Merfolks in Standard (again)

by noobkiller101 on 08 March 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Instants (3)

Artifacts (4)


Enchantments (4)

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

So this last week I have been playtesting the Merfolk deck that I made and came to a few conclusions.
1rst: My previous Merfolk deck was too slow! Although it played six 1 drop Merolk creatures the amount of spells that I could cast on turn two to follow up my early aggression were very limited (only 4 two drop creatures) . Also my 1 drop creatures were very bad on their own. Cryptologist was a mere 0/1 with a mediocre level up ability and the Cosi’s trickster was a 1/1 who underperformed against all decks except Boros and Valakut Ramp.
2nd: My deck had no removal of any kind! I thought I could use the X3 Jace the Mind Sculptor’s in my deck to bounce back the lethal threats of my opponents but quickly found out that it wasn’t enough. Creatures with come into play effects could just recycle their devastating effects turn after turn and far too many threats had protection from blue (either from Sword of Body and Mind or just as one of their abilities). I found it frustrating that my deck had no answer to these problems and set out on finding a solution.

To solve the problem of my deck being “too slow and underwhelming” for an agro merfolk deck I decided to drop all the 1 drop Merfolks in my deck that had been underperforming and move towards a deck with better quality rather than more quantity. I added in the two drop Sejiri Merfolk, a card who packed a lot of bang for the buck. His lifelink/firststrike ability once a plains came into play meant that I had a solid creature as well as a great counter to agro decks. My deck was on the right path, I had fixed the mana curve so that I could expect to have a solid creature coming out turn two every game but I still lacked the answers necessary to win games consistently against the best decks. To fix this second problem I dropped 1 mana leak, 1 grand architect, a Jace and still had 2 slots left over from dropping the 1 drops. I put in X3 Sleep to act as the cryptic command that old Merfold decks had and to seal games. Finally I put in 2 Tumble Magnets. I solid control card that goes through protection and hard counter decks without many creatures ( which is most standard decks in the format).

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,564 times.

Mana Curve

Mana Symbol Occurrence

050000

Card Legality

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

Deck discussion for Merfolks in Standard (again)

Pleasantly surprised to see Enclave Cryptologist find a home. It's got neat artwork, but seems inferior to Merfolk Looter.

I'm curious, how often do you level it up to maximum? Seems prohibitively expensive.

I'm assuming Sword of F&F is protection from all the nice creature removal that Black's gotten lately, is that correct?

1
Posted 08 March 2011 at 19:44

Permalink

I rarely ever level the Cryptologist all the way but even with one level counter on him he is very useful. I like Cryptologist because he is a 1 drop whereas Looter is a 2 drop. Also Looter is no longer standard so it was an easy decision to go with Cryptologist. Yes, Feast and Famine is nice protection from black removal and it is just an amazing card overall.

0
Posted 08 March 2011 at 20:21

Permalink

Fish in standard! I like it! Good job making a good mono-blue deck with merfolk.

1
Posted 08 March 2011 at 19:54

Permalink