Current record:
2-0 vs B/G Constrictor
1-0 vs W/U Control
1-0 vs B/U Improvise
0-1 vs Mono Red
1-1 vs U/R God Pharaohs gift
1-0 vs G/U Merfolk
1-0 vs U/R Wizards
Deck tips
I am yet again playing Mefolk tribal for dominaria standard and it has gotten some shiny new toys from the latest set.
G/U Merfolk is mostly an aggro list that is looking to play "cheap"(Kumena's Speaker, Mist-Cloaked Herald) or "free" merfolk (Silvergill Adept, Merfolk Branchwalker) along with "lords" (Merfolk Mistbinder , Deeproot Elite) in order to kill the opponent as quickly as possible. The sneaky thing with merfolk is that it can actually be a grindy midrange deck too with card advantage engines such as Kumena, Tyrant of Orazca and Seafloor Oracle
The mana is finally consistent which was one of the biggest problems with the deck. You now have 12 untapped duels for the first three turns. There is a deckbuilding cost though, as hinterland harbour means that you sacrifice some of that consistency and can't really play hashap oasis or any of the memorial cycle as a result.
Trickster has been extremely good in creature matchups. I tend to side it out vs control, but the flash is still useful pre-board. I consider it to be mostly a removal spell, but the merfolk body is also extremely relevant and can be used to ambush bigger creatures when you have a lord sitting on the battlefield.
Blink of an eye has been excellent sideboard card vs constrictor decks. It also works very well against white enchantment based removal decks (kick it end of turn on enchantment to get creature back, draw, attack next turn with creature. You end up a card + some damage )
The counterspells in the side are more wrath and control protection. Naturalise is for GPG and vehicle heavy matchups. Tempest caller is good against go wide or go big creature decks. An extra trickster is brought in against decks with lots of evasive creatures. (you struggle with flying without one) Scavenger is for graveyards and can gain you life vs aggro. Essence scatter is mustly to fight chainwhirler and hazoret (which can be unbeatable if they resolve)
Other than that, the deck mostly works the same as pre-dom merfolk and the only thing that really stops you is a well timed wrath or multiple sweepers. This is the reason for the three spell pierces, although it is possible that they should be syncopates.