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Mr. Mulligan's Merfolk

Modern*

Kerrick


Sideboard


Maybeboard

Enchantment (1)

Artifact (1)


What I'm taking to Regionals

Merfolk

Fish

Merfolk has traditionally been a Fish deck -- not the creature type, the archetype. Fish is a classic aggro-control strategy that backs up white-weenie-style aggro with countermagic.

Today's modern metagame is incredibly linear and increasingly creature-centric, so the amount of countermagic we need is far less than we used to. Today's Merfolk build often has just enough countermagic to not-die to combo, and not-die to wraths.

The Decklist

Creatures

Cursecatcher

Cursecatcher is an incredibly powerful card whose effects are usually unseen by the Merfolk pilot, which is unfortunate. You may not realize how much time Cursecatcher buys you, but every time the enemy casts Anger of the Gods on turn 4 instead of 3, Cursecatcher probably helped.

Silvergill Adept

A cantripping creature is always great, and one that costs only two mana is even better in an Aether Vial deck that likes to leave Vial on 2. Silvergill is usually your best turn 2 play, ready to be pumped by a lord or two the next turn.

Master of the Pearl Trident

An anthem that's also a creature is great for being aggressive, and granting islandwalk gives the evasion we'll often use to win a game. Double blue in the mana cost is great for Master of Waves, too.

Lord of Atlantis

See Master of the Pearl Trident, except that it also powers up your opponents' merfolk, changelings, and Mutavaults.

Phantasmal Image

The flexibility of Phantasmal Image has always been great, and with the recent Splinter Twin ban, it's not going to die to Deceiver Exarch nearly as much. You can copy your own Lords, Reejereys, and Master of Waves for more power; copy a Silvergill for more cantripping; copy a Mutavault for more mana; or even Vial it in to copy the opponent's best creature (Griselbrand anybody?).

Harbinger of the Tides

This was an automatic four-of in the deck when Splinter Twin was dominant, but I've seen its great tempo plays (and synergy with Reejerey) in more than just that matchup. Of all the creatures that might get shaved down, Harbinger is the first.

Merrow Reejerey

While it's the clunkiest of the anthem creatures in the deck at three mana, it's still worth putting in the deck. The cast trigger can get you ahead on mana, force the opponent's hand with removal, or tap down blockers. Note that activating Aether Vial is not casting a merfolk spell.

Master of Waves

An absolute house that gets us out of bad situation, or turns parity into a winning board state. Pumps your mutavaults, blocks Goblin Guide all day long, and doesn't die to Lightning Bolt, Terminate, or Abrupt Decay.

Non-Creature Spells

Aether Vial

Merfolk is the best Vial deck in modern. We usually want it on 2, though rolling it up to 4 for Master of Waves can be useful. Uncounterable, zero-mana, instant-speed Merfolk are really powerful. Note you can run some cool tricks, like using it on 2 while the roll to 3 is on the stack.

Spreading Seas

Spreading Seas is an absolute house. At its best, it is a two-mana Stone Rain that gives us an extra 1/0 Elemental, makes our creatures unblockable, and draws us a card. Good against non-blue decks, fantastic against 3-color or big-mana decks, but only okay against 2-color blue decks.

Dismember

Gets things gone more permanently than Vapor Snag. The four life is often worth it if they're clocking you. Has a fun interaction when Eldrazi Mimic tries to copy something.

Spell Pierce

Sometimes you need to counter a Goryo's Vengeance, Pyromancer Ascension, Sylvan Scrying, or just an Anger of the Gods. Having a bit of countermagic in the mainboard is useful. Note that it gets worse as the game goes on, so don't be afraid to cash it in.

Lands

Mutavault

It's an uncounterable Merfolk that dodges sorcery-speed removal, doesn't take a spell slot, and taps for mana. Seems great!

Island

We're a blue deck.

Minamo, School at Water's Edge

We're afraid of Choke , Boil, and opposing merfolk.

