Subject: Beating a dead.......Trout Date: Tue, 20 Jan 1998 00:44:05 -0500 From: eeyoo Newsgroups: rec.games.trading-cards.magic.strategy There are probably people in certain parts of the country who still aren't afraid of Fish. Not around here tho. Although I currently seem to have a virtual monopoly on playing it locally, I know there are a lot of folks in other areas who recognize the power of these cute little fellas. I was playing Steve yesterday, and getting crushed regardless of what I played. One deck after another came out and went back into the box in ignominous defeat. Finally I said, 'That's it', and he sighed and replied 'Fine, beat me up with the Fish.' So I did. My last Merfolk deck had Counters in it. Now, counters are strong. But reflecting on my losses with that version, I remembered losing more games with counters in my hand than I lost critter battles. Besides, I was getting sick of playing permission, and decided to get back to my true beat-down self. I decided to include the traditional control element for Beat down; Winter Orbs. And even though the Flooded Shorelines frequently worked well, occasionally they were less than helpful. On an entirely unrelated note, Centaurs are the best green creatures. Anyway, cheesy and predictable as it is, I decided to replace the Shorelines with the untargetted and even more annoying Propaganda. And I decided to make the deck cheesier in general by going to the 4 of every card in the deck. Well, I intended to. But really, there are some cards you don't want more than one of in your hand, and if you're playing 4 it increases the likelihood of that. Fish! Mk III 4 Manta riders 1 Rootwater Shaman (retrieve target Worb from the graveyard) 3 Coral Fighters (Still the best Fish) 2 Merfolk Traders (Draw a card, discard excess Worb. Plus 1/2!) 4 Lords 4 Thalakos Seer (Shadow is Strong) 4 Man O War 2 Vodalian Illusionist 2 Tradewind Riders 4 Rootwater Hunters(why would you ever attack with Tim? Cause he's 3/3) 26 Critters (16 Merfolk) 4 Unstable Mutations 2 Propaganda 6 enchantments 4 Worbs 2 Sky Diamonds 6 artifacts 4 quicksand 2 Undiscovered (help around the Worb) 16 Islands The key is the highly complicated strategy of getting out weenies, attacking and poking as needed. And Jellyfish or Tradewind any real annoyances. The Sb is Chills, 4 counters, 4 lapse, 2 sink (permission is essential vs. bloom), and Energy Flux vs cheesy Propa-Orb decks. Well, as I look back at this I realize I really need to sleep. alan webster