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Dudecore's Deck Vault: "Infinite Merfolk" Legacy Edition

Started by Dudecore, March 27, 2013, 11:31:04 AM

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Dudecore

This week I'm doing a deck tech on the first deck I posted on these forums. It was an infinite combo take on the more traditional Legacy Merfolk build. I still run a UW Merfolk deck, and everything in it I actually own from years and years of collecting. In my opinion, Legacy is the best format for several reasons: it's got so many diverse decks, it's competitive, it's fresh, and it's fun. For anyone not familiar with Merfolk it is a blue aggro deck built around strong blue cards (such as {Brainstorm}, {Force of Will}, {Daze}) in addition to a creature base that scales rapidly and disrupts opponents. Budget builds of this deck are certainly possible, and fairly competitive. So let's get into it.


66 cards


4 {Island}
4 {Wanderwine Hub}
4 {Tundra}
4 {Flooded Strand}
4 {Mutavault}
2 {Wasteland}

22 lands


4 {Cursecatcher}
4 {Lord of Atlantis}
4 {Master of the Pearl Trident}
3 {Merrow Reejerey}
2 {Judge of Currents}
2 {Stonybrook Schoolmaster}

19 creatures


4 {Æther Vial}
4 {Force of Will}
3 {Daze}
3 {Standstill}
2 {Brainstorm}
3 {Enlightened Tutor}
3 {Pemmin's Aura}
3 {Paradise Mantle}

25 other spells


4 Cursecatcher
Cursecatcher is a great leadoff 1 drop, and one of the better one drops around. {Cursecatcher} benefits from all of the Merfolk lords in this deck and he's attached to {Force Spike}. He is a great disruptive piece to be paired with {Force of Will} and {Daze}, keeps your opponent from gaining a huge amount of traction and can definitely get some beats in.

4 Lord of Atlantis
The original Merfolk Lord. {Lord of Atlantis} is the piece mostly everything is built around, it makes the rest of all of the Merfolk more powerful and thus - every piece maintains more value as you move forward. The drawback is that he also buffs your opponents Merfolk.

4 Master of the Pearl Trident
See: Lord of Atlantis. {Master of the Pearl Trident} doesn't have the same drawback. He keeps this curve so low, and keeps the power flowing.


3 Merrow Reejerey
Hey look, a 3rd Merfolk Lord! {Merrow Reejerey} doesn't grant Islandwalk, his ability is all about disruption - defensive or offensive. The ability allows you to "untap target permanent", be it Land, {Æther Vial} or an extra creature to block, His ability won't trigger from {Æther Vial}, but it will even if the creature you cast is countered.

2 Judge of Currents
Part of the Infinite Life combo. {Judge of Currents} states: "Whenever a Merfolk you control becomes tapped, you may gain 1 life." It is somewhat relevant for attacking, being it's a Merfolk it gets +1/+1 from the Lords.


2 Stonybrook Schoolmaster
Part of the Infinite Merfolk combo. A bit more costly, a bit more helpless, but more powerful. I neglected to include the {Intruder Alarm} combo piece because it was too specific to this creature. {Stonybrook Schoolmaster} has to be the one that is tapped, but I included it for some more diversity.

4 Æther Vial
The most important part of any Merfolk Deck. This is the card that holds the deck together. {Æther Vial} allows you dodge opposing counters, shore up your mana for continued disruption, cast additional creatures. You can use the Vial on opponents turn to surprise block, rebound after a wipe or build the army faster. Establishing Vial turn 1 gives you a tremendous edge throughout the entire game.

4 Force of Will
What more needs to be said about this card? It is a free counterspell that keeps games honest. It also prevents combo decks from going off. It is crucial for Merfolk to continue to pound the board and swing into the red zone at great speeds, {Force of Will} allows that to happen.

3 Daze
Major tempo card. It joins the list of free counterspells, and keeps the pace going. Gotta love {Daze} because of the way it allows you to control the game and win quickly.

3 Standstill
Another wonderful piece of tempo. It has synergies with {Æther Vial} and {Mutavault}, neither break the {Standstill}. It essentially says "Draw 3 cards, because your opponent wants to do something." Reloading your hand is crucial because of the way you are bombarding the field creatures.

2 Brainstorm
Another way to draw cards. Among the best single {U} spells. It is actually a sideboard option as well, it doesn't always do enough - and 2-of makes it less powerful.

