The owner of this deck hasn't added a sideboard, they probably should...
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I love merfolk but merfolk standard sucks so i created this merfolk tribal its just so fun to play.
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Couple of things: first, your sideboard can have a maximum of 15 cards. I'd recommend you remove the Flashfreezes. Second, an aggro deck like this can run out of steam, so I'd say run some Silvergill Adepts to keep the beats coming.
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Technically sideboards aren't allowed in the Tribal format.Silvergill Adept lets you draw a card when you play it so you can get some card advantage.Running all the Spreading Seas in the main to get card advantage if the enter the battlefield. Islandwalk is relevant.Coralhelm Commander is too slow to be running more than 2.I believe Mana Leak is less effective for you since your lords and Spreading Seas are CMC 2 and you're an aggressor. Mana Drain might be a better choice if you keep all the Coralhelms because you have plenty of colorless in your costs. Daze can set your opponents back as well as play around future dazes and it doesn't hold you back from being the aggressor. Remand can set your opponent back a turn and gives card advantage.
I'm pretty sure this is Modern, not Tribal. I mean, it's a tribal-based deck, but it's not the actual MTGO format Tribal.
I noticed that after what Chronoexe said but the edit timer on the comment ran out. The deck is Tagged Tribal which is what made me believe it was Tribal. I didn't read beyond the 3rd tag since it Said [Tribal] [Merfolk] and the deck had cards not available in standard.
I would try adding a door of destinies.
Please no. Door of Destinies is exactly what this deck doesn't need. I really don't know if I can stress that enough. 1- It's 4 mana, which means it comes into play on the turns that you should be looking to win on. This slows you down a lot in itself.2- It only starts buffing creatures when you cast them after it's in play. This means that turn 4 you play this and it does NOTHING. 3- It lacks synergy with AEther Vial because you have to cast them.4- Because of the nature of merfolk already buffing each other, by the time this card gets enough counters to be relevant it is already overkill. This is the very definition of a "win more" card. It does not help you get ahead, and in a lot of cases puts you behind because you devoted so much time and mana to casting it.5- That's 4 slots of your deck that could be put toward something proactive: More creatures (Silvergill Adept / Phantasmal Image), or more utility spells (Vapor Snag / more Spreading Seas).6- You may as well use Coat of Arms (please don't) because at least it has immediate effect. But it still has a lot of the other problems this card has.Overall Door of Destinies/Coat of Arms are just bad cards for merfolk. I've always referred to this card as a "trap" when it comes to tribal decks, because it seems like it should help, but it really only hurts the deck.
Fair enough
I miss Phantasmal Image in this deck. Perhaps Coralhelm Commander out, Phantasmal Image in. Image can be a lord or maybe another Master of Waves (or copy your opponent's best creature). Anyway it's more flexible.
Honestly, Thassa should probably only be a one of in this deck, spreading seas tends to take care of the unblockable problem for you. Merfolk Sovereign is pretty meh. Your 3 drops need to be much more impactful, ie: Meerow Reejery. Silvergil adept is an absolute must, because card advantage is going to be none existent as this deck currently stands. I would also look into aquitect's will, as it is a built in silvergil effect and gives you islandwalk more efficiently than just relying on drawing your spreading seas. So my honest opinion would be to -2 Thassa. -4 Merfolk Sovereign, -2 Master of Waves, and go +4 Silvergil Adept, +1 Spreading Seas, +3 Aquitects Will, would also go -2 Mana Leak and go +2 Counterspell. Also, for even more efficient card draw, id go -2 Coralhem Commander and -1 Island for +3 Ponder. Coralhelm is going to be your least efficient Merfolk because you are very rarely going to be pumping him up to level 4, because you are more than likely not going to need it for lethal. If you've never played merfolk before, you will learn that most of your victories are going to come on turns 4 or 5. Once your opponent starts to hang around longer, the deck slows down considerably. So you wanna be able to set up your board within the first three turns and alpha strike for the win on turns 4 or 5.
