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This is a Merfolk deck I built for standard. I don't expect to win any tournies with it, but I thought it would be fun to play. I was going for aggro, but I think it might be lacking a bit in power, although the counter/removal spells should compensate for that. Any ideas for improvement are appreciated.
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i like it
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Coat of Arms to fix your power problems maybe. never really tinkered with the Merfolk creatues much theres a good one that works with counter magic its Lullmage mentor. Whenever a spell or ability you control counters a spell or ability you put a 1/1 blue merfolk into play. tap 7 merfolk counter target spell or ability.
I've been playing around with a merfolk deck since zendikar first came out. I've never had great success with it, but with rise out it's looking much better. I've dropped all the counters, I leave them in my sideboard and bring them in if I need too. I had found that the speed of play for creatures along with the counters doesn't work very well when you need it. The path and o-ring will help you with that as they can deal with whats in the field. I instead opted for the coat of arms approach. lots of low drop creatures with 3 coat of arms, with my sideboard being mostly counters if I meet a faster tribal deck in which coat of arms would actually hurt me (goblin instigator :/ ) Cosi's trickster is decent in competitive play because of fetch lands, and would double with your paths. And if i notice i'm playing against someone who isn't running any fetch, I can always pull them for the counters in my sideboard. good luck to you, merfolk is fun to play.
My brother put together an interesting Mass Polymorph deck using Lullmage Mentors, Clone, and Rite of Replication (you can assemble an infinite counter with these). You use these cards to mass tokens that you Mass Polymorph into Power creatures with.. Stuff like Sphinx of Magosi that he would super-buff with the help of Training Grounds.