The way we build our decks is a compromise of the cards we have available and how good a deck would be irrespective of 'meta' (i.e. built to be as consistent as possible while able to cope with varying strategies). Thus, while some decks are inherently better than others, they're all fairly competitive with each other which I think makes it more fun since anyone can pick up a deck and play.
About the Deck
For a deck meant to be light on the Water side of things, it's ironic that is how I would describe exactly how the deck flows. Because of this, Marino Control is in my opinion one of the most fun decks to use, especially as far as control decks go. The deck is inherently efficient as the earlier turns of the game will have you constantly gaining advantage by drawing cards and building field presence. It isn't uncommon at all to play a blocker, a draw card, a plus one (Magris or Locomotiver) and Mariomonacer from turns 2-5. Because of the constant +1's, you're often times able to play something every turn and keep a good pace which makes it all the more fun to play. To us, the star of the deck was a very overlooked card given how it is almost like an Illusionary Merfolk (a card with its own engine) all by itself and considering how the card pool opened up significantly throughout the course of the English game, Marino Control in some ways can be seen as the natural, more efficient evolution of the old school RUB decks.
2 Craze Valkyrie, the Drastic
4 Sarius, Vizier of Suppression
4 Magris, Vizier of Magnetism
4 Holy Awe
3 Kolon, the Oracle
3 Aqua Hulcus
3 Energy Stream
1 Thrash Crawler
1 Flood Valve
2 Spiral Gate
2 Lost Soul
4 Terror Pit
2 Bloody Squito
1 Morbid Medicine
2 Bluum Erkis, Flare Guardian
2 Tajimal, Vizier of Aqua
1 Miraculous Snare
Estol, Vizier of Aqua could also be an option as the deck has no shield adding cards outside Miraculous Snare on yourself. It can also evolve into Craze Valkyrie.
A single copy of Phal Eega could be a very fun addition as well since the deck has no spell-recovery.
A few copies of Pharzi, the Oracle or Ghost Touch could also be some good additions for turn 2 plays through thinning out some blockers, Initiates or Spiral Gate. Rain of Arrows is also another favorite.
I do feel like the deck is functional without Bluum Erkis and win by slowly whittling down on your opponent's shields but would require some considerable changes to be played without Bluum and Craze. Completely redoing the deck and using Hydro Hurricane may potentially work but it's hard to imagine since you can't draw into it with Marinomancer.
This is the last control deck I'll be covering for a while. Much more interesting decks are in the works.
Last edited by iamjason8 on 02.08.17 2:15; edited 2 times in total