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UGb merfolks in T2



 
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks
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surfcheery



Joined: 21 Sep 2004
Posts: 46

PostPosted: Wed Aug 13, 2008 2:49 am    Post subject: UGb merfolks in T2 Reply with quote

I was playing UGbw merfolks in PTG Berlin last week...ending 14th with 4-2 and started to test t2 again...why not to try this blockish deck for standard? The only thing i was not playing in block were other 4 lord copies...

the deck would something like this

4* merrow rejery
4* lord of atlantis
4* adept
4* banneret
4* colossus
3* sower (23 creatures)

4* cryptic command
3* dousing
2* will
4* nameles inversion (like them a lot but maybe will be cut) (13 spells)
36 cards total + usual block 24 lands manabase (maybe there will be some adarkar wastes/yavimaya coast)

so what do u ppl think about this?
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Vimes



Joined: 03 Jul 2005
Posts: 344

PostPosted: Wed Aug 13, 2008 7:58 am    Post subject: Reply with quote

The problem with Merfolk these days is that it just gets steamrolled by Red Deck Wins. While I'm not sure how the differences in your maindeck from plain old UW Merfolk would affect the matchup, I doubt it would be anywhere near enough to make the matchup positive.

And everyone and their mother is playing Red Deck Wins Wink
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1434

PostPosted: Wed Aug 13, 2008 9:46 am    Post subject: Reply with quote

You need white sideboard tech like Burrenton Forge-Tender in order to have a chance against RDW with Merfolk.

I am not impressed with splashing green just for Chameleon Colossus. It costs two green, and binds up its casting cost if it is going to be useful at all.
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gypsy



Joined: 15 Jun 2007
Posts: 921

PostPosted: Wed Aug 13, 2008 10:15 am    Post subject: Reply with quote

block lets you play vivid lands because the format isnt so fast and collosus is so good agaisnt so many decks, but t2 is not the same, its faster and collosus isnt as good
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