Hello everyone, and I hope the students among you are enjoying Spring break as much as I am. Friday and Saturday were a whirlwind of Magic-related challenges, and now that I’m caught up on some sleep, I’m ready to recount the story.
We start off in Edmonton (my hometown) at 10:30 pm. One of my buddies swings around my place so that we can meet our other two friends on the other side of town for supper. However, Dave, the guy who is driving only came to the city about a year ago, and progresses further out of town in the opposite direction we need to go. Thus, we end up taking a roundabout trip to the restaurant that takes us almost an hour. When we get to the restaurant, I don’t recognize my friends at their table because they are sitting with 10 others whom I don’t know, and are dressed up like Japanese school girls. Long story short, after a few cell phone calls and facepalms, we sit down and enjoy general merriment until about midnight. When we finally go over to my friend’s place where we’re spending the night, we test for about an hour before attempting to go to bed. Of course our host’s roommate has also invited some other friends to spend the night, so Dave, Matt, and myself end up sleeping on the floor.
4 hours later, we get up and fill ourselves with coffee and hit the road for the 3-0hour drive to Calgary. While Dave drives and Matt sleeps in the shotgun, Brian and I test extended for a good hour and a half on top of spare binders on our laps. This is of course until the truck sputters to a stop in the middle of the highway. The three more academically inclined of us (Matt, Brian, and I) resign ourselves to the fact that we will miss the PTQ, while Dave points out that there is an abnormally strong smell of gas on the side of the highway. Looking down, we see an enormous pool of gas dripping from the bottom of the truck, and Dave is able to reconnect the dislodged gas line and set us back on our way, with enough time to spare.
On arrival at the tournament site, we find that WotC has donated a ton of product to the event, and that everyone will get six free boosters just for showing up. Seems awesome.
The time for handing in decklists comes, and this is what I submit.
Here Fishy Fishy


















And here is the sideboard:





So as I said in my previous article, I didn’t think that Faerie Depths was a good decision for a metagame filled with Zoo. I came across Marshall Arthurs’ winning list about a week prior to the tournament, and I knew immediately that I would be playing merfolk. They’re a deck that I played in standard, and I’m very familiar with the archetype. Unlike Faerie Depths, I’m almost always playing ahead of my opponent, whereas Faeries needs to play catch up for most of the game.
I only made a few changes to Marshall’s list. The first, and most notable, is the removal of 2 Cursecatcher and a Mana Leak for 3 Sejiri Merfolk. I think that this was absolutely the right call, as I boarded out Cursecatchers a fair bit, and the Sejiri was able to totally turn games around. Seriously, this card is extremely good.
The other change is the inclusion of more basic lands. I knew there would be a fair few players piloting Kyle Bogemmes’ Blood Moon Zoo, as well as Gavin Verhey’s Ultimecia. I believe that the 10 basics and 3 fetches render that plan of attack effectively useless, except for that it shuts off Mutavault. Again we see that this deck is superior to Faerie Depths in its ability to deal with moon effects, whereas faeries would many times just scoop to the 3 mana enchantment or its magus.
The board is almost completely different from Marshall’s. I added Threads of Disloyalty to assist me in the Zoo matchup, and Damping Matrix to hurt Thopter Depths. Wrath of God is a way for me to deal with Elves, fast Zoo, and maybe a resolved Hypergenesis or Living End. Finally, Leyline of Singularity was my ace in the hole against Thopter Foundry decks, as well as Elves and Dredge.
Round 1: vs Arvin (Uw Merfolk)
Arvin is last year’s regional champion from Calgary, and I greet him as such when we sit down. He seems a little flattered that someone who he doesn’t know knows his name, and we make small talk while shuffling our decks. Imagine my surprise when he plays a turn one Island followed by Cursecatcher. My mindset immediately changes into how I can beat the mirror, and I identify Lord of Atlantis as a game changer immediately. I realize that I must use it as an Overrun style finisher, rather than as a source of continual damage. He casts Silvergill Adept on turn 2, and than I respond with Sejiri Merfolk. This is where he becomes aware of the situation as I have known it for 2 turns, and we both have a little chuckle at the unexpected mirror match.
He casts an Umezawas Jitte on turn 3, which I kill with a Jitte of my own. The first strike on my Sejiri Merfolk is holding the fort, but I become worried when he resolves another Jitte on the next turn. After equipping it to his 3/2 Silvergill Adept he pauses and asks me: “Does [Sejiri Merfolk] have first strike?” I reply in the affirmative, and then he does something which defies rational explanation. He attacks with his Jitte-wielding adept while he’s tapped out. I block, and I stop him when he tries to put counters on the Jitte, informing him that his guy died before it dealt combat damage. He realizes the extent of his misplay, and then I play a Jitte to kill his, and overwhelm him in the next few turns.
I board out 3 Lord of Atlantis and 2 Cursecatcher In favour of 2 Threads of Disloyalty and 3 Temporal Isolation. In game 2, I make a mistake early on when I cast Threads on his Wake Thrasher. Shortly after, I realize my mistake and explain to the judge the situation. He gives us both a warning, and our game goes on. It turns out that Arvin didn’t board out Lord of Atlantis, and my Wake Thrasher in able to go all the way with islandwalk.
1 – 0
Round 2: vs Mike (Hypergenesis)
We’re chatting while we shuffle and we discuss which, if any, decks would actually want to draw in this format. I say that the Hypergenesis builds which run Gemstone Caverns might want to and he replies that his deck might also draw sometimes. When he plays a turn 1 Gemstone Mines, I’m not surprised, and I drop a Sejiri Merfolk on turn 2. However, this is where all hell breaks loose, as he exiles a Simian Spirit Guide and casts Violent Outburst during my end step. He brings out Bogardan Hellkite and Progenitus, and I bring in 4 Merfolk Lords and a Wake Thrasher. Then my opponent misplays, choosing to kill off one of my lords with the hellkite damage, rather than hit me and swing for game next turn. He doesn’t realize this until I’ve drawn a Path to Exile for his Hellkite and my team swings in for the win.
