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A Barrel of Fun (Modern Merfolk)

Modern Merfolk Mono-Blue Tribal

pizzanui


Sideboard


My build of Mono-Blue Merfolk for Modern. Can be considered somewhat of a primer, as my build is fairly close to what could be thought of as the "default" Merfolk build.

Ever since my days playing unsleeved Yu-Gi-Oh! on the playground in the fifth grade, I've always loved tribal decks. Ever since I began playing Magic only a few short years ago, I've loved decks that allow me to make big, scary creatures and turn them sideways. I love decks that are heavy on both creatures and sweet, sweet synergy, but also pack plenty of interaction. So naturally, when I decided to buy into modern, Merfolk was the obvious choice. It's easily my favorite archetype in the format, and I've never once played a game with Fish that I didn't enjoy.

My personal build of Fish always has prioritized, and always will prioritize tribal synergy. Optimal or not, it's just what I enjoy the most. As such, whenever my build deviates from the norm in any way, it is almost always for the sake of including more tribal payoffs and fewer non-tribal cards.

The Core Pieces

Lord of Atlantis and Master of the Pearl Trident are the whole reason this deck exists at all. As more-or-less functionally identical two-mana lords that grant your whole board evasion, they are fast, powerful, and incredibly consistent. The double-blue in their mana costs is the primary reason most Merfolk builds are mono-blue. Each should be an automatic 4-of in every Merfolk deck in the format, giving you a total of 8 copies between the two.

Spreading Seas is the next most important piece of the deck. While its main purpose is to enable the islandwalk from your lords to make all your fish unblockable, the utility this card provides is not to be underestimated. It can shut your opponent off of specific colors of mana, it can act as a removal spell against manlands , and it can also shut down tron and other problematic lands. Some people prefer Sea's Claim instead, but I consider the extra mana in the casting cost to be worth it for the ETB draw. Needless to say, this should be a 4-of in the mainboard of every Fish deck in the format, though it does occasionally make sense to board it out in game two (in a mirror match, for instance).

Aether Vial is a fairly obvious inclusion if you've played other tribal aggro/tempo decks in Modern. Since almost every creature in the mainboard costs exactly 2 mana, keeping a Vial on 2 will help you to empty your hand in a hurry, and it only gets better in multiples. That it also effectively gives your creatures flash and helps you get around both mana issues and countermagic are two points which push this already powerful card into sheer absurdity. Automatic 4-of. Even if you've never played another Vial deck before and are skeptical of this card, you'll very quickly realize how powerful it is after only a few games.

Mutavault is the last of the core pieces of this deck, but certainly not the least. The most notable thing about it is that, when it animates, it becomes a 2/2 creature with all creature types until end of turn. "All creature types" includes Merfolk, which means that if you've got lords on board, this land can often represent an insane amount of unblockable damage for the equivalent of only two mana spent (one to animate, and one lost to opportunity cost when it taps while attacking). Automatic 4-of.

The Utility

Benthic Biomancer : Easily the best 1-drop available to us in mono-blue. Before Ravnica Allegiance, some lists were running cards like Mistcaller or Cursecatcher in the 1-mana slot. I tried both, and wasn't thoroughly impressed with either, so I was happy beyond words when this card was spoiled. Yes, the mana investment to adapt is clunky, but it has a tendency to help you break through mana flood/screw, and since you can adapt at instant speed, the threat of activation can be rather annoying for your opponent. I will happily run four copies until Wizards decides to print an even better 1-drop.

Silvergill Adept : One of the only fish in the deck that doesn't need two blue mana to cast, which can be surprisingly relevant when you're stuck with multiple copies of Mutavault and only one blue source. Drawing a card on ETB while also being a solid body makes this a great creature for helping us stay afloat in longer games, or draw through mana issues. Notable that when you cheat it in via Aether Vial , you don't have to reveal a Merfolk from hand, but you still draw a card. Should be run as a 4-of.

Merfolk Trickster : Besides the lords, this is one of the strongest blue creatures ever to grace the Merfolk tribe. Flash it in before attacks to slow your opponent down. Flash it in during your opponent's end step to tap down a blocker. Hold it up at the same time as a counterspell, and then cast whichever one you need that turn. Play it before a Harbinger of the Tides to bounce whatever your heart desires. Target a creature with a problematic ability to shut it down for the turn. The amount of utility this one creature provides cannot be overstated, and for that reason, you should always be packing a full playset.