Half of the suggestions are ignoring the fact that this is a modern deck. When you start adding ponder, counterspell and other banned cards in modern you also have to change the deck. Legacy merfolk runs wastelands maindeck and this is a modern varient. Regardless I do agree with dropping commanders and mana leaks and dropping thassa to posisbly 2. Cards to consider are kiera the glass spinner, sygg river cuthroat, silvergill adept, phantasmal image, dismemeber and vapor snag. Remand can sometimes be in here too. Honestly though the core for most merfolk decks remain the same. Commander is too slow to be even considered. Sovereign probably should go too. You don't need 16 lords in your deck.
Coralhelm Commander and Merfolk Sovereign are quite weak as far as Merfolk go. The lack of Silvergill Adepts is also troubling, they are incredibly strong creatures, and you should run a full 4 of them. Phantasmal Image is another strong card that you could add in place of the aforementioned weak creatures. Vapor Snag is another strong mainboard option for modern Merfolk if you want more control. Also, because sideboards are limited to 15 cards, remove the Merfolk Assassins. They are honestly pretty bad, and really only become relevant in a mirror match.Suggestions:Mainboard-4 Coralhelm Commander-4 Merfolk Sovereign+4 Silvergill Adept+4 Phantasmal Image /or/ Vapor SnagSideboard-2 Merfolk Assassin
I'd add Merrow Commerce, it could certainly be useful. Tideshaper Mystic perhaps as well.
Trident of thassa. trust me on this one.
Oh and Cavern of Souls. At least 2.
Thassa's Rebuff is begging to see play in this deck.
http://www.mtgvault.com/speechlesshero/decks/uw-modern-control-spin-off/
As for comments about the deck go: PLEASE remove Door of Destinies. It's so bad, especially because you have a full playset, that's 4 slots that could be used for something that will actually help you win...I've been playing merfolk for well over a year now, look at my earlier comment again. Even if you don't like the exact +/- part, the comments and explanations above are important. You are not maximizing the potential that merfolk have, and by additionally adding cards like DoD, you are further diluting your deck...Basically the only must is that YOU NEED SILVERGILL ADEPT. Seriously, other merfolk players understand, but I can't explain to you how good this card is, and how important it is for this deck to be effective. I HIGHLY suggest taking out the merfolk sovereigns for adepts.
Take a look at my take on Merfolkhttp://www.mtgvault.com/yami/decks/legacy-merfolk/
i agree, vapor snag should be in there as well as some halimar depths as lands to fix your top decks since u don't have draw power and phantasmal image, that should just about do it
As others have said, Silvergill Adept in, and it would make fixing draws less important. Halimar depths comes into play tapped and lets your opponents stabilize. Fixing draws becomes less necessary with a 4-pack of Silvergill Adept and Spreading Seas which is why I commented on the lack of a full set of Spreading Seas above.
It's true, those 8 draw spells are key to merfolk working.
i think you're forgetting that Silvergill Adept and Spreading Seas merely replace the card that they are, and don't offer any further progression. Most of the time your not using your land anyways because of Aethervial so the comming into play tapped occasionally, won't set you back all too much. However, I DO recognize that having an effect on the field without the reprecussion of losing card advantage is very valuable, I would still like the advantage of not having to rely so much on luck in games and remedying that with some top deck manipulation.
The thing is, "replacing themselves" is exactly what you want the cards to do. Unlike something like Serum Visions, that merely constructs your hand, Silvergill and Spreading Seas do something proactive on the field, AND keep you hand full.Trust me, as someone who has played a lot of Merfolk: Silvergill is the strongest card in the deck, even superior to the namesake lords.
Spreading Seas doesn't have no effect. As raging said, replacing itself is important. Next, it can remove 1 or 2 colors from their mana pool as well as harm Domain decks. Finally, it synergy with your lords, Lord or Atlantis and Master of the Pearl Trident, makes your creatures unblockable because they have an Island. With the resurgence of naya zoo in modern, Spreading Seas has become more powerful if you ask me.Similarly, Silvergill Adept draws, replacing itself. It is also a 2/1 merfolk which has synergy with your lords, getting boosted and Islandwalk. Phantasmal Image x4 should be in here too and it can be used to draw a card if you need by copying Silvergill.
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