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By: kalandine, Mike Mullins
May 07 2008 12:14am
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Merrow, Merrow in the Wanderwine, what other deck looks so fine?

I originally played paper Magic from Unlimited through Weatherlight (if you are interested, ask me about the Mox Ruby I traded away right before 4th Edition was released). During that period, I was pretty active in the local Magic scene, but I drifted away when most of my friends stopped playing.

After nearly a decade absent from Magic, I logged into MTGO for the first ime in the spring of 2007 found the game to be very different from the one I left. To get my feet wet, I decided to approach MTGO through leagues.  It wasn't long before I was interested in playing a constructed format and stumbled onto a thread on the Wizards of the Coast message boards about rarely used tribes in the Classical Tribal format.  I put together a Spider deck and really enjoyed this casual environment, eventually building decks around Faeries (before it received a huge boost from Master's Edition) and Bears.

Then came the previews for Lorwyn.  The new block had a tribal theme and featured Merfolk and Fairies, two of my favorite creature types.  Heck, I already had a Faeries Tribal deck. Half of my excitement was quickly dashed, because my love of Faeries stems from nostalgia for Scryb Sprites. Faeries are green and blue, not black in my opinion, and the loss of green made me apathetic towards Lorwyn Fairies.

Merfolk, on the other hand, intrigued me with their expansion from mono-blue to blue and white.  I guess in my mind, adding a color is wholly different than switching one color for another.

Wanderwine Hub

Before I headed off to the store to pick up the singles for a Merfolk deck, I had to decide which format to play.

I wanted to branch out from the Tribal formats, but Classic and Extended were too daunting in the card pools and not overly friendly for a deck as slow as Merfolk.  For budgetary reasons, I had been avoiding Standard, but Lorwyn would be legal in the format for two years, so it made sense to start there (Lorwyn block constructed was out because I really wanted to run Lord of Atlantis).

The key word is "start".  My budget isn't unlimited and I wanted to get the broadest possible play experience with my venture into all things Merfolk.  So, I decided to develop a standard deck first for the casual room and then modify that deck for the tournament practice room (i.e., adding a sideboard) and to develop the deck for other formats such as Tribal Standard, Tribal Classic, and maybe even Extended. 

With the greatest expenditure already made, updating a standard Merfolk deck to one more suited for other formats would be a relatively cheap approach to enjoying a wide variety of games.  Thus providing the best bang for the buck.

So, here in part 1, I will go through my standard Merfolk deck and the small changes required to transform the deck to a Tribal Standard deck and even tweaks to make it more relevant for a Two-Headed Giant game.


First up in developing the deck was identifying the staples.  I think there are three staples relevant for any merfolk deck.  Things get more complicated after that.  Those three staples are:

Lord of Atlantis

The Lord of Atlantis is an aggressive 2/2 for UU.  It pumps all of your other Merfolk and and provides a form of evasion.  It is the prototypical Lord at a great cost.

Merrow Reejerey

Merrow Reejerey is the second lord available to Merfolk decks.  The Reejerey provides an extremely flexible ability that can untap lands to speed up a deck or open mana for counter spells, tap opposing lands to prevent tricks, tap opposing creatures to limit blocking opportunities, untap your own creatures to have blockers available.

Silvergill Adept

Aggressive blue creatures are hard to find, but Silvergill Adept fits the bill.  He also replaces himself when he comes into play.  In addition to card draw, his stats make him an auto-include for aggressive decks and his second type, Wizard, makes him useful to control decks to support cards like Voidmage Prodigy and Sage's Dousing.

I knew I wanted to go Blue-White for my deck because I like the added flexibility of two-color decks.  That made Wanderwine Hub an automatic inclusion.  I wanted control elements, but with an aggressive deck, I did not want to hold back mana to solve a problem via counter spells, so I needed some control cards.  Oblivion Ring is one of the most flexible removal spells in the game with its ability to deal with Enchantments, Creatures, Artifacts, and Planeswalkers.  Psionic Blast also has great flexibility in its ability to target both creatures and players.  Both, very quickly, made the cut.

