Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Shadowmoor (SHM) Uncommon

Combos Browse all


Creature — Merfolk Wizard

Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays .

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Cursecatcher Discussion

chilbi on Kill this to kill you (<$30 DECK)

1 hour ago

Hi there, I feel like I'd go and drop the from the deck at first since it stretches your manabase a lot and Cursecatcher / Negate which could relatively easy replaced by discards spells such as Duress while / Slip Through Space could be turned into Korozda Guildmage and/or Rite of Consumption.

In case you feel like keeping a third color in, I'd rather concider going with white since it offers stuff like Promise of Bunrei and the like. Also, you might want to add one more Nantuko Husk clones such as Vampire Aristocrat or Bloodthrone Vampire for consistency. Cheers!

xyr0s on Merfolk

1 hour ago

Agree on the Cursecatchers - you need 4 of those. Until your opponent gets you to sac them or simply removes them, they put the same kind of pressure on your opponents spells as Thalia, Guardian of Thraben. They also make your Aether Vials into potential counterspells of there is one counter on them (and you are more likely to get any use out of a vial with one counter under all circumstances).

Squelch can sometimes be a really great addition to your sideboard, depending on what opponents you expect to meet.

JKRice on Merfolk

2 hours ago

This is definitely a pretty standard and very competitive build. I would only change one thing. Since you want to control the game in the first few turns, and you already have consistent board pressure, I would reccomend +2 Cursecatcher -2 Master of Waves. Catcher can mess up so many decks that you definitely need four of them, and although master of waves is a good finisher, you’ve already got more than enough whackers to kill the opponent without master.

SinBlade on

1 week ago

Cu5tin, not going to lie, it's not an easy choice. My Personal play would be to drop 2 islands, as your mana curve isn't bad, and 24 lands in a monocolored deck always seemed like too much. Otherwise, maybe Cursecatcher, as it's the least essential card in the deck, albeit still good.

JKRice on Merfolk for first FNM

1 week ago

I have a couple of suggestions, having played against modern Merfolk. I like the deck in general, you have the right structure, there are just some card ratios and choices that I disagree with. I’m not sure how low your budget is so you might just want to ignore these.

1: Cursecatcher is played as a 4-of a lot in merfolk

2: Peek is not the best card in merfolk I would reccomend taking out all of them

3: Wanderwine Hub doesn’t do much. Choke isn’t played as much as it used to be. However, I would reccomend Faerie Conclave if you’re worried about choke

4: Dismember is useful in merfolk as a 1 mana destroy spell

5: Master of Waves is a good card. However, modern is a turn 3 - turn 4 format, meaning by the time you play master of waves, the game will be close to ending. I would reccomend only running two masters

6: I would reccomend adding 2 harbinger of tides and cutting 2 merfolk tricksters. Also, a good alternative to merfolk trickster is Merrow Reejerey

7: I definitely like Mirror Image as a budget choice for phantasmal

8: Mistcaller is a good sideboard Card, but in the vast majority of situations it doesn’t do anything. I would reccomend 2 Vapor Snag instead

9: as for the sideboard, Echoing Truth, Dispel, and Flashfreeze/Hibernation are all strong choices for the current meta

DangoDaikazoku on Merfolk

3 weeks ago

I agree. I've never played Tropical Merfolk before, but I have been playing Mono-Blue Modern Merfolk ever since I was introduced to the format many years ago. Merfolk is a Tempo style of play, so you will want to make sure you get as many creatures on the board as early as possible and missing a turn one play sets Merfolk back a lot. Kumena's Speaker is a great choice for this deck, and one of the main reasons to splash green. Cursecatcher is a staple card in Merfolk for obvious reasons. But let's talk about Aether Vial. Vial is what makes Merfolk able to out-tempo and overwhelm opponents and it's just too good not to run a playset in here. If you want to see a deck that has seen a lot of competitive play for reference, check out my deck list. It's Mono-Blue, and I'm in the process of turning it into a primer but it might help you with balancing and fixing that mana curve of yours.

[PRIMER] Diver Down

JoeBob21 on Merfolks

1 month ago

My first impression was that the 4 Spreading Seas should be switched out with 4 Aquitect's Will. Also two Silvergill Adepts should go and be replaced by 2 Streambed Aquitects. 1 Merfolk Trickster should be replaced by Bident of Thassa. two Cursecatchers should be replaced by two Counterspell. And one Harbinger of the Tides should be replaced by a Merfolk Sovereign. And also take out 2 Aether Vial and add in two more Sovereigns

belugawhaleonthefloor on Biovisionary combo ramp

1 month ago

Wouldn’t Judge's Familiar just be better than Cursecatcher? Or I’m I missing something lol

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