identitynemesis.html
most op card ever
Ino right? Protection from a PLAYER
I saw this coming a mile away. You need aether vial though.
I feel... like Cryptic Command could give you a bit of versatility.You need counters, as your only one is susceptible to removal. You need stall, as your only stall works on G/R. You need card draw, as again, your only draw is susceptible to removal. And who doesn't like bouncing things?And let's not forget it's not that mana complex in this deck :PI get that your going for a tempo/aggro thing, but a highly versatile and powerful control card that could potentially supplement a few weaknesses doesn't sound to bad to me.Oh, P.S., Thassa on the sideboard? I know, not a Merfolk, but Unblockable + Scry + Indestructable + Free Land When Exiled by Path to Exile = a pretty good 3 drop.
Like I said. This deck was rushed and I forgot some stuff.Anyway, Thanks for the comments so far.
Door of Destinies?
It seems kind of slow for this kind of deck. The idea should be to swamp them with merfolk, use the abilities present, hit for a good chunk of health, and have it all untap from Merrow Commerce. Door just ... doesn't do to much except improve that hit a bit. And then what would he take out for it?
Your sideboard seems... odd
I wouldn't really call it a sideboard... yet.
I mean, Aether vial and cryptic command aren't cards you really want to sideboard. Have you considered Doubling seasons with Master of waves?
No, I'm trying to keep it mono blue.
Oh gotcha, just saw the other colors
Ok, so... Newbie question: how does merrow reejery work with vial? Vial says put into play, and reejery says it untaps when you were play a merfolk. Technically you aren't casting the merfolk with vial. So how does the interaction work?
That is a good newbie question. I'm not sure myself. I think it kind of acts as a etb ability.Anyone know how this would work?
That is what I thought it might be, then perhaps it has been erratad at some point.
It doesn't work. You must cast it (play from your hand) to get his effect. If you vial a merfolk in you don't get the tap/umtap ability.
ok. so then why do I see it in a ton of merfolk decks?
Because the buff ability that card gives. Honestly the other ability is just there just in case the vial is destroyed/countered but. The main focus is the buff.
ok, but there are lord cards for cheaper manawise, and better overall. why not them?
because the deck wants to make sure when they attack that all creatures are as big as possible. Also when you do cast a creature you can tap something bigger. Look at the legacy version of this deck and you'll see its power. when you attack with a 5/5 mutavault you will kill them super quick. The more buffs you have the better. But you are not running the 1 mana drops that help gives some control and gives you a little more creature base. granted this is modern so you can't run legacy staples.
ok, that I do understand I guess, but it still seems strange to have vial be a key piece in any deck if it can't be abused. sure, it gets you a free creature each turn (which is always nice), but I just see it being not as useful as it has the potential to be... if that makes sense.
The vial is abused. The fact it doesn't work with 1 creature doesn't mean it isn't broken and doesn't DESTROY your opponents. second of all having a creature be able to untap the vial again and again isn't the purpose of it. You don't want to spread yourself so thin that you get board wiped and lose because your in top deck mode.
awesome deck! :D maybe try coat of arms? (:mind checkin out my deck? A like and coment would be awesome so i could get it some attention ^_^http://www.mtgvault.com/greenee/decks/instant-fury/
Thassa, cryptic command and some way of giving islandwalk is a must in the mainboard. Thing is, Master of Waves is not meant to be played in a merfolk devotion deck, he's meant to be played in a blue elemental devotion deck.
Just look at the elemental tokens as an added bonus.
I mean, it's good, but I feel that maybe 1 or 2 less Masters wouldn't kill you. Your merfolk handle themselves well, and Thassa's presence would be loved.And Cryptic Command is my favorite card, so......... yeah, put in 7 of those.
so, if the elementals are an added bonus, then you're basically saying that you're playing the card because it's a 4 for a 2/1 pro red? That's pretty bad imo.You don't think of the elementals as an added bonus, they're what makes or breaks the card and in this case, you're throwing it into a merfolk deck where you could have countless of other things that would work better with your overall deck.Besides, the only thing that matters for devotion is that card and it doesn't fit it's tribe.
Really doesn't, but hey, pro red for 4 plus a bonus is alright in modern, not great, or even good, just alright, and it does benefit from it's tribe. The 2/1's are interesting because those are the chump blockers your level up's need to get to their potential without you dying ever few seconds (assuming its not G/W Hatebears and a Baneslayer Angel isn't breathing down your neck) and not be sacrificing your precious merfolk to survive.. All in all, I think it can fight for its slot, however, there are cards that if I made this I would rather have... like... Cryptic Command :P. That's just how I see it, anyway.
fair enough
Next question. Where is your one drops? Those are what make the deck.
Merfolk decks usually end up with a bunch of 2 and possibly 3 drops and that's because there's not a whole lot of good 1 drop merfolk. I can think of one atm and that's Cursecatcher
that's the only one you need. It stops the possibility of FOW without an extra mana waiting.
well, in that case it'd be better to just suggest Cursecatcher rather than adding one drops. It makes it sound as if you're sugesting other 1 drops are worth having in the deck.I agree though, Cursecatcher is really good. Wish I had a playset of them for my mer deck..
Oh how about try Muddle the Mixture? Tutor for most UU Merfolk