20 LANDS
10 {Island}
4 {Mutavault}
3 {Wanderwine Hub}
1 {Oboro, Palace in the Clouds}
1 {Minamo, School at Water's Edge}
1 {Cavern of Souls}
25 CREATURES
4 {Lord of Atlantis}
4 {Master of the Pearl Trident}
4 {Cursecatcher}
4 {Silvergill Adept}
3 {Merrow Reejerey}
3 {Tidebinder Mage}
3 {Master of Waves}
5 INSTANTS and SORC.
3 {Dismember}
2 {Vapor Snag}
10 OTHER SPELLS
4 {Æther Vial}
4 {Spreading Seas}
2 {Relic of Progenitus}
SIDEBOARD
1 {Tidebinder Mage}
1 {Master of Waves}
1 {Kira, Great Glass-Spinner}
3 {Spell Pierce}
2 {Hibernation}
2 {Remand}
4 {Tectonic Edge}
1 {Dispel}
Why Wanderwine? It just seems like a bad Island.
CIPT unless you give your opponent information and the ability to tap for {W} is useless in the deck.
Quote from: griffin131 on June 24, 2015, 08:11:04 AM
Why Wanderwine? It just seems like a bad Island.
CIPT unless you give your opponent information and the ability to tap for {W} is useless in the deck.
It's to protect yourself from {Boil} or {Choke} plus the info isn't a big deal bc you play Hub reveal Lord then play Lord.
Four Merfolk decks made Day 2. Two made Top 4. I hope Merfolk can win again!
From what I've heard, via conversation with another one of the people that made Day 2, Affinity (our worst matchup) was dodged all tournament. So some luck went into it.
It seems like 4x cavern of souls would be better than 3 Wanderwine hubs and 1 cavern. Maybe it's all he had access to? But that means he won with a sub optimal build, which is also impressive.
You only need 1 cavern, 2 at the most. That's because Cavern will only conditionally produce colored mana. Most of the time, Caverns in a dead card.
Quote from: rarehuntertay on June 24, 2015, 09:04:56 PM
You only need 1 cavern, 2 at the most. That's because Cavern will only conditionally produce colored mana. Most of the time, Caverns in a dead card.
Ran into that problem when running folk, I took out the 2nd cavern I was running and threw in a basic island and just kept it at 1 cavern.
Quote from: rarehuntertay on June 24, 2015, 09:04:56 PM
You only need 1 cavern, 2 at the most. That's because Cavern will only conditionally produce colored mana. Most of the time, Caverns in a dead card.
How so? I'm not being argumentative but from my view, there are only 6 cards main deck you can't cast off cavern. Color mana means less than uncounterable since its mono blue. Also it dodges all the island hate... Same way Wanderwine hub does. And it's the same amount of susceptible to blood moon as the hub. I just don't follow why it'd be worse.
If you run 2x cavern you are running 6 colorless basic lands which can hurt sometimes I have had hands where I have not been able to cast stuff
Quote from: Millionlittlee on June 24, 2015, 10:27:46 PM
If you run 2x cavern you are running 6 colorless basic lands which can hurt sometimes I have had hands where I have not been able to cast stuff
I'm saying there isn't anything but {Spreading Seas} or {Vapor Snag} In the entire main that you can't cast with cavern. I can't see an opening hand that has a cavern in it that wouldn't be just as keep able with an island or a Wanderwine hub, perhaps more so since it makes your Merrfolk uncounterable... Relic and vial can be cast with cavern as well.
It's not a cavern vs blue land. It's a cavern vs mulavault. You only have 20 lands at start. You don't want to start with two or three of the colorless lands.
You also have to take into consideration sideboard.