Harbinger of the Tides : One of the less popular inclusions in the deck, to be sure, but I like it as a solid tempo hit and a virtual 2-for-1. Sure, you'll probably never cast it with flash, but in a deck that has 4 copies of both Aether Vial and Merfolk Trickster , I wouldn't be too worried about that. I run a playset due to the synergy it has with Merrow Reejerey , though many lists only run 2, if any at all.

Merrow Reejerey : Rarely absent from Fish lists, but also rarely a full 4-of, Reejerey falls into a weird middle ground of being obscenely powerful, but costing just one mana more than is ideal. Pumps your team, taps down targets for Harbinger of the Tides , doubles the effectiveness of Merfolk Trickster at stopping attackers, can untap lands and Vials to help you play more Fish in a turn, and also has some extra utility such as tapping down Tron lands during your opponent's upkeep. I play it as a playset, but lists frequently run as few as 2.

Force of Negation : Turns out that a worse Force of Will is still a supremely powerful card. Most Merfolk lists (and hell, most blue decks in general) are running a playset, and I can't say I disagree with that decision. Don't hesitate to board the whole set out against creature-heavy decks, and consider options like card:Spell Pierce(XLN) instead if control and burn are big in your local meta.

Waterlogged Grove : Since the printing of Modern Horizons, almost every deck in Modern is running some amount of these new "canopy lands," and I don't think Merfolk should miss out on the action. This is more or less just insurance against flooding that also comes in untapped, taps for blue, and doesn't die to Choke . Sure, the one life to pay whenever it's tapped is annoying, but realistically it won't make a difference most of the time, whereas flooding out definitely will. In a worst-case scenario, this can even just be effectively cycled for 1 mana to get a dead draw out of your hand in the late game. I'll definitely be playing four for now.

Finally, nonbasic lands like Oboro and Minamo are there just to act as islands that aren't actually islands. Realistically, you could just run basics here, but so long as cards like Boil and Choke exist in the format, it's better to play it safe and not have a mana base composed almost entirely of basic islands. Cavern of Souls works here too, but I find that the "can't be countered" clause is almost never relevant, while not being able to spend the blue mana on countermagic is relevant rather frequently. It's usually safe to hover around 20 lands, and remain in the ballpark of splitting basics and nonbasics 50/50.

Dismember : Often a mainstay in Merfolk mainboards as a 2- or 3-of, I'm running them exclusively in the sideboard since my build is a lot heavier on the interaction than most lists tend to be. Hard creature removal is nice, and though 4 life is a huge amount to pay in some matchups, this can really save your life at times.

Spell Pierce : Used to be my go-to for mainboard countermagic before Force of Negation . Few mono-blue tempo decks would be complete without at least a little bit of disruption, and Spell Pierce is close to as good as it gets for one mana. Especially potent against burn, since nine times out of ten it's just one mana to counter any of their important spells. Definitely worth running depending on the meta.

Echoing Truth : Great against tokens, Vengevine / Arclight Phoenix , and decks with big scary permanents like Big Teferi or Wurmcoil Engine . Weak against most forms of aggro, especially other Vial decks.

Kopala, Warden of Waves : Where many Merfolk lists run Kira, Great Glass-Spinner , I run Kopala purely for the tribal synergy. Sure, the static effect isn't quite as good, but it represents more damage on the board when combined with lords. Good for protecting your board against decks that run lots of spot removal.

Relic of Progenitus : Everyone needs graveyard hate. In mono-blue, we are both in the wrong colors and also far too low to the ground to play Leyline of the Void , and without the white splash we can't play Rest in Peace . This is the next best thing. I'm half tempted to just run Sentinel Totem instead for the lower mana cost, but the difference between draw 1 and scry 1 is pretty significant. Can often be replaced with Grafdigger's Cage , depending on your meta.

Tidebinder Mage : Great against aggressive red and green decks. Vial-ing this in before attacks to tap down an Arclight Phoenix or Tarmogoyf can often swing the tempo massively in your favor.

Unified Will : When hard countermagic is needed, most fish players will look to Deprive for an answer. Personally, however, I've never been let down by good ol' Unified Will . The requirement for the counter is incredibly easy for us to satisfy, especially in a deck that runs four copies of a land that can turn itself into a creature for one mana. The fact that you only need one blue mana also makes this much easier to leave open and cast on boards that include a Mutavault or Cavern of Souls .

While these cards are all undoubtedly strong, I personally don't run them for the issues listed below.

