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Author Topic: Merfolk Mill  (Read 3384 times)

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November 11, 2008, 05:34:52 AM
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TheJord

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Merfolk Mill
« on: November 11, 2008, 05:34:52 AM »
My other Merfolk deck was more focused on Islandwalk and unblockable creatures. With this one I focussed on Mill.

// Lands
    6 [SA] Plains (4)
    4 [SHM] Mystic Gate
    11 [SA] Island (4)

// Creatures
    2 [LRW] Merrow Reejerey
    4 [LRW] Judge of Currents
    2 [MOR] Stonybrook Schoolmaster
    2 [MOR] Stonybrook Banneret
    2 [10E] Ambassador Laquatus
    4 [LRW] Jace Beleren
    4 [LRW] Drowner of Secrets

// Spells
    3 [LRW] Merrow Commerce
    2 [LRW] Summon the School
    4 [MOR] Sage's Dousing
    4 [LRW] Cryptic Command
    4 [SHM] Memory Sluice
    2 [10E] Traumatize

Drowner of Secrets and Judge of Currents keeps you healthy and milling there deck. Jace Beleren and Traumatize are what the opponent will worry about. Either tap for Summon the School and gain life, or tap with Drowner and mill.
"The rule of Gondor is mine!"

November 11, 2008, 05:35:37 AM
Reply #1

TheJord

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Re: Merfolk Mill
« Reply #1 on: November 11, 2008, 05:35:37 AM »
I played this and by turn 6 I had 140 life. I had pulled all my Judge's and a Drowner, but it was fun having that much life.
"The rule of Gondor is mine!"

November 11, 2008, 06:21:40 AM
Reply #2

FM

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Re: Merfolk Mill
« Reply #2 on: November 11, 2008, 06:21:40 AM »
I'd pack no Merfolk without GREAT use, so I'd probably lose Reejerey and School Master for that 1-mana Merfolk that mills when you play him, and possibly Familiar's Ruse (sinergy and defense). Also, I'd lose Banneret, making Dousing a 3-mana counter. Those counters are at their best in aggro decks, since it seals the deal early, so I'd switch it for Cancel. I'd pack Sygg, River Guide for defense and Mutavault for having more Merfolk out whenever needed. Milling decks tend to be control decks, so I'd probably pack 24-25 lands. 4 Jace is overkill, I'd play with 2 main and 1 on the sideboard. You also need some removal, I'd consider playing a set of Adarkar Wastes and Wanderwine Hub, losing 1 Mystic Gate and possibly play with 2 Reflecting Pools, and take a look at Condemn for main deck and Unmake for the side. Burrenton Forge-Tender should also be on your sideboard, and you could consider some artifact/enchantment hate.

November 11, 2008, 06:23:05 AM
Reply #3

FM

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Re: Merfolk Mill
« Reply #3 on: November 11, 2008, 06:23:05 AM »
On the other hand, Schoolmaster is great, specially with Summon the School, so I'd probably play 3-4 of him.

November 12, 2008, 08:42:27 AM
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SomeRandomDude

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Re: Merfolk Mill
« Reply #4 on: November 12, 2008, 08:42:27 AM »
What about Sanity Grinding?
NB- 4 year veteran of CC/TLHH

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Kralik: "What hath God wrought"
NB: "I dunno, but I'm in ur house eating ur food.""
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