|Commander / EDH||Legal|
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Creature — Merfolk Wizard
Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays .
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3 days ago
I would agree that you don't need Censor. Maybe use Hieroglyphic Illumination instead? I would also put in 4x Mausoleum Wanderers over Thraben. My reasoning is that it's essentially a 1-mana Censor if you have out Rattlechains, and it's a strictly better Cursecatcher if not.
If you ever take this into Modern, Ephara, God of the Polis would love this action...just saying(:
2 weeks ago
2 weeks ago
The two cards that make the Merfolk matchup the most difficult are Silvergill Adept (because each Merfolk is a threat, that demands a removal spell - this is always a two for one) and Merrow Reejerey (makes defense impossible). Also, Desecration Demon is unfortunately not the stone wall he usually is against aggressive strategies, because of islandwalk, and because of "free" creatures like Adept and Master of Waves tokens. Sometimes, Cursecatcher can slow the game down enough to buy the Merfolk player just enough time to steal the win.
Our best cards in the matchup are Kalitas, Traitor of Ghet and Damnation. In conjunction with Thoughtseize and other removal, Merfolk can be reduced to a pile of bad creatures. However, Vapor Snag can be a beating.
Believe it or not, this matchup is one of the reasons I wanted to play Lifebane Zombie. That card makes it possible to race, with the help of targeted removal. I've even considered Nightveil Specter as a way to block and grind out advantage.
Right now, my plan against the deck is disrupt, kill, and keep a Kalitas in play. I take out Pack Rat because it can't block too often, and is really slow in terms of offense. I take out Shadow of Doubt because it doesn't do anything; I take out Erebos, God of the Dead because paying life to draw cards while also paying mana is too slow, especially since it is difficult to establish the board state necessary to turn Erebos into a creature.
As a result, overall, the matchup is draw dependent. I'm not yet certain of what exact tweaks to make to help the matchup, but I'm considering several options. I do like the discard, since Merfolk is synergy dependent. Obviously, the removal is fantastic as well. I dislike how draw dependent the matchup currently is, since it can feel like Merfolk just can't be answered sometimes by our cards if they have a great draw and we have an okay one (unlike, say, Burn), but there isn't a "hate card" for Merfolk the way there is for combo/affinity.
Also, for the most part, I tend to ignore Aether Vial, unless the opposing hand doesn't work without it, or is slowed down a lot without a Vial in play. Killing the creatures is a bigger priority.
3 weeks ago
Welcome back to Modern!
I'm very new to Ponza (I'm MUCH more of an Infect player), so please take these comments with some healthy skepticism! There are (at least) two Merfolk decks at my second-favorite LGS but I have yet to play either. But I've been reading up/planning for the match-up, so here are some thoughts:
- Keep Beast Within (for killing Lords) and Bonfire of the Damned (for killing everyone) for sure.
- Blood Moon is actually not terrible, since it shuts down Cavern of Souls and Mutavault.
- Keep some mana up when casting Instants and Sorceries if at all possible, to pay the Cursecatcher/Spell Pierce tax.
- Post-board, expect more Tappers (e.g., Tidebinder Mage, Bouncers (e.g., more Vapor Snags or maybe Echoing Truth), and Counters (e.g., Unified Will).
- Some other cards to consider: Firespout, Sudden Shock, and Trinisphere (I run 2x in sideboard and though I don't know yet how it is against Merfolk, it's been great against other fast decks like Elves and Bogles).
Bottom line: If I was boarding your deck against Fish, I'd try ...
- Out: 3x Stone Rain, 1x Blood Moon, 1x Mwonvuli Acid-Moss
- In: 4x Anger of the Gods, 1x Thrun, the Last Troll
1 month ago
Fetchlands' thinning effect doesn't appreciably lower the odds of drawing a land, and the life loss is relevant in several matchups. It also keeps me from getting messed up by the likes of Leonin Arbiter. As for the splash... I tested with it for a bit, but I was dissatisfied with the results. One of Merfolk's major strengths is consistency, and splashing a color reduces it. Path to Exile is also a pretty big nonbo with Cursecatcher and Spell Pierce. I actually wrote an FAQ post explaining this in more detail here.
1 month ago
1) Run more than 16 lands. Not even Merfolk can properly function on 16 lands. And don't just use basics. Oboro, Palace in the Clouds, Mutavault, and Cavern of Souls fit great in a Merfolk build, and Wanderwine Hub, in addition to entering untapped for two colors, can reveal a threat from your hand that your opponent may need to play around.
3) Don't play black in a Merfolk build. If you're absolutely set on using another color, I personally would recommend white for Path to Exile, Mana Tithe, and Brave the Elements. White would also get the most value out of Wanderwine Hub. But, if you insist on using black, the spells you've chosen aren't going to cut it in modern. Dead Weight won't kill Tarmogoyfs, Hero's Downfall is way too expensive, and Appetite for Brains misses 99% of the relevant threats. In modern, the magic number is 3. That's where most of the curves top out. Thus, Appetite misses everything at or below the magic number. Personally, if I had to use black in a Merfolk build, I'd be running Dismember, Inquisition of Kozilek, maybe a couple Thoughtseize, and Fatal Push. I'd also run one or two Gut Shots for insurance, but that's just me. Of course, this all assumes that you play another color in your deck. If it were me, I'd stay mono-blue.
4) Aether Vial. Perfect card for this deck. Put it on two and keep pumping out creatures.
5) Merfolk Sovereign doesn't do enough work in this deck. It's 3 mana for the same effect as the two-mana lords (Master of the Pearl Trident and Lord of Atlantis), and its second ability is useless. Run Master of Waves or Harbinger of the Tides instead.
6) Cursecatcher. This is your one-drop. It kicks ass in this format.
7) I'd suggest maybe running some amount of Vapor Snags mainboard. It's really effective.
8) Hurkyl's Recall is a great sideboard option against Affinity. Ghost Quarter and Tectonic Edge shut down Tron. Gut Shot is great against a lot of faster decks. Tidebinder Mage is great against Burn and anything with Tarmogoyf. Spell Pierce for removal-heavy decks and Relic of Progenitus hoses graveyard shenanigans. Ceremonious Rejection for Tron and Affinity. Unsubstantiate and Flashfreeze if the matchup demands it. Unified Will, Echoing Truth, and Sea's Claim are all viable sideboard options as well.
9) I'd suggest you consult my list as well as the MTGSalvation primer for Merfolk
2 months ago
Really? In Legacy even? Where non-creature spells are much more prevalent and having a Force Spike on a stick is incredibly powerful?
There is no better option at that spot than Cursecatcher - it is the second most potent creature in the deck (after Silvergill Adept) and gives you the all important "awesome thing to do with your Aether Vial on 1 counter"