|Commander / EDH||Legal|
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|Masters 25 (A25)||None|
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Creature — Merfolk Wizard
Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays .
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6 days ago
What happens in what order when multiple cards with madness are discarded at the same time?
1 week ago
My first recommendation is to add some cards that interact with your opponent, such as artifact or enchantment removal. Currently if your opponent drops an Ensnaring Bridge, you have to way of interacting with it and you will lose from there. Green offers plenty of removal for those cards, like Naturalize or Nature's Claim. I would consider adding other forms of removal in the sideboard so you can respond to control decks.
1 month ago
I like it. I have an Omnath, Locus of Mana deck myself that uses almost all permanents. My only non permanent was primal surge, as well, but it didn't work very well. I could cast it pretty consistantly by turn 3 or 4, but because i didnt have very much haste, i would deck myself out the next turn. I would recommend at least 2 or 3 other instant/sorcery just so you dont end up decking yourself out. But i love the premise. There are great permanent counterparts to almost all instant/sorcery. For counterspells, i would recommend Brine Shaman, Cursecatcher, Stratus Dancer, etc.
1 month ago
Funny you mention it, but... there's a reason exactly swiftspear, bolt, and lavaspike are autoincludes in burn: They all cost 1 mana.
I played merfolk against burn a while ago, and hadn't seen this happen before.
Burn, T1: Mountain, swiftspear, attack for 1.
Merfolk T1: (Wauw, this is cool - best. hand. EVER!!1!). Island, aether vial.
Burn, T2: Mountain, lava spike, lightning bolt, attack for 3. Merfolk life total is now:10.
Courier is fine, but it can't hit for more than 1 damage, without spending cards directly on increasing damage. Swiftspear grew bigger as a passive effect to burn spells being played. It could have been blocked, but very few turn 1-creatures would survive that, and the burn spells would still hit. For the sake of the argument, the burn player could have played more versatile cards, like Incinerate, but that would have slowed him down by a full turn, and instead of attacking into an empty board, there would have been a merfolk lord and vial'ed-in Cursecatcher ready to block. The early turns matter incredibly much to burn decks. That is also the reason Searing Blaze is good; in the turns where you want to play it, you drop lands anyway since it would be turn 1, 2, or 3. And the worst part is, that it doesn't even require multiples of any card - it's just the cards you play anyway. And you're not even out of cards after this.
Is it important to be able to hit for such a massive amount very early? Yes, because it affects how your opponent plays. Having been slapped around for half my life total before my own turn 2, would definitely have held me from fetch-shocking myself in the following turn (not that I had any fetchlands in a monoblue merfolk deck, but with any other deck...). In the following game, opponent will play cautiously, simply due to the threat of a repeated performance.
on UB Control
1 month ago
Delver of Secrets Flip is only in there to allow a turn 2 Wizard's Retort. I like Cursecatcher though as it's ability is also a turn 1/2 counter spell. For the time being I'm going full Wizards Tribal so Thing in the Ice Flip doesn't fit the bill. But I see how it could be beneficial.
on UB Control
1 month ago
I'm not a huge fan of delver in this list, once it flips it's no longer a wizard and because of the high creature count you dont have enough spells to reliably flip it
I'm not sure what to replace it with though possibly Cursecatcher or Augur of Bolas? Or even 3 Thing in the Ice Flip and a second cryptic. It would just take some testing to see how many wizards the list really needs
2 months ago
If youre not running aether vial, you really should only be running silvergil in merfolk builds so you almost never have to pay the tax. Theres really not a mathematically correct number of merfolk to make silvergil manageable. Now, you could build a merolk/wizard tribal, and probably be okay. you could run the new Merfolk Trickster, Cursecatcher, Harbinger of the Tides, Stonybrook Banneret, and Master of Waves
2 months ago
By any means, Wizard's Retort should be strictly better than Disdainful Stroke in your deck. When it comes to your maybeboard Cursecatcher, Spell Pierce and Syncopate don't seem like they deserve inclusion as the "paywall" they give your opponent isn't really relevant in a commander game where everyone has an abundance of mana; the only "paywall" counter that might be worth it could be Censor as it serves the early game utility purpose, but can cycle when it becomes irrelevant in the late. Aside from that Delay seems kinda bad and Muddle the Mixture might not be worth it, unless you're looking for something specific. I would imagine there isn't much of a difference between Unwind and Negate in your deck, so the former might just serve a better purpose. I reckon you can rethink Desertion as it is basically a Mind Control that is devastatingly situational for the same cost; if you already want to get rid of the MC, you might as well give the boot to this thing. That would open some really good space for Force of Will. I also think it's pretty easy to replace Confirm Suspicions with Pact of Negation. If you're looking to play Mana Drain, I also suggest Spell Swindle for the flexibility. I think the weakest remaining link in your counters base should be Dissolve, after that you can side out an exile counter if you're looking for space, starting from Faerie Trickery.
Lemme know if you want more suggestions, cause I've already written a wall of text, and I don't wanna flood your comment section :DD