With 12 creatures accounted for, I needed to add 8 to 12 more to the deck to really maximize the bonuses from the Lord of Atlantis and the Merrow Reejerey.  Since I was in both blue and white, Sygg, River Guide seemed an obvious chocie with his low casting cost, 2/3 body, evasion, and his protection ability which could be used to: (a) thwart directed creature kill or global damage dealers (e.g. Pyroclasm), (b) prevent combat damage, or (c) make creatures unblockable.  As a legend, a full complement of 4 copies is not necessary.  After some testing, I decided the optimal number was 3 copies.

The other Merfolk that intrigued me were Grimoire Thief, Judge of Currents, Riptide Pilferer, Shapesharer, and Stonybrook BanneretShapesharer was eliminated pretty quickly because the cost of his ability tied up too much mana and Sygg, River Guide was usually a better investment for excess mana.  Grimoire Thief is adequate, but rarely did I want to sacrifice him to counter a spell and even more rarely had he actually removed a copy of the spell from the opponent's deck.  Judge of Currents proved to be a huge boon in defeating red decks and in racing with other aggressive decks such as elves and kithkin.  Stonybrook Banneret smooths out mana if you draw her early enough, but with the low cost of cards in my deck and the absence of counter spells, the cost reduction just didn't mean much most games as I did not want to overcommit with too many creatures on the board.  Riptide Pilferer worked wonders in decimating opponent's hands and in draw creature kill away from my lords.  Both Judge of Currents and Riptide Pilferer made the deck.

I had roughly 8 slots to fill in.  Four of those slots would be devoted to card draw with Ponder, Ancestral Vision, and Aquitect's Will as the elading candidates.  Ponder is immediate and filters teh top of your deck, Ancestral Vision provides the most cards after a few turns of waiting, and Aquitect's Will draws one card if you control a Merfolk and either enables your Merfolk evasion or fixes your own mana base.  I went with Aquitect's Will because I just don't view Ponder as that superior and don't want to wait for Ancestral Vision unless I cast it on the first turn.  Aquitect's Will also triggers Merrow Reejerey's ability which can have a significant impact on the game.

So, 4 spots to fill in.  I went with the best blue instant in standard right now, Cryptic Command.

Here is my Standard-legal Merfolk deck list, which on May 1 would have cost $81.15 to build from scratch according to MTGOTraders prices.

Land (22)

Creatures (22)

Other (16)

10 Island
Plains
Wanderwine Hub
3 Faerie Conclave
1 Adarkar Wastes

4 Judge of Currents
Lord of Atlantis

Merrow Reejerey
3 Riptide Pilferer
Silvergill Adept
Sygg, River Guide

Aquitect's Will
Cryptic Command
4 Oblivion Ring
Psionic Blast

Below are details from ten consecutive games using this deck in the casual room for single game duels.  Each game description identifies the opponent, my opening hand and mulligan decisions, a summary of the game, some observation about the game, and the outcome with win-loss

Opponent Kithkin (White)
Opening Hand

After my opponent goes down to 6 cards with a mulligan, I decide to keep my hand because I am on the draw and the Rings should help me survive until I draw into more creatures.

Land

Creatures

Other

1 Island
1 Plains
2 Wanderwine Hub

1 Merrow Reejerey 2 Oblivion Ring

Summary

He comes out fast with a Goldmeadow Harrier, (Knight of the Meadowgrain), and Wizened Cenn in the first three turns.  By the end of turn 3, I have a Sygg, River Guide and Merrow Reejerey in play and the life totals are his 23 to my 14.

He continues the attack with 2 cards in hand and I don’t block due to fear of a Surge of Thoughtweft.  I draw a Cryptic Command, add a Riptide Pilferer to my side, use Oblivion Ring to get rid of the Wizened Cenn, and attack with the Reejerey putting the life totals at 9 to 24.

I continue to use Sygg to hold of the Harrier while attacking with the Reejerey and Pilferer.  The Cryptic Command counters a spell and draws me a second Command.

