|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 .
Price & Acquistion Set Price Alerts
|Have (32)||Ferritt , snackeater , davidmassee , retropman , jstn.mrrtt , Shiromakuro , AllDayTayTay , a_murpheus , Wolfebladeelite , RobbyFoxfur , sonnet666 , , Talistan , RedSinR , robbnoble , LoneCrusader399 , Borg0th , jrschnoebelen , TehDelta , Liarz0 , thetechzombie , ChessRuler , Famicomania , zIXM , lava_lava , Archegos , damo_rox , Spinalripper , duff87 , Dsmonsta , Riders_of_Brohan , Esquire_|
|Want (35)||QBrick , wonka747 , jonno.scott , Notorisk , MAGESTIC_LLAMA , Mort_Lupus , Favilludo , Synapse , t.savage0723 , TevishSzat , Orohu , linejumpr , CryAll , absciss , xdnonames , cybertop , zachi , logical.ditz , king0fclubs , mlouden03 , Elementalism , abascon , frostotron , MyrunDise , HowIett , AeroArchery , ServerWizard , jdietz43 , TheAceol , Limis , jamosemtg , snakekill321 , Ghilie , Franck8666 , chrissteals|
1 month ago
You can cut 4 Islands. 20 lands is the max you need for Merfolk in Modern. You'll also want to grab a playset of Aether Vial asap to really make the deck as powerful as it is in competitive Modern, but if you're playing casually it'll be fine. For now, cut those 4 Islands, and add a Cursecatcher, Silvergill Adept, Spreading Seas, and probably a Dismember for removal and your deck will be looking pretty good. I recently retired my Merfolk deck after playing it for about four or five years now because my playgroup only plays Commander now. If you need any tips at all, feel free to tag me here. I'm your guy.
1 month ago
1 month ago
With the curve he is running, 35 is generally enough. I would say add one more land but it is a minor difference. Not to mention also that Kumena himself is a draw engine, land drops shouldn't be a issue.
I do agree that for your first EDH built, it looks really solid. Some suggestions for the budget I would recommend are:
Thada Adel, Acquisitor - She can steal ramp from your opponents or just steal their things in general :P
Swift Warden - A cheap way to protