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I actually think you are running 5 too many enchantments, I'd just stick with 3 Spreading Seas and focus on filling the rest of the deck with merfolk.
Check out my modern merfolk here: Be like the Sea
Thank you very much for the comments! I really liked the idea of a merfolk deck and while browsing, found your deck. It influenced this heavily. I really like the AEther Vial . I think I will add that one. Would you recommend I do add some Serum Visions and Sleight of Hand s? I suppose I didn't read card:Aquitect's Will close enough. I like having all 8 of the enchantments since that seems like a good method for complete control.
AEther Vial is essentially the best card you can have in a deck like this, its the lifeblood of the legacy version of merfolk. Merfolk Sovereign should probably come out for Coralhelm Commander , and the Disperse and Unsummon should come out for Spell Pierce and Remand , respectively.
I really do like AEther Vial , but it's a little pricey for me right now. Essentially, isn't Coralhelm Commander the same effect as Merfolk Sovereign but for 4 more mana? As far as the counters go, I think with this deck I would control my opponents by keeping them from being able to use their lands. I shouldn't have to counter anything but maybe send a creature or two back. I do like Spell Pierce over Disperse though. Thank you very much for the feedback.
how often do you have enough creatures for Unified Will ?Seems like with 16 creatures with no 1-drops you might be lacking against most aggro decks.
You might want to consider dropping an AEther Vial . Sure you want one turn 1, but having multiples is kind of lame.
I haven't had a chance to playtest with Unified Will , but I get what you're saying and will look for another counter option. I think I'll add Silvergill Adept , but the other two don't really fit how this deck has played. Once I have Merfolk out swining, I usually don't need much more for drawing.
Respectfully disagree on card:Aquitect's Will, which should be used over Mind Bend . It will still work with Islandwalk.
Here's the ruling:
702.13c A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype (as in islandwalk).
The land doesn't have to be only an island, as long as at least one land has the subtype "island." As an example, Hallowed Fountain would enable both plainswalk and islandwalk as it has the subtypes of plains and island.
@Bingbing: Why would you recommend Arquitect's Will over Mind Bend ? The original comment on Arquitect's Will being useless was because I had a subtheme to control my opponents lands with Spreading Seas , Convincing Mirage , and card:Sea's Claim.
@Jp3ngu1nb0y: I've never seen Quicksilver Fountain . It seems like it would be a bit slow though. Do you have any problems with that?
Apologies - I thought you just wanted Islandwalk enablers. card:Aquitect's Will was for enabling islandwalk whilst netting you a card.
In any case, Mind Bend is a little bit delicate. Its uses against non-basic lands (which modern is full of) are very limited in that it cuts out only one colour of a shockland, and has no effect on most others. Something more consistent like card:Sea's Claim may be more to your liking if you want to play the colour-restriction game. You may even want to go splitsies with Spectral Shift if you find that you have a great deal of spare mana.
The thing about using loads of these effects is that they can become dead draws when you're playing against blue. Spreading Seas and to a lesser extent card:Aquitect's Will are among the more commonly used island-converters because in the worst case scenario they effectively have cycling.
Vedalken Shackles is the modern equivalent of Seasinger , at the surface it doesn't seem as good, but I prefer it. Lightning Bolt or Tragic Slip can't get it so unless they have artifact or land destruction they might consider casting targeted removal at their OWN creature if they think it will help (it wont!)
Vedalken Shackles is a great card for modern merfolk and I would consider testing with it a few times.
This is pretty crazy honestly. I love the idea of turning an opponent's land into an Island to swing with unblockable merfolk :)
Now i know this isn't a crazy token spazzer like goblins became with Krenko, Mob Boss or elves, like with a personal infinite combo one of my friends made. BUT Coat of Arms MIGHT be considered here? If you have 3 Merfolk, and 2 of them give the others +1/+1 and one gives them island walk, with Coat of Arms they get an extra +2/+2.
Idk what you'd take out for it or if you'd even want it since it's a 5drop, but this deck is getting a +1 from me :)
I wouldn't underestimate the potency of a 4/4 flying Coralhelm Commander . At worst, he's a glorified Grizzly Bears but even at 2 level counters he's still got reach from flying, not to mention the buffs he gets from the other lords. So he'll probably be a 4/4 flier at least and at best he reaches 6/6 flying while buffing up your other merfolk too.
I like the idea of using Mind Bend , but the slot might be a lot better replaced with something else. Whether you go for a bit more disruption, another lord or something else is up to you. it's applications seem very niche, which is something you might have trouble with if you wind up with a few of them in hand and nothing to use them on, sure i get that you'll be using them to reset islandwalk to whatever it is that your opponents are using but personally i'd rather run something like Phantasmal Image which doubles as an answer to threats like Emrakul, the Aeons Torn being hardcast from a tron deck (provided you can AEther Vial it in before it attacks) or just another lord by copying that Merrow Reejerey (who should, btw, be able to tap down your opponent's potential blockers instead of spending a card slot on a convoluted evasive interaction e.g. Mind Bend ing a Lord of Atlantis )
Might want to run a few non-situational 1-drop spells to the deck such as Cursecatcher , who slows removal, or even card:Cosi's Trickster, against fetch-lands/decks that tutor. They let you swim in for extra damage on the second turn once you start playing your lords
Thanks for the in depth suggestions, gheridarigaaz! I was begining to lean towards Coralhelm Commander , and you sold me on him. I really like the Phantasmal Image idea, as well as Spell Pierce . I wasn't entirely sure where to fit everything, so I attempted to build a Sideboard for this deck. If you could look over the new product and give me any more suggestions, it'd be greatly appreciated.
Mine splashes for BG in the mainboard and its nice having a 1 cmc kill spell that doesn't cost me 4 life the turn i use it like Dismember does when i don't have black mana or if i dont want to spend 3 cmc on Beast Within on a creature when i might want to get rid of a troublesome enchantment/artifact/land/planeswalker later on in the game.
Trouble with magic is that it works a lot with probability, if i know i have it in my deck i can probably hold off on using something that might kill me off for a turn or two before i decide that the last resort cards in my hand are probably my only resort...
Conversely if i have it in my opening hand i can always wait for the opportune moment to use it before i desperately need it.
A lot of decks run one-of cards efficiently against very niche situations, just look at a lot of pro control decks and you'll get what i mean. It doesn't always show up when i need it, but when it does, it's like a godsend of luck.
Also, i've tried to max out as much draw/cantripping in the deck to improve it's consistency. Hence why cards like Silvergill Adept and Spreading Seas are so useful... they thin out the deck and increase the chances of drawing into a lot of your other cards. This is part of the reason why i only run 17 lands. Dangerously low, but with things like AEther Vial and Merrow Reejerey to act as ways of cheating out more merfolk per turn i just need to be sure i have enough land in my opening hand to sustain me.
have you considered dropping Merfolk Sovereign ?
its didn't fit the bill in my Modern merfolk, it's ability is reliably useless and the 4 cards could probably be used elsewhere, maybe reconsider Cursecatcher , sure you want to play AEther Vial turn 1, but then you get this guy for free on turn 2 :D
Vedalken Shackles is a great control card in a mono-blue deck, If you want to play disruption Tectonic Edge can be good disruption at a low cost Trickbind can mess with your opponent's fetchlands as well as give you some security against storm. Some counterspells I think you should consider are Remand and Deprive . I would advise dropping Merfolk Sovereign as with AEther Vial you want all of your creatures to cost 2.