No very original modern "competitive" merfolk deck.
After testing mono blue, white/blue or even black/blue, I'll keep this one for now.
Pretty simple to play with:
Cursecatcher: Cheap and can save you.
Phantasmal Image: Handy because you can also copy any big thing like those Eldrazi if any. More Merfolks lords are always welcomed anyway... While playtesting I find it more useful than Coralhelm Commander and cheaper.
Spellskite: Ok it's "not tribal", but he's a very, very good addition: he can steal any pumping spell the opponent would play on his own creatures, he's a cheap and good blocker, he can save your precious lord against most removals, and also could survive Lightning Bolt or Lightning Helix... He's a real centerpiece of the triton's army.
Aether Vial: Cast your merfolks but keep your mana and save some lands slots.
Relic of Progenitus: in the main board for modern tournament, can slow all those Deathrite Shaman or Tarmogoyf.
Cavern of Souls: still useful against blue opponents.
Spreading Seas: draw a card, gain islandwalk, and can save you against Urzatron too trandforming any urza land into an island. Still usefull if your opponent doesn't play blue at all while transforming any shockland he just fetched...
Thirst for Knowledge: with Aether Vial or Merrow Reejerey sometimes you just need something in your hand.
Remand: It can saves you for one turn, usually enough to get the kill. Drawing cards is still useful for this fast deck.
Sideboard is pretty simple and don't need a lot of explanations.
Merfolk players, feel free to tell me what you think.