Merfolk Counter Deck

by Nayaguy on 13 March 2010

Main Deck (60 cards)

Instants (10)


Planeswalkers (1)


Land (24)

Sideboard (8 cards)

Instants (8)

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Deck Description

Counter your opponents spells

Deck Tags

  • Control

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,571 times.

Mana Curve

Mana Symbol Occurrence

053000

Card Legality

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

Deck discussion for Merfolk Counter Deck

NiiiCEEE

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Posted 13 March 2010 at 17:31

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How well dose this deck work? has it been play tested?

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Posted 13 March 2010 at 17:45

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i can tell you for sure that it has not been play tested, i'll tell you one thing, its a "cock-block" deck. it's got a few problems.
problem 1: no card drawing engines. without them you're fucked, drawing one card a turn won't get you the counter spells you need to actually do anything. sure you'll probably have a few things that you get in your starting hand, but what happens when you're tapped out and you get mind sludged? or rotted, blightninged, etc. also, you really only have 20 life. a little bit of life gain would be helpful.

okay that was more than one problem, whatever

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Posted 13 March 2010 at 18:19

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lol, Okay well what about something like Mysteries of the Deep, Treasure Hunt or Divination? I really like merfolks and I might try to build this deck for next fnm. I was just curious if it worked :)

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Posted 13 March 2010 at 18:36

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yeah, it would work if it gained some treasure hunts, divinations, or there is a merfolk--whose name escapes me--that taps to draw a card.

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Posted 13 March 2010 at 19:53

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B_Walls has deleted this comment.

Posted 13 March 2010 at 20:03

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Merfolk looter....? but any ways how dose this deck run?

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Posted 13 March 2010 at 20:08

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I have not play tested this deck or come close to getting all the cards i need to for it just thought of it and saw another person with the same kind of idea and went with it.When I created the deck i saw Lullmage Mentor and Rite of Replication and my mind just starting thinking of the counter posiblitys. So if you were able to get Lullmage mentor out and make a few coppys of it and start counting spells you would have an army of little merfolk dudes running around. Which could be used as meat sheilds or for counters. I do underst stand were my friend coming from and using blue decks befor you need to draw cards.

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Posted 13 March 2010 at 22:44

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What should i replace to get some divinations or other card drawing spells? Comments please

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Posted 13 March 2010 at 22:55

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I switched spell pierce for divination for a card drawing engine. I felt that negate and spell pierce were about the same. Any thoughts?

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Posted 14 March 2010 at 10:35

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well Im testing it out. I just got the cards for it last night at my local card shop. but here is the version I made

Land X 24

Halimar Depths X4
Islands X20

Creatures X 13

Clone X4
Lullmage Mentor X3
Merfolk Looter X4
Merfolk Soverign X4

Planeswalkers X 3

Jace Breleren X2
Jace, the Mind Sculpter X1

spells X18

Cancel X3
DivinationX3
Essence Scatter X4
Negate X2
Rite of Replication X3
Treasure Hunt X3

this is my first rendition of the deck. I may change it around but Im going to play test it today against Vampires and Naya Cascade. Ill tel you how it works

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Posted 14 March 2010 at 13:29

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for the lands i guess you could use misty rainforest to thin out your land like vampires dose. ill have to try that out.

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Posted 14 March 2010 at 13:31

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B_Walls has deleted this comment.

Posted 14 March 2010 at 13:42

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That sounds good i am very interested in what happens when you play test it keep me posted.

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Posted 14 March 2010 at 13:55

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check out curescatcher

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Posted 15 March 2010 at 17:38

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Well I played this deck. I took out the looters for Sphinx of Jarwa isle and t worked a bit better. the only problem with this deck is its really slow. but late game it becomes a beast. I was kicking Rite of Replication. if this deck could ramp the mana it would be a great deck to play with

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Posted 15 March 2010 at 23:54

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that is cool thanks for the update. i am going to start playing around with this stuff and ill post my final deck later.