3 Enlightened Tutor
We're getting into Combo territory here. {Enlightened Tutor} is an instant speed card that has a multitude of functions in this deck. It finds {Pemmin's Aura} or {Paradise Mantle} when you need to complete the combo. It finds {Æther Vial} or {Standstill}. The drawback of revealing the card is basically alleviated when you use it on their end step. 

3 Pemmin's Aura
{Pemmin's Aura} + {Stonybrook Schoolmaster}/{Judge of Currents} + {Paradise Mantle} = Infinite 1/1 creatures or life. I picked {Pemmin's Aura} over {Freed from the Real} because of the added shroud ability. I neglected to include {Grimoire Thief}, but it is certainly an additional win condition.

3 Paradise Mantle
Cheap, cheap piece of equipment for this combo. Just keep in mind that the creature equipped with {Paradise Mantle} grants the creature an ability within the cost, so if you have not controlled it since the beginning of your most recent turn (if it's 'summoning sick') then you cannot use the ability.

Why is it so good?
Well...just look at it. Being able to set the tempo of the game, foiling the opponent's plans, and playing aggressively. This does not give you the justification to carelessly attack. You do not want to swing at everything; have some degree of discipline. The casting costs are low, the card cost is relatively low, it is competitive and the ceiling is high.

What are its weaknesses?
Merfolk are low casting cost, weenie creatures who swarm to win. Given that: any mass removal, anti-weenie spells will turn the tables against you. The best defense is always maintaining your control package, and be in position to draw cards and move on. Cards like {Choke} and {Boil} have a way of being devastating. Decks that power out fatties (like {Elesh Norn, Grand Cenobite}) are problematic, but not impossible to deal with, having {Swords to Plowshares} in the sideboard, or {Oblivion Ring} keeps those decks from domination.

What about the sideboard?
I did not do it this week. I think it's best to come up with your own deck to fight the meta with. Go forth and have fun!



That does it for another Deck Tech. If you've got any questions, comments and suggestions, feel free to post them here. If you like the Article and want more, hit the "Like" button at the bottom.

Mikefrompluto


Dudecore

Quote from: Mikefrompluto on March 28, 2013, 10:13:20 AM
Really digging these deck techs, my man.

Thank you. You're the only one. This probably my last for some time.

Mikefrompluto

Quote from: Dudecore on March 28, 2013, 11:49:35 AM
Quote from: Mikefrompluto on March 28, 2013, 10:13:20 AM
Really digging these deck techs, my man.

Thank you. You're the only one. This probably my last for some time.

Well if anything, its inspired me to do my own deck tech.

MisterJH

I enjoy them. It gives me some insight on how to analyze card's functions related to the deck theme, somethinf i fail to do generally. Just letting you know they're doing some good.

Keyeto

I really enjoyed this one. I've been wanting to make a merfolk deck for some time, but never really bothered to get a list together or do much research. This has inspired me to finally go ahead and build the deck. Good read!

Silent1236

Quote from: MisterJH on March 28, 2013, 02:23:08 PM
It gives me some insight on how to analyze card's functions related to the deck theme, something i fail to do generally.

THIS!  I love when people post deck techs because it makes me look at cards a little differently and see new applications that I hadn't seen before.  Don't worry DC, these are great!

Bozo_Law

Good article!!! I disagree about Legacy being the best format though. I personally love Vintage.

Hunteroffire9


Langku

Dudecore, far and away, this is my favorite deck I've seen posted on imtg. Merfolk are why I started the game and they are why I fell in love with all things {U} and tribal. I've built a lot of spiffy decks around your basic idea but I always realized there was something lacking. My aversion to 10+ dollar cards might just have to go by the wayside. The {Aether Vial} and the {Paradise Mantle} with {Pemmin's Aura} (a card I've loved but never put to use) are a new combo to me. Dudecore, well done!

izik99

Sometimes I have trouble with drawing more than 1-2 land, so maybe remove some basics for  {Seat of the Synod} and  {Ancient Den}

Dudecore

Quote from: izik99 on April 29, 2013, 10:00:39 PM
Sometimes I have trouble with drawing more than 1-2 land, so maybe remove some basics for  {Seat of the Synod} and  {Ancient Den}

Wrong deck tech. You're looking for my Pauper Affinity one.