I board in Ethersworn Canonist and Wrath of God. I have a turn 2 Sejiri Merfolk again, and he combos off on turn two…again. He brings down Angel of Despair, killing a lord I bring down, and a Progenitus. I have the Path to Exile for his angel, and so it’s a battle of merfolk vs Progenitus. I go to 2 after two successive hydra swings thanks to my lifegaining merfolk, and I try and stabilize on the back of a Lord of Atlantis, Mutavault and the aforementioned Sejiri Merfolk. I draw a Cryptic Command to tap his 10/10 and draw a card, giving me one more swing. On my draw step, a draw another Cryptic, which clinches the game for me while a 10/10 hydra was staring me down.
2 – 0
Round 3: vs Jared (Tribal Zoo)
I lose the roll and find him to have a very fast start consisting of Noble Hierarch, Qasali Pridemage, Wild Nacatl and Knight of the Reliquary. I assume he’s playing some GW aggro deck, and I attempt to stabilize with a 3/2 Sejiri merfolk wearing an Umezawas Jitte. However, he eventually beats me down with sheer numbers and I move to game 2.
I mulligan in the second game, after seeing a hand with double Mutavault and little else[/card]. I only saw Naya colours in the first game, so imagine my surprise when he cracks a fetchland for Watery Grave. In addition to his faster start, which I fend off for the most part, he has double Tribal Flames for 5, which just burn me out.
2 – 1
Round 4: vs Lorenzo (Blood Moon Zoo)
Normally, I’d be apprehensive about facing Lorenzo, as he’s one of the best players in the province. However, I know what he’s playing, and I spent a good hour testing this exact matchup on the ride home with Brian, so I know I’m favoured to win. I play 3 lords on turns 3, 4 and 5, and he resolves Bloodbraid Elf into a Blood Moon. This screws him out of green, while the high number of basics in my deck pay off, and double Merrow Reejerey takes him down.
Game 2 is all about the Wake Thrashers. I play 3 over the course of the game, and he can’t remove them all. This forces him to make a ton of chump blocks, and he draws a fair bit of land near the end of the game which seals the match.
3 – 1
Round 5: vs Shaun (Thopter Depths)
Finally, the match which matters the most. Testing has indicated that its 50/50 pre-board, and a slight edge to me post-board, and Shaun is one of the best players around, having been on the pro tour in the past. In game 1 he has a Vampire Hexmage to stop my Cursecatcher and Silvergill Adept, and a turn 3 Dark Depths wins it for him, as I don’t draw a Path to Exile
In game 2, He gets the Thopter Foundry combo online, but it’s too late, as I have the deadly duo of Wake Thrasher and Merfolk Sovereign, which crash in for upwards of 10 damage a turn.
Game 3 I have no chance. He has a turn 1 Thopter Foundry off a Chrome Mox, a turn 2 Sword of the Meek and a turn 3 Marit Lage which dies to path. However, I get overrun by thopters and the lifegain makes it impossible for me to race him.
Round 6: vs Lowell (Red Deck Wins)
This matchup is actually much harder than I had envisioned, but the plethora of lord effects I have become the deciding factor. He can’t afford to leave a Wake Thrasher unburnt, so I have enough firepower (and life) to stay alive and decimate him. My notes have me winning this game at a precarious one life.
In game 2, I resolve an early Sejiri Merfolk, which renders all his Hellspark Elementals useless. I gain 8 life off the one merfolk, and 3 lords end up being the deciding factor in this very one-sided game.
4 – 2
Round 7: vs Colin (Thopter Depths)
Within the first 2 turns, he casts triple Thoughtseize, nabbing a Lord of Atlantis and 2 Wake Thrashers. He attempts to make a Dark Depths token which is me by a Path to Exile. Eventually, my islandwalking army of merfolk overwhelm him, aided by the 6 damage he dealt to himself of the bat.
Game 2 is the perfect draw for me. I play a turn zero Leyline of Singularity, which causes everyone in the top tables around me to look. Colin is dumbfounded by the fact that one of his combos is severely neutered, and when he struggles to get a Marit Lage, I casually cast Path to Exile. I bring in an army consisting of Silvergill Adept, Lord of Atlantis, Merrow Reejerey, and Merfolk Sovereign. His ability to only make a single thopter does him in, and I find myself with a potential spot in top 8.
5 – 2
Unfortunately, I miss the top 8 on breakers and get 10th overall. This is my best finish at a PTQ yet, and come May, I have every intention of winning the ticket to Amsterdam on home soil in Edmonton.
I think that this deck was an excellent meta choice, and not enough people give this deck the respect it deserves. The Sejiri Merfolks were an amazing addition, as was the increased number of basic lands.
The only thing I would change about the above decklist would be to cut a single Temporal Isolation from the sideboard, and add in a Spell Snare, because most of the time I didn’t want to dilute my merfolk count too much, and with 4 path maindeck, it seemed excessive to have 3.
It’s now time to focus on Rise of the Eldrazi, and its impact on standard. Join me and the rest of the Power 9 Pro team with a set review, tales from prerelease and launch parties, and more in the coming weeks.
As always, feel free to sound off in the comments, or contact me via email at zak -AT- power9pro.com, or through my twitter feed at www.twitter.com/zturchan. Until next time,
Cheers,
Zak




















































