Even at a 22 - 7 life disadvantage, I now have the game firmly in hand and deal lethal damage on turn 9 after dropping a Lord of Atlantis and another Merrow Reejerey on turn 8.

Observations Early versions of this deck had huge issues against Kithkin decks, but the inclusion of Cryptic Command and Judge of Currents turns the duel back in favor of the Merfolk.
Outcome Win (1-0)
Cryptic Command

 

Riptide Pilferer

 

Opponent Blink (White, Blue, black)
Opening Hand

My opponent chooses to play and takes a mulligan.

Land

Creatures

Other

1 Island

1 Merrow Reejerey
1 Lord of Atlantis
2 Silvergill Adept
1 Aquitect's Will
1 Psionic Blast

Even on the draw with an otherwise good hand, a one land hand is an automatic mulligan.  I end up with:

Land

Creatures

Other

Island
1 Plains

1 Merrow Reejerey
1 Riptide Pilferer
1 Oblivion Ring

Summary

At the end of the second turn we both have 2 land and I have a Riptide Pilferer.

On turn 3, he adds a land, then I attack for 1 and the discard (a Plains) and then drop the Merrow Reejerey.  He drops an Aven Riftwatcher on turn 4.  I drop a land and then Psionic Blast the Riftwatcher, attacking for 3 and forcing the discard of a Momentary Blink.

On turn 5, he uses Nameless Inversion to eliminate the Riptide Pilferer and I attack with the Merrow Reejerey and drop a Silvergill Adept paying the 3 extra since I don’t have a Merfolk in hand.  He drops a Body Double targeting the Aven Riftwatcher on his next turn and I respond with Oblivion Ring on my turn, attacking for 5.
 
On turn 6, he lays a land; I draw a
Lord of Atlantis, drop a Silvergill Adept and the Lord of Atlantis and cruise to the win on turn 8.

Observations Riptide Pilferer with a bit of creature control backs my opponent into a corner very quickly, preventing him from setting up for the win.
Outcome Win (2-0)

Opponent Goblins (Red, Black)
Opening Hand

I win the roll and choose to play first.  Once again I open an awesome starting hand except for having only a single land.

Land

Creatures

Other

1 Island

Lord of Atlantis
Silvergill Adept
1 Aquitect's Will
1 Oblivion Ring
1 Psionic Blast

I mulligan and end up with a hand that is light on creatures, but does have land, control, and card draw.

Land

Creatures

Other

Island
1 Plains

1 Sygg, River Guide 1 Aquitect's Will
1 Oblivion Ring

Summary

On turn 2 I play Sygg, River Guide and he immediately withers due to a Nameless Inversion, and without a Merfolk in play, my Aquitect’s Will fails to provide me the desired card draw.

On turns 2 through 6, I draw a Psionic Blast, Oblivion Ring, Island, Wanderwine Hub, and Cryptic Command.  My removal is used to keep me in the game and really nets me a huge card advantage after a sequence of plays that could have put me too far in the hole to recover.

On turn 4, he plays Wort, Boggart Auntie.  On turn 5, I use Oblivion Ring to get rid of the Auntie and he follows by playing another Wort.  On turn 6, I draw and pass, he triggers Auntie’s ability and returns a Squeaking Pie Sneak to his hand.  He attacks with the Auntie, casts the Pie Sneak, I use Cryptic Command to counter the Pie Sneak and bounce Oblivion Ring back to may hand, sending both Worts to the graveyard because of the legend rule.  That also leaves me with another removal spell in hand.

I eventually draw into another Sygg and Lord of Atlantis after his removal takes out a couple more Merfolk and steam to the victory with mana open to use Sygg’s protection ability.

Observations The ‘Legend Rule’ can be your friend. 
Outcome Win (3-0)

 

Oblivion Ring

 

 

Aquitect
Opponent Elves (Green)
Opening Hand

I win the roll and choose to play first.  My opening hand looks good.

