![]() ![]() In the original Ravnica block, the Dimir guild had the Transmute ability to swap cards in the hand for cards in the library of the same converted mana cost or value. The House Dimir guild actually got a downgrade. ![]() Many fans will agree that Battalion is a far better weapon of war than Radiance was. If three or more creatures attack together, then all creatures with the Battalion ability will receive bonuses, such as gaining flying, power and toughness boosts, or even indestructibility or preventing damage. In addition, the Boros Legion guild got an upgrade, swapping out its clunky Radiance ability for the Battalion effect. Extort was nice and simple, and quite flavorful. Casting spells and paying extra white or black mana meant draining life points from the opponent, representing how the Orzhov are scheming bureaucrats and loan sharks who bleed everyone dry. Returning a creature from the graveyard to hand can bring back a dead chump blocker, buying the caster some time.The Orzhov Syndicate guild also got an upgrade, ditching its awkward Haunt ability for the elegant Extort ability. Its two-damage mode can pick off a creature early on, and its "destroy target artifact" mode will nearly always target Aether Vial (or even Chalice of the Void if the Merfolk player sided it in). Kolaghan's Command is a powerhouse against Merfolk, and it even appears in the mainboard or sideboard of some decks, such as Jund Midrange. It gives the Merfolk player four life in exchange to blowing up their Vial, and it works just as well on Spreading Seas. Meanwhile, Nature's Claim is a fine option for dealing with Aether Vial. Of course, the caster must be ready for collateral damage, and typically, Engineered Explosives will have two charge counters on it when used. Engineered Explosives is a colorless wrath, and with two charge counters on it, it'll take out Merfolk's lord, such as Master of the Pearl Trident, Lord of Atlantis or Silvergill Adept. They can replace cards in the mainboard that are similar but less effective, that are too slow to handle Merfolk or that don't affect the board enough (since Merfolk is all about the board state). Early hand control, such as Thoughtseize or Inquisition of Kozilek, can take out those counters to clear the way for a boardwipe on turn four.Ĭards in all colors (or lack thereof) can hurt Merfolk in all kinds of ways. Supreme Verdict is a good call for blue-white control shells, but be aware that the Merfolk player might see that coming and side in something such as Negate or Deprive. If the opposing player can wait until turn four to cast a boardwipe, they can go for conventional options such as Damnation and Supreme Verdict, which simply destroy the Merfolk, regardless of toughness. Even just killing two Merfolk with this is a solid option to net some modest card advantage in the early game, especially if there's a risk of the Merfolk player casting another lord creature next turn and pumping their board out of Anger's range (such as Merfolk with 4+ toughness). Cheap sweepers are key, and Anger of the Gods is a fine place to start. Aside from Master of Waves (which has protection from red), all early-game Merfolk will die to this if there aren't too many lords in play (such as Lord of Atlantis). Merfolk can build up to critical mass, pumping each other and attacking with Islandwalk to close out games fast, so the opponent must not let Merfolk reach that point. RELATED: Magic: The Gathering - Sarkhan's Journey From Outcast to Dragon Hero In a pinch, Ghost Quarter can be used to destroy a land that's enchanted with Spreading Seas, to deny the Merfolk player their Islandwalk effect (and search for a basic land to replace it). Using dual lands without basic land types can help, as can using lots of fetchlands. Of course, the caster must make sure that they don't suffer too much collateral damage when using that, especially if they're also running blue. Boil is a solid alternative in red, spending 3R to outright destroy all islands. Aether Vial can still be used, but that's just for one creature per turn, and different Merfolk might have a different CMC. These are powerful effects, but some sideboard cards can counter them sharply.įor example, the green card Choke is a strong option against Merfolk, shutting down the many basic Islands that that deck uses and denying them mana. They also use Aether Vial to put out creatures at instant speed and without paying mana. And it's not just the creatures Mefolk decks enchant enemy lands with Spreading Seas to cantrip and turn a land into a simple Island (to push Islandwalk). The Merfolk deck makes use of many low-cost creatures that synergize with one another, a good example of tribal aggro.
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