Aquitect's Will

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) None
Lorwyn (LRW) Common

Combos Browse all

Aquitect's Will

Tribal Sorcery — Merfolk

Put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card.

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Aquitect's Will Discussion

gundulf on Sygg

3 weeks ago

Pariah Pariah's Shield

One or both of these might be worth slotting in. Combined with Sygg you can basically make yourself immune to being attacked by a color of creature or direct damage. Only problem is colorless creatures, and giving protection from white creature damage since that would cause pariah to fall off. Though the shield still works. But Pariah can also be useful in a pinch to drop on some opponents indestructible creature to be immune to damage for awhile and is also a lot cheaper.

Aquitect's Will One Mana to cycle into another card while setting them up for easy island walking shenangins. Also triggers some merfolk tribal.

On that note Quicksilver Fountain could be fun for setting up island walk, in addition to slowly hosing decks that aren't mono blue by turning their lands to island. They're even stuck as simple islands if Quicksilver Fountain is removed. Only way to save them is to let all lands become islands.

Bident of Thassa Card Draw and fun combat manipulations.

If you're not worried about going too hard on the infinite combo I'd throw in an Intruder Alarm. Sets you up for infinite counterspells with lullmage mentor, or infinite tokens with the schoolmaster, or just gaining a shit ton of life with Judge of Currents. Though to maximize that I'd swap out your tap engine for Drowner of Secrets and Mothdust Changeling. Drowner of secrets, in addition to offering infinite mill potential combos as well, is just a nice card to easily dick people over whenever they vampyric tutor or otherwise search for a card to put on top of their library.

As for how to make room for shit, I've been eternally cursed to shit on all attempts to voltron. Also with how low the deck's mana curve is, you could slim down on mana rocks and maybe at the same time put in some Stony Silence or other artifact hate.

Maybe bring Dovescape back again, since you can still do tons of merfolk shenanagins with it in play.

multimedia on Merfolk Islandwalk deck

3 weeks ago

Hey, just so you know the Merfolk vs Goblin duel deck is not legal in Standard. Play it casually, but not in Standard.

Both duel decks can be streamlined, you're allowed to have up to 4 copies of a card in a deck. By streamlined I mean choosing some of the best cards in the deck and including more copies of those cards; in return cutting the less good cards. The decks are originally filled with 1 ofs(one copy of a card). A good upgrade for the Merfolk deck is including more copies of the Merfolk lords(Merfolk that give other Merfolk +1/+1). There's a few lords already in the deck, but they're only 1 ofs; you can have up to 4 copies of each of these lords in a deck.

Merfolk Sovereign is the only budget($1 or less) mono-blue Merfolk lord the rest are $3 or more if this matters. If using an islandwalk strategy then 4x Master of the Pearl Trident is one of the best upgrades you can make; he's a two drop lord who gives all other Merfolk islandwalk. Tidebinder Mage and Harbinger of the Tides are good one/two punch creature removal vs the Goblin deck. Tidebinder taps down a red creature, is a Merfolk body who can attack. Harbinger can bounce a tapped creature when it enters the battlefield(ETB) while also being a Merfolk body. Silvergill Adept is a great Merfolk because you'll get to cast it for only two mana. A 2/1 Merfolk that draws you a card for two mana is very good.

One thing I notice is there's a lot of three drops(cards that cost three mana) in the original Merfolk deck. I think just about all these three drops other than the Merfolk lords can be upgraded to two drops. This will speed up the over all game play letting Merfolk be faster. If most of the lords in the deck are three drops then playing more two drop Merfolk lets you more consistently have a Merfolk in play before you play a lord.

An exception to the high mana cost Merfolk is Seafloor Oracle. His ability is pretty powerful with Merfolk who have islandwalk or are unblockable they become a draw engine. Anytime a Merfolk does combat damage to your opponent you draw a card for each Merfolk that did damage, this can be a lot of card draw. Spreading Seas is more permanent ways to make sure your opponent has an island. Seas like Aquitect's Will also draws a card.