Land

Creatures

Other

Wanderwine Hub
Faerie Conclave

1 Lord of Atlantis
1 Riptide Pilferer
1 Aquitect's Will
1 Oblivion Ring
1 Psionic Blast

Summary

I drop the Faerie Conclave, he drops a Forest.  I drop the Riptide Pilferer, he drops a Wolf-Skull Shaman.  I follow-up with Lord of Atlantis and the Aquitect's Will after drawing an Island on turn 2.  I should probably have gotten rid of the Shaman at this point in order
to head-off any free 2/2’s.  I luck out and he doesn’t get the free token, but he
does
Lignify my Lord of Atlantis.

I draw another Lord of Atlantis, but choose to Psionic Blast the Shaman in stead
and force a discard.  He drops another Wolf-Skull Shaman and a
Wren's Run Vanquisher, revealing Imperious Perfect.  I drop a Lord of Atlantis drawing another Lord of Atlantis (hoping for a fourth land).  Riptide Pilferer attacks to force the discard of the Perfect.

He draws and plays a Forest.  I draw an Island and drop it, a Lord of Atlantis,
and a
Judge of Currents.  He concedes the duel.

Observations I luck out this game.  In general, if you are playing a creature-based deck that will race another creature-based deck, kill free token creature generators as soon as possible.
Outcome Win (4-0)

Opponent Treefolk (Black, green, white)
Opening Hand

I play second and my opening hand is acceptable, though I wish I had a Plains or Wanderwine Hub instead of the Faerie Conclave.

 

Land

Creatures

Other

Island
Faerie Conclave

1 Judge of Currents
1 Merrow Reejerey
1 Riptide Pilferer

1 Psionic Blast

Summary

Turn 1, he drops Swamp and I drop the Faerie Conclave.  He follows with a Forest and I respond with an Island and Riptide Pilferer.

On turn 3, he plays a Plains and a Black Poplar Shaman.  I play an Island, Blast the Treefolk, attack for 1 and force the discard.

On turn 4, he plays another Swamp, casts Oaken Brawler losing the clash and revealing a Psionic Blast on the top of my deck.  I have a bit of déjà vu, playing an Island, Blasting the Treefolk, and attacking for 1 the discard.

On turn 5, he drops Doran, the Siege Tower, while I draw a Cryptic Command and play an Island.

On turn 6, he plays a Nameless Inversion before the attack.  I counter it and send Doran back to hand just to have him recast Doran immediately.  I draw another Cryptic Command and pass.

On turn 7, once again before the attack, he casts Cloudcrown Oak, and I have another round of déjà vu, countering it and sending Doran, the Siege Tower back to his hand.  He, however, is unable to recast it and has no other cards in hand.  I drop Merrow Reejerey and attack with the Riptide Pilferer.

I spend three more turns finishing him off, but the game is in the bag.  At the
end of the duel, I have a Judge of Currents, Sygg, River Guide, and two Oblivion Rings in hand, having never drawn a Plains, Adarkar Wastes, or Wanderwine Hub.

Observations With Pilferer forcing discards, my creature removal is enabling a 2-for-1 swing in card advantage with the Pilferer attacking.
Outcome Win (5-0)

Adarkar Wastes

 

Judge of Currents

Opponent Rogues (Black)
Opening Hand

I play second and my opening hand is once again light on creatures but heavy on removal.  I decide to keep it.

Land

Creatures

Other

Wanderwine Hub
1 Adarkar Wastes

Merrow Reejerey Oblivion Ring
1 Psionic Blast

Summary

He opens with a Swamp and a Prickly Boggart.  I drop a Wanderwine Hub after drawing an Island.  He follows up with a Swamp, attacks for 1, and drops a Frogtosser Banneret.  I draw an Aquitect's Will and drop another Wanderwine Hub.

On turn 3, he plays Oona's Blackguard and a Swamp and attacks for another 2.  I Psionic Blast the Blackguard after laying an Adarkar Wastes down.

On turn 4, he plays an Oona's Prowler and attacks for another 2.  I drop Merrow Reejerey and he uses Nameless Inversion to send it to the graveyard.