Master of Waves : An incredibly powerful top-end finisher, this card has a tendency to close out games in a hurry. Protection from Red is nice, too. Tends to die to Path and Push a little too often for my liking, though, so I'm benching it for now.

Deprive : A very popular counterspell in many variants of Fish, I just don't like the double-blue mana cost. I know, it's a very minor complaint, but you'd be surprised how often it makes a difference. Also, 2 mana often feels like too much to hold up for disruption, especially when you will be stuck on 3 lands very frequently in a deck where almost everything costs 2 mana.

Thassa, God of the Sea : Very powerful and very easy to enable, I just don't like that she isn't a Merfolk. I'd usually rather just spend the mana to guarantee myself a body.

Cursecatcher : Often just kind of disappointing. 1 mana extra for your spell is annoying, yes, but fairly easy to play around since your opponent can see it coming. Only being able to hit instants and sorceries also severely limits its utility. I cut it for Benthic Biomancer and haven't ever missed it.

Kumena's Speaker and Merfolk Mistbinder : The two main reasons to splash green if you're going to. Definitely very strong cards (16 lords is nothing to scoff at), but I personally don't like the inconsistency that comes from a two-color mana-base (not to mention that the effect that fetches and shocks have on your life total is not completely irrelevant in a good number of matchups). If you can make Simic work, more power to you, but it's just not my cup of tea.

Wanderwine Hub : Comes in untapped 99% of the time and taps for blue. This falls into the "nonbasic islands" category from the utility section. I'm currently running Waterlogged Grove in place of the Hub, but if the constant pinging turns out to be more of a cost than I'd anticipated then I might sub a few Hubs back into the main.

Burn
One of my favorite matchups, as the games are consistently close, fair, and edge-of-your-seat exhilarating. Fairly even matchup. Spell Pierce is your best friend, as is a cheeky Tidebinder Mage or two out of the sideboard to deal with their swiftspears and the like.

Tron
A decidedly favorable matchup. Spreading Seas shuts down their lands, countermagic slows them down significantly, and fish provide a fast clock that they often struggle to stop. Unified Will comes in out of the sideboard, and if you desperately need the interaction, Echoing Truth can also do the trick. The key is to be fast, though, as the game tends to favor the Tron player if it goes long.

Infect
Pretty much an auto-loss matchup, unfortunately. I've only ever taken one game against Infect as merfolk, and that was post-sideboard with 3 Dismember , 3 Gut Shot , and as many tap and bounce effects as I could possibly stuff into my deck. Fish simply don't have enough interaction to keep Infect at bay if they draw more than one or two creatures, and we aren't nearly fast enough to out-race them. Bring in as much interaction as you can from the sideboard and pray.

Merfolk
A very fun mirror match due to the symmetrical nature of Lord of Atlantis . Unsurprisingly, the victor is largely determined by luck, but the moment-to-moment gameplay is still a lot of fun. I like to side out my countermagic and side in both Kopala and Dismember .

Suggestions

Updates Add

Mainboard Changes

Out: 1x Force of Negation
In: 1x Dismember

I often felt naked without any creature removal whatsoever mainboard, and often found that 4x Force of Negation was a little excessive. Starting with just 1-for-1 for now, but may end up cutting creatures in the future to make the deck a bit more interactive as a whole.

Sideboard Changes

Out: 2x Echoing Truth
Out: 2x Tidebinder Mage
In: 2x Gut Shot
In: 2x Damping Sphere

The sideboard slots for this deck are super tight, so I'm having a real hard time fitting everything in. Infect and Storm are two matchups that this deck really struggles with, so I'm putting in more answers to those. I'm also noticing that many people have started playing Chalice of the Void in the sideboard, but I simply don't have the money to pick those up at the moment.

It's becoming clear to me that many of the best merfolk players are splashing green to jam a whole playset of Collector Ouphe in the sideboard, and while I can't say that's a decision I disagree with, I definitely lack the funds to grab the requisite lands. May experiment with it if I manage to pick up the Breeding Pools and Misty Rainforests, subbing in Kumena's Speaker for Benthic Biomancer and Merfolk Mistbinder for Merrow Reejerey.

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Date added 6 years
Last updated 4 years
Exclude colors WBRG
Legality

This deck is Modern legal.

Rarity (main - side)

34 - 2 Rares

12 - 6 Uncommons

4 - 7 Commons

Cards 60
Avg. CMC 2.00
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