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Let's Go Fishin'! {Aggro Edition}

Standard Aggro GU (Simic) Merfolk Midrange

JuiceD0171


Sideboard

Instant (7)

Creature (2)

Sorcery (3)

Enchantment (3)


Welcome to Standard Fish, I'll be your guide to why this deck isn't running a lot of good, decent-cost merfolk. This deck is different from a lot of other Standard Merfolk decks, it takes a more aggressive approach, something that was suggested in an offical WotC article (https://magic.wizards.com/en/articles/archive/how-build/how-build-standard-merfolk-rix-edition-2018-01-23) but I haven't seen built yet.

This deck has a very cheap cost, the most expensive card is 3 mana, so its pretty likely that you won't need too many lands, and you won't be mana starved. The idea is to try to find your win condition cards and swing for game. "But JuiceD," I hear you ask "How do we find the right cards? What if we are mana starved? What's a good substitute for Commune?" The answer, Adventurous Impulse. It's like a cross between Anticipate and Commune, it helps us get lands if we need them, helps us get creatures if we need them, and worst case scenario, gets the noncreature cards off the top of the library. This deck uses Adventurous Impulse, Broken Bond, and Song of Freyalise from Dominaria, it uses Adventurous Impulse more than the other two, but can make use of them against slower, more controlling decks. If you are having trouble against a slower, more controlling deck, you sideboard for more counters to their removal and generally you swap in Kopala to tax their removal.
I am acknowledging the fact that this deck is missing a lot of merfolk, I am acknowledging that it is missing a lot of +1/+1 counter synergy. The reason for that is that this deck is much more aggro than any other merfolk deck I have seen, the addition of the counters and Kopala in the sideboard are even a little bit uncomfortable because of how aggressive I want this deck to be. I acknowledge that there is an abnormally low amount of lands, and I acknowledge many good cards in UG that are missing, but for right now, this is how the deck sits. The most likely card I am to put into this deck would be Merfolk Branchwalker, but even then I am uncertain. I fully support and encourage the tweaking of this deck, perhaps I overlooked a very powerful, cheap merfolk that could be substituted for the less important cards, or perhaps once we're fully into the new standard set, a dominating sleeper card appears that has to be incorporated into the deck. I'm still fairly new to a lot of deckbuilding, and this is for sure a lesser known and more off-brand archetype, so I am really trying to break the mould by pulling out a potentially very powerful deck that not many players will know the matchup to, and therefore will be confused on how to sideboard against.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

12 - 2 Rares

24 - 3 Uncommons

12 - 10 Commons

Cards 60
Avg. CMC 1.80
Tokens Merfolk 1/1 U w/ Hexproof
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