For a few turns I manage to use Oblivion Rings to keep the damage to a minimum while dropping lands including a Faerie Conclave.  I have a Silvergill Adept in hand, but no other Merfolk in hand.  At 9 life, I draw into a Judge of Currents, drop the Adept drawing and playing a Merrow Reejerey, and then play the Judge of Currents.  He responds with Dash Hopes.  I take the life hit and use the Reejerey’s ability to tap itself gaining 1 life.

He attacks for 4 and I know I need to either draw into a Cryptic Command or another Judge of Currents to survive another turn.  Neither happens and I lose on his next attack.

Observations This game is one to remember when developing a sideboard.  The deck needs cheaper removal to deal with low toughness creatures like this.
Outcome Loss (5-1)

Opponent Kithkin/Soldier (White)
Opening Hand

I will play second and have a decent opening hand that probably has 1 more land than is optimal but does have a white mana source.

Land

Creatures

Other

Island
1 Wanderwine Hub

1 Sygg, River Guide
1 Riptide Pilferer

1 Cryptic Command

Summary

I draw a Silvergill Adept on my first turn after he drops a Plains and a Cenn's Tactician.  On turn 2, he drops another Plains and a Goldmeadow Harrier.  I plunk down a Wanderwine Hub and Riptide Pilferer after drawing a Judge of Currents.

On turn 3, he doesn’t attack, but drops another Goldmeadow Harrier and a Knight of Meadowgrain.  I follow with Sygg, River Guide and a Lord of Atlantis.

He follows with a Preeminent Captain and attacks with the Knight of Meadowgrain, which I let pass.  I drop a Judge of Currents and use Aquitect's Will to give him an Island.  He drops another Kithkin but still doesn’t attack.

I draw my second Cryptic Command and pass.  On his turn I tap all of his creatures, but he drops a Wizened Cenn.  I hold back my Lord of Atlantis and attack for 10.

The next turn, I use my second Cryptic Command to tap all of his creatures and draw a card.  I get him down to 2 life with a massive attack.  He launches an alpha attack and uses Preeminent Captain to put a 9/9 Cenn's Heir into play.  I survive the attack with 4 life remaining and nothing he can do to stop me from winning.

Observations I think I won this game because my opponent played it too safe, but it is hard to know for sure.  It was a good, edge-of-the seat game.
Outcome Win (6-1)

 

Sygg, River Guide

 

Plains

Opponent Giants (Red)
Opening Hand

I win the roll, choose to play first, and like my opening hand a lot.

Land

Creatures

Other

Island
1 Wanderwine Hub

Judge of CurrentsSilvergill Adept
Sygg, River Guide

1 Aquitect's Will

Summary

I drop an Island and he drops a Mountain.  I follow with the Wanderwine Hub and Silvergill Adept drawing another Adept and a Lord of Atlantis on turn 2.  He follows with another Mountain.

On turn 3, I play an Island, Lord of Atlantis, and (Aquitect’s Will) before attacking for 3.  He plays another Mountain.

On turn 4, I play Plains and attack for 5.  He plays a Mountain and then plays Sulfurous Blast in his Main Phase eliminating my board and dropping himself to 9 life.

On turn 5, I drop a Sygg, River Guide leaving open mana to protect him while he plays a Blind-Spot Giant.   Sygg islandwalks for 2 damage on turn 6 and I play the Silvergill Adept.  He responds with another Blind-Spot Giant and attacks for 4.

On turn 7, I once again attack with Sygg.  I then use a protection from red Silvergill Adept to block one of my opponent’s attacking Blind-Spot Giants.  I am now at 9 life and he is at 5 life.  He hits me with Giant's Ire, but I win on the next turn, attacking for exactly 5.