Budget upgrades to consider:

Semi-budget upgrades to consider:

Cards to consider cutting from original deck:

  • Merfolk Wayfinder
  • Merfolk Looter
  • 2x Rootwater Hunter
  • 2x Scroll Thief
  • 3x Streambed Aquitects
  • Inkfathom Divers
  • Concentrate
  • Tidal Wave
  • 2x Claustrophobia


colton815 on Modern Merfolk

2 months ago

the Skaab Ruinator, and Kira, Great Glass-Spinner are pretty random. they could be cut for Phantasmal Image and Aquitect's Will is better than Spreading Seas. Mutavault should probably only be at 2 copies. Tectonic Edge and Wanderwine Hub should be cut for 2 more island. Master of Waves isn't very good in my opinion. i wouldnt pay 4 mana for a 2/1. i would recommend adding green for Merfolk Mistbinder and Collected Company. but you would need 4 more lands for Collected Company

colton815 on Fishf***ers Inc.

2 months ago

merfolk are usually all about pure aggression, flooding the field with the "lords" (cards that boost the P/T of all creatures of the same type, such as Lord of Atlantis). Phantasmal Image is often used to copy one of those lords. from there you simply need to turn one of your opponents land into an island since all your merfolk should have islandwalk. most use Spreading Seas for this, but i actually recommend the Aquitect's Will you already have. put all 4 mainboard. i've won games against merfolk by destroying their Spreading Seas after they attacked me, and then blocking. had it been an Aquitect's Will instead, i would have lost. generally, the only noncreatures found in a merfolk deck mainboard are Aether Vial and the Spreading Seas. cutting the counterspells allows more aggression. personally, i would add green for Merfolk Mistbinder and Collected Company

heres my own version of merfolk i'm workin on



colton815 on Potential from Dominaria?

3 months ago

and how exactly is Spreading Seas better than Aquitect's Will? idk about you guys but i wouldn't want someone destroying the thing making my merfolk unblockable. i've played and won games against merfolk decks by destroying their Spreading Seas during combat and then blocking. had my opponent played Aquitect's Will instead, i would have lost.

colton815 on First merfolk deck

3 months ago

PaulusdeBoself: glad you recommended Aquitect's Will to him. i honestly think its better than Spreading Seas and i really don't understand why Seas are played over Will to begin with.

i strongly disagree with the recommendation of Fallowsage however. its a 2/2 for 4 mana. thats a pretty bad start. and Merrow Reejerey is best used to tap down an opponents blockers, not your own blockers. Opt or Serum Visions would be better if you really need the card draw.

PaulusdeBoself on First merfolk deck

3 months ago

You could play Aquitect's Will instead of Spreading Seas. It can't be dealt with by Disenchant and such and it's a Merfolk spell!

Fallowsage works very well with Merrow Reejerey when you play as much merfolk spells as you do. It keeps you going with extra cards. I would choose it over Cosi's Trickster.

derhealman on Kumena's Dancing Tribe 2.5

3 months ago

I would even go more into the Control Direction as Board Wipes will kill your Deck ...I would recommend you following Cards for control:Force of Will , Pact of Negation, Familiar's Ruse, Negate, Swan Song

Lifecrafter's Bestiary i would add as good Card Draw.

Some Merfolks i miss here:Cursecatcher , Silvergill Adept

Furthermore i will add some Islandwalk enabling into my Deck and as these Cards dont have any disadvantage i dont see a Reason not to put them in.Aquitect's Will , Spreading Seas

I think Lightning Greaves or Swiftfoot Boots can be nice too , because your Commander is still the Key Win Condition in this Deck.

And i have a question :

What is good in playing Arcane Adaptation? Maybe i dont understand that Card. just add more Merfolks to your Deck, there are some good ones still missing.

Me myself im thinking also to put in the Spellskite and Kira, Great Glass-Spinner Lock Combination. And probably Aether Vial will not be wrong.

2 more Control Cards should be run in each Blue-Green Commander Format :Song of the Dryads and Imprisoned in the Moon , these are MUCH MORE better then Beast Within

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