Oboro, Palace in the Clouds

See Minamo, plus the ability to use your turn's land drop to make Mutavault tap for and the opportunity to bounce it to discard to Kolaghan's Command or Liliana of the Veil.

Wanderwine Hub

See Minamo.

Cavern of Souls

See Minamo, with some extra upsides and downsides. Having uncounterable Merfolk can be invaluable in matches against control decks where you don't see your AEther Vial, but producing colorless mana for non-Merfolk spells is a bummer when you draw Mutavault, Cavern of Souls, 2x Spreading Seas, 2x Spell Pierce, and Negate against Tron.

Sideboard

Chalice of the Void

On zero, this is great against Affinity, Living End, and whatever might remain of Amulet Bloom. On one, this is great against Burn, RG Tron, Bogles, and Delver. Cavern of Souls lets us cast Cursecatcher through it.

Hurkyl's Recall

Affinity is traditionally a hard matchup for Merfolk, but the combination of Harbinger of the Tides, Chalice of the Void, and this make it much better.

Negate

Sometimes, you need more countermagic.

Tectonic Edge

Against grindy decks (often the ones casting Inquisition of Kozilek or Thoughtseize), Aether Vial gets much worse. It's a liability that can make you keep hands weak to discard, and a terrible topdeck. In these matchups, you're better off having more lands and attacking their (usually) tight manabases.

Tidebinder Mage

Great against Burn, Jund, Abzan, Zoo, Infect, and more. Any time its textbox can hit opposing creatures, play it.

Kira, Great Glass-Spinner

This has been the most mobile of the creatures in the list. I've played 0-2 of her, moving between the mainboard and sideboard. She protects us from removal (except Abrupt Decay and Rending Volley ), she blocks Inkmoth Nexus, and she provides a clock when you can't guarantee islandwalk.

Maybeboard

These cards often rotate in-and-out of the sideboard, depending on my feelings about the metagame just before a tournament.

Vapor Snag

When we need to preserve our life total and don't care if they redeploy their threats as long as we get in some damage first, this comes in for Dismember.

Relic of Progenitus

Great against Snapcaster Mage and Tarmogoyf, as well as random splash damage against graveyard decks. If nothing else, it cantrips.

Kataki, War's Wage

Affinity is traditionally a hard matchup for Merfolk, but the combination of Harbinger of the Tides, Chalice of the Void, and this make it much better, even better than Hurkyl's Recall. You can go up to 4x each of Wanderwine Hub , Cavern of Souls, and Aether Vial to deploy this -- can't say that about Stony Silence. However, Hurkyl's Recall is usually good enough without turning your manabase into an abomination.

Sea Gate Wreckage

This is sometimes an experiment in the fourth Tectonic Edge slot. In the same grindy matchups, this can keep your hand refilling faster than theirs. We have other sources of post-board in Mutavault, Cavern of Souls, and Tectonic Edge .

Unified Will

It remains to be seen if this will be a counterspell often enough in the new metagame to replace Negate.

Spellskite

I choose to run Chalice of the Void over Spellskite, especially with Splinter Twin banned. They hit many of the same decks, but Chalice seems to hit more.

Suggestions

Updates Add

Kataki, War's Wage was fantastic against the Affinity matchup, auto-winning in a way that Hurkyl's Recall never did. However, running 4x Cavern of Souls was not worth it, because of what it did to my ability to cast non-merfolk blue spells. Going "more colorless" in the sideboard didn't work as I'd hoped: Relic of Progenitus is mediocre, Sea Gate Wreckage ate a Ghost Quarter every time I dropped it, Dismember is far more painful than Vapor Snag, and while Chalice of the Void can use just fine it can also use .

Moving away from Kataki (and therefore Cavern of Souls) allows me to up the island count, survive maindeck Blood Moon much better, and go back to some of my favorite blue spells like Spell Pierce and Vapor Snag without worry. Who knows, I might even try out Threads of Disloyalty...

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Date added 9 years
Last updated 8 years
Exclude colors BRG
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 10 Rares

13 - 3 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 2.07
Tokens Elemental 1/0 U
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