Observations This game was won simply because I was patient with putting my Merfolk into play.  Had I dropped even one more Merfolk to be wiped out by the Sulfurous Blast, I could easily have lost teh game to my opponent's huge creatures.
Outcome Win (7-1)

Opponent Thallids/Essence Warden (Green, White)
Opening Hand

He wins the roll and selects to first with his opening hand.  My opening hand is risky because my one Merfolk is unplayable until I draw another, but I take the chance with my three pieces of removal.

Land

Creatures

Other

1 Island
1 Wanderwine Hub
1 Adarkar Wastes

Silvergill Adept 1 Oblivion Ring
Psionic Blast

Summary

He opens with a Plains, then a Forest and an Essence Warden, and then another Plains and Mycologist.  I open with a Wanderwine Hub, Faerie Conclave, and an Island with a Psionic Blast aimed at the Essense Warden on turn 3.

He continues his Thallid obsession with a Thallid Germinator and I finally draw another Merfolk to allow me to play the Silvergill Adept

On turn 5, I drop my fifth land and cast a Lord of Atlantis and an Oblivion Ring to capture the Mycologist.  He makes a play mistake and while my Oblivion Ring come-into-play effect is on the stack he destroys the Oblivion Ring, permanently removing the Mycologist from the game.

On turn 6, I Judge of Currents, turn a Forest into a Forest-Island with Aquitect's Will, and Psionic Blast the Germinator.  He concedes as I bump up my life and hit him for 5.

Observations The stack can be your friend or your enemy and weird interactions with the stack are easily confused.
Outcome Win (8-1)

Psionic Blast

 

Faerie Conclave

Opponent Reanimator (White, black)
Opening Hand

I keep my opening hand after he chooses to play first.

Land

Creatures

Other

1 Island
1 Plains
Faerie Conclave

1 Merrow Reejerey
1 Riptide Pilferer

1 Oblivion Ring
1 Psionic Blast

Summary

We both play lands on turn 1 and 2 and he adds a True Believer to his side of the board while I add a Riptide Pilferer to my side of the board.

On turn 3, he keeps his True Believer back for defense and plays a Plains and a Loxodon Warhammer.  I Psionic Blast the Believer and attack with the Pilferer for 1 damage and the discard.  He discards Crovax, Ascendant Hero.

He plays a fourth Plains and passes.  I lay down a Merrow Reejerey and force another discard with Pilferer.  He gets a Caves of Koilos into play and then uses Makeshift Mannequin to return Corvax to play.

I summon Lord of Atlantis and target Crovax with the triggered ability from Merrow Reejerey.  On the next turn, I attack with Lord of Atlantis, Merrow Reejerey, Riptide Pilferer and the Faerie Conclave for the win.

Observations I luck out this game.  In general, if you are playing a creature-based deck that will race another creature-based deck, kill free token creature generators as soon as possible.
Outcome Win (9-1)

That should provide a good perspective of the capabilities of this deck to deal with a wide range of opponents in a one-on-one duel.  Not all duels, however, are limited to only two-players.

This deck could be used as-is in a multiplayer team game such as Two-Headed Giant, but with a few minor tweaks, it could go from playing side-by-side with a teammate to interacting with a partner.  In my view, team environments are the most enjoyable when the interaction of the decks is better than the decks working independently.

Now, if you join a Two-Headed Giant game to be randomly seated with a partner, your ability to support a partner needs to be rather generic.  Fortunately, there are a number of ways to be prepared to support your teammate.  Blue offers a few options that are readily incorporated in this Merfolk deck.  The first, of course, is blue’s best ally ability: card draw.

Two cards in standard, Lorwyn’s Jace Beleren and Time Spiral’s Careful Consideration allow you to let your partner draw cards.  Jace Beleren is more in-line with the mana curve of this deck and can easily be subbed into the deck for Aquitect's Will.

The removal of Aquitect's Will does limit the use of the Merfolk’s landwalking, but there is a Merfolk in the form of Tideshaper Mystic that can serve the same role.  In addition to enabling islandwalking, Tideshaper Mystic can also change your partner’s land types to provide the correct color mana to cast instants or pay for activated abilities during your turn.  This won’t come up in every game, but it can make a huge difference when it does happen.

