Green was the only support colour that you didn't really look at for your merfolk deck. The other three all offered minor perks, the odd fish and some juicy removal. Green had least fish and no useful removal to offer. Now with Ixalan green now offers some very appealing merfolk. Some good value and tempo cheaper fish and critically the first good tempo one drop merfolk ever! While getting a single one drop may not sound like it would make that much difference to a deck when it is a tribal deck like this it really can. One of the biggest weakness of the fish is how few decent one drops and disposable two drops it has on offer. Splashing for one drops is normally a weak plan but given what the fish deck most needs it might well be worth it.
Adding green gives another psuedo Silvergil Adept in the form of Merfolk Branchwalker. It might only draw you a card a third of the time but it is a good value and tempo creature that once played is very disposable. Leading with a Lord is vulnerable to removal, leading with a dork like Branchwalker or Adept on turn two puts you in a great position. Cheap value merfolk are what you need for tribal empowering cards to shine. While not as big of a pull to green as Kumena's Speaker the Branchwalker is none the less a significant pull to green and far easier to house in the base blue build.
Kopala is a nice upgrade on Kiora even though functionally the card is weaker in many cases. The extra synergies from Kopala make up for that power difference with ease. The last of the new fish tools is the big one - Deeproot Waters. This card is a bit of a mixed bag. On the one hand it is exactly what you want as a fish deck to get the most out of your Lords and to give you a healthy ongoing supply of disposable bodies. On the other hand it is a three mana investment that does nothing on its own. Fish decks typically fall behind on turns one and two and then start to pull back as they amass lords and mana. Getting the Waters out may just set you back too much at a critical stage. If you hold off and make it a couple of turns down the line you will have missed out on a couple of free merfolk and greatly reduce the cards overall value. It is also a little awkward in that it has bad synergy with one of merfolks greatest assets - the Aether Vial. A turn one Vial would solve all your early tempo issues and allow you to pull off some extreme swings in turns 3 and 4. Using Vial on your dorks means you miss the trigger on Deeproot Waters. You probably could get away with running both as Vial is so good on turn one and fairly useless later in the game, especially if you have some of the filtering tools I have added into this list.
Given how many of the more exotic and powerful non-merfolk cards seemed to have some lame interactions with the newer offerings I made this deck a very pure list. Rather than rely on Jitte or Shackles this list is very direct. It is one of the highest actual merfolk count fish deck I have done in cube. It doesn't bother much with removal or countermagic, the aim is simply to amass fish and kill them. It is probably most alike to a white weenie deck running mostly fliers like Suntail Hawk! This list has a bit more interaction and trickery up its sleeve than most white decks and it also has a bunch of value tools as well. This list will goldfish pretty well but may struggle a bit more in practice.
Chrome Mox
Cursecatcher
Aquitect's Will
Triton Shorestalker
Kumena's Speaker
Noble Hierarch
Shaper Apprentice
Gaea's Skyfolk
Silvergil Adept
Merfolk Branchwalker
Master of Pearl Trident
Coralhelm Commander
Harbinger of Tides
River Sneak
Kiora's Follower
Chart a Course
Kopala, Warden of Waves
Deeproot Waters
Merrow Reejery
Merfolk Sovereign
True-Name Nemesis
Jace, Cunning Castaway
Master of Waves
15 Lands
Mutavault
Tropical Island
Breeding Pool
Misty Rainforest
Botanical Sanctum
Yavimaya Coast
Filter
Check
Forest
Flooded Strand
Polluted Delta
5 Islands
Hierarch seems like a reasonable fit in the deck as the only non-fish. If I am splashing one drop green merfolk I can get away with ramp dorks as well. It is my Aethervial replacement in some ways. I don't think you want to go overboard on the one drop ramp however as it doesn't work amazingly with your curve. Mox is a far better ramp card as you want to skip the one drop rather than the two drops. There are only a couple of three drop cards you want to lead with compared to loads at two. If more decent one drop merfolk saw print I would replace green ramp with them for sure.
Jitte would probably be fantastic in this list as a better or additional way of controlling creatures. Hexproof or equivalent dorks go fantastically with Jitte as do evasion dorks. Kopala also helping out a lot. Kopala's ability helps your equipment avoid tempo blowouts which is obviously good. As Kopala takes the slot of Kira, Great Glass Spinner it is an even bigger jump in power as Kira had negative synergy with equips. Not only would it need double the mana to get something equipped it also gave your opponents a window to get in removal past Kira. The only reason I didn't run the Jitte in this list is that I knwo how good the card is and what it does. I want to see hoe the deck performs without that crutch. While the same is somewhat true of Opposition in that I know how it works I can at least more easily compare how it works in this list compared to older versions of fish I have tried. Opposition is a card that is much more build dependent than Jitte.
Beyond the cards covered this list includes all the merfolk classics and auto includes. All the lords, or all the good ones at least. All the actually powerful merfolk at 3 and 4 mana and all the playable ones at 1 and 2 mana. Aquitecht's Will I guess doesn't fall into any of these categories and has pretty much become a staple. It does a lot for a cheap cycler that empowers island walk, adds to devotion and now also triggers Deeproot Waters! I look forward to seeing how merfolk decks evolve and put the new tools to work.
Played around with this list a bunch now and have to say it was somewhat disappointing. The main thing was lack of interaction. You need more than I was packing. Merfolk are simply not good enough or rounded enough to carry you through most games alone. You are soft to more efficient stand alone creatures and a bit of spot removal. Mass removal is a real problem too. I was finding I couldn't race the aggro decks or apply enough pressure to control decks.
ReplyDeleteJitte would have gone a lone way as would utility disruption like Cryptic Command and Mind Sculptor. Force of Will and Daze would also have improved the situation. Some Mind Control effects would have helped. I think you want about 5 good interactive disruption cards that are not merfolk.
As for the new cards. Kopala and Speaker were great. Branchwalker was fine but a long way from a Silvergil Adept. Certainly not as big of an enticement to green as I thought. River's Rubke was probably the second best green card (I played it over Skyfolk in the end). Hierarch was unimpressive as was Follower. This makes green overall a lot less appealing as you only want it for the single one drop. I think I would still splash it when mana allowed but I wouldn't care much about the rest.
Shaper Apprentice and River Sneak both impressed me more than expected. They provide some of that two drop filler you need but they offer useful evasion making them relevant threats should they stick around.
Coralhelm Commander seems like he no longer cuts it. Just too much mana to make relevant. I now consider him filler rather than a staple.
Chart a Course was nice but I don't think you can really afford to play it both for space and for tempo reasons. You need more effect in the cards in your few non-merfolk slots.
Lastly, the big disappointment - Deeproot Waters. The card didn't do what I wanted at all. It was a liability, bad off the top, or a huge tempo concession on curve. All round unimpressive. I will be returning to Aether Vial based merfolk decks and likely not bother with this token generator.