Merfolk in today's standard?
68Today we are exploring merfolk and wether it is currently viable in today's standard. Back when Lorwyn was first released a new deck emerged onto the tournament scene. The merfolk tribe combined some very good new merfolk with the already existing powerhouse of Lord of Atlantis. This deck became my pet deck until Time Spiral block rotated out taking Lord of Atlantis with it. But lets see if it can still be viable...
Card Choices:
creatures-
Curse Catcher- The only 1 drop with a relevant ability. He postpones any global destruction at least 1 turn while dealing his damage right from the start. He is a must have for the deck.
Grimoire Thief- Could see play and help alot. His ability isn't used to mill but to serve as a counterspell. He is not used often as he doesnt really do anything for you the turn he is played and he has no form of evasion.
Inkfathom Infiltrator- Evasion is really helpful. This guy can serve a beating over a long game.
Silvergill Adept- Basicly creature without costing a card. One of the things that makes this deck work is that many cards replace themselves.
Stonybrook Banneret- One of the key peieces to this deck. lets you play out your hand quickly also makes one of the key counterspells cheaper to cast.
Sygg, River Cutthroat- Card advantage over multiple turns. He doesnt do anything on his own though. Be careful running him and dont run more then 1 as he is legendary.
Sygg, River Guide- This guy is the main reason many splash white in their otherwise blue decks. He helps you get around removal if it's heavy in your environment. If you are going U/W he is a must have.
Merfolk Sovereign- Not quite what we are looking for as a replacement for lord of atlantis. Still he does buff up your team.
Merrow Reejerey- Best creature in the deck. You can use this guy to help you power out your hand faster or just tap potental blockers. Also pumping your team doesnt hurt. Run 4 of these before looking at the sovereign.
Selkie Hedge-Mage- Often my favorite answer to my opponent's large creature play. If Reegery is in play his tap ability happens before you need pick a target to bounce. also he can bounce your own adept to replay and draw another card.
Sigil Tracer- Underrated answer to many decks in the format. Also works well with your own cryptic commands. . .
Wake Thrasher- A must answer threat. generally easy to answer but still something they must answer. Deals alot of damage if he hits.
non Creature:
Cryptic Command: Best card in standard. I may be a little biased. The most annoying thing in the game is being told no, this card can tell your opponent no 3 different ways and/or draw you a card. Bounce their threat, tap all their attackers/blockers, counter their spell .... run 4
Sage's Dousing- A second counter spell for the deck that replaces itself almost every time. with banneret in play it costs less mana as well.
Aquitect's Will- Not as good as it used to be, but you still have some creatures that island walk and it still replaces itself as well as triggering rejeery. I'll still run them.
Ponder- Best early draw available.
Decklist:
Land 20
20 Island
Creatures 24
4 cursecatcher
3 Silvergill Adept
3 Inkfathom Infiltrators
4 Stonybrook Banneret
4 Merrow Rejeery
3 Merfolk Sovereign
3 Selkie Hedge-Mage
Others: 16
4 Cryptic Command
4 Sage's Sousing
4 Ponder
4 Aquitect's Will
Today's Matchups:
Most control decks Ive encountered lately dont really do much the first few turns. Put them on a quick clock with a turn 1 cursecatcher followed by a 2 drop can often spell game, then just follow that with counters to keep yourself in the lead. Only real problem Ive had with them are their running volcanic fallout. For this reason I try to only play 2-3 creatures and try to keep as much card advantage over them as I can.
Kithkin is a problem deck for this strat and they will often have the lead most of the game. the key is to keep card advantage over them and a well placed cryptic tapping them out then attacking for the win.
Jund aggro doesnt generally play anything til turn 3 (running enter's battlefield tapped land) or later. but they make up for it with cascading. Place your counters well.
Bant aggro puts out a few good threats early your best choice is to bounce. Dont be afraid to trade your guys while you fight for an advantage. your card advantage should win you out in the end.
Burn, Anything with burn is going to be your worst match up. But it's not as bad as it seems. keep your card advantage up and only spend counters when they provide card advantage. Silvergil Adept is one of your best cards in this matchup as it will trade with one of their cards and replace itself.
Faeries: Fae has always been a good matchup for us. which is one of the reasons the deck did so well. Nothing has changed in this regard. sage's dousing sill counters their key spells and 2/2 merfolk still kill blocking 1/1 faerie tokens.
Summery
Merfolk is still a strong deck to play in today's standard. There are a few cards (like volcanic fallout) that you need to work around.