One other Merfolk can be used to support your partner by increasing their available mana or untapping permanents with activated abilities or untapping a blocker.  That Merfolk is Coral Trickster and his tap or untap ability will almost assuredly come in handy.

To add Tideshaper Mystic and Coral Trickster to the deck, some of the creatures that aren't as relevant to the 2HG environment must come out.  Judge of Currents is less relevant in a game with higher starting life and Riptide Pilferer will rarely get off its discard effect in a four-player game.  So they are easily subbed out for the new Merfolk.

In order to update the original standard deck to one more suited for play in a Two-Headed Giant game costs an additional $6.13 based on MTGOTraders prices as of May 1, 2008.

Here is the updated 2HG Standard deck list with the new cards highlighted.

Land (22)

Creatures (22)

Other (16)

10 Island
Plains
Wanderwine Hub
3 Faerie Conclave
1 Adarkar Wastes

3 Coral Trickster
Lord of Atlantis

Merrow Reejerey
3 Riptide Pilferer
Silvergill Adept
Sygg, River Guide

4 Tideshaper Mystic

Cryptic Command
4 Jace Beleren
4 Oblivion Ring

Psionic Blast

In the next installment, I will address adding a sideboard and taking the deck into the torunament practice room for matches and then I will tackle the merfolk in Standard Tribal.  Until then, good luck.

7 Comments

by Anonymous (Unregistered) 80.41.251.208 (not verified) at Mon, 08/04/2008 - 03:51
Anonymous (Unregistered) 80.41.251.208's picture

could have bin fixed games.

by urzishra (Unregistered) 74.213.196.41 (not verified) at Thu, 05/08/2008 - 19:53
urzishra (Unregistered) 74.213.196.41's picture

considering 4 Tarmos currently cost 120+ dollars.. this deck is well in the confines of "budget" IMO.. to others looking to sub out some cards..

 Cryptic Commands could be subbed out for Cancel (i realize it doesn't serve muliple purposes as the other did, but it is comparable) .. outside of 4 dollar lands and another 3 dollar rare..(psionic blast) most arn't that hard to get.. as for the land situation.. you can use the Tap snow land from Coldsnap, the storage land from Time Spiral, even the Gemstone lands from Lorwyn..you can easily cut 2 Hub's for 2 Terramorph Expanse and be just as good off (well not really.. but it is comparable).. Faerie Conclaves are irreplacable.. but by and large you can sub out the other lands for other duals in the format.

Nice Layout by krisinsane at Wed, 05/07/2008 - 22:50
krisinsane's picture

Thank you for the detailed game logs, it made reading the article much easier to understand, and comprehension of the games was quite easy. Looking forward to Part 2!

A few minor errors by kalandine at Wed, 05/07/2008 - 12:10
kalandine's picture

I had some trouble getting the article system to accept this article (I think due to length) and it looks like I missed a few corrections:

Towards the beginning of the article I say that Tribal Standard will be covered here, that's wrong as it will be covered in part 2.

The observation from the last game should have been:
"If he had waited to bring Crovax into play after I assigned attackers, he could have successsfully killed off both the Merrow Reejerey and the Riptide Pilferer.  That would have made for a much different game."

by hamtastic at Wed, 05/07/2008 - 10:17
hamtastic's picture

I really liked the format of this article!  It made it easy to differentiate each game and show the deck in practice.  Quite nice!

~Erik 

Budget Substitutes by kalandine at Wed, 05/07/2008 - 12:03
kalandine's picture

Thanks for the comment.

I was considering addressing a PDC version of Merfolk in afuture installment.  When I do that, I will try to add in some other budget information.

Great Article! by Mikey J (Unregistered) 144.183.31.2 (not verified) at Wed, 05/07/2008 - 10:04
Mikey J (Unregistered) 144.183.31.2's picture

This was a well written, enjoyable article.  I appreciate the detailed game logs you added.  The only thing missing would be your take on budget replacements for certain cards (for the casual, budget-minded folks).  Otherwise ---- A++