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Posted 16 March 2010 at 16:41

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Ok, i changed up to what you said you used for now still have not bought anything and put anything into motion yet but just thinking let me know.

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Posted 16 March 2010 at 17:45

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i am liking it a lot more now. looking forward to play testing it with you.

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Posted 16 March 2010 at 17:52

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Do you think if we use everflowing challace it might speed it up?

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Posted 18 March 2010 at 16:03

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never really thought about it but i do have one i could through in. I have started getting the cards for it so ill play test it at some point and post.

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Posted 18 March 2010 at 16:43

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The deck has been play tested today. What i have found out is that 1v1 it is not that good. In big games if you can last to make copies of stuff and not get ganged up on you can control the whole thing. I was thinking of putting in some bounce spells but i am not sure what to remove for them and what spells exactly to get.

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Posted 26 March 2010 at 22:51

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normally one on one is best for counter decks... to your previous comment, negate is better than spell pierce generally, except for vintage, but if your playing this deck in vintage the only thing you could really do is pray you dont die before turn 4, which happens a lot of the time in vintage. in other words, use negate. also, looks like its standard. add jace the mind sculptor for sure, if your actually entering tourneys, although still no offense, i dont think it would do to well in tourneys. if its not ment to be standard, there is obviously a lot more better countering spells, such as counterspell, and mulldrifter is almost strictly better than divination. regardless, id cut the clones and replications, they arent that good in this deck, and far too slow. if its gonna win, its gotta have some speed to it. good decks now a days are almost all fast, or have good ways to deal with speed. besides, clones and replications arnt that good anyways, less there is a deck based around them. cursecatcher is a heavily pro-used card, tho it doesnt seem that good at first. add it. also, if you have the sence that we others don't, and u dont want to spend 80 dollars on a better jace, at least add one or two more. they're only $4 or 5 now, and well worth the money. another thing is that essence scatter is not that good compared to negate. pros use negate, but not scatter. people just dont play that much creatures any more, and if they do, well ok, i guess this deck doesnt have to much of a way to deal with them, so i guess add some silvergill douser. there quite good, especially with the mentor (which id add another of). but my point is id take out one scatter for another negate, even with the curse catchers and cancels, cuz noncreature spells are alot more devastating in this deck than creatures. earthquakes and damnnations and wraths and day of judgements would make you flat out lose, with no way to catch up. and stopping spells that basically say "you lose" is quite important. id also lower the sphinx of jwar isles to 2. also maybe cut down the divinations and treasure hunts to three each, cuz although you need card draw, you also need to make more room for countering spells, which you dont have much of for a deck that claims to "counter a lot of your opponents spells", and be a "merfolk counter deck". oh and one more thing: if you do enter this in tourneys, take out 2 of the 4 negate and 2 of the 3 scatter for the 4 flashfreeze, and put the removed cards in your sideboard, to add games two and three if it doesnt work against them. trust me on this (its what the pros do also). with jund being so big right now, chances are flashfreezes will be a negate and scatter in one.

i say all this with respect; i wouldnt write this much if i didnt think your deck had potential. ill rate it fairly good, like an 8 or a 9. please check out, comment, and rate some of my recent decks too, id appreciate it. (for recent i mean go to my profile and check out page 4)

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Posted 19 July 2010 at 21:40

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oh and if you want bounce, i can help on that too. it kinda all depends on if this is standard or not, and i hope it is, or this is not as good as i originally thought.

standard: into the roil (thats pretty much all ya need)

not standard: i cant even begin to tell you how much better countering spells there are out there, but for bounce id go with echoing truth and cryptic command

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Posted 19 July 2010 at 21:46

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This deck was a just a fun deck that i made. I have no real intentions of making this a tournament deck it is just kinda fun to have a merfolk army in a 4 person game.

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Posted 23 July 2010 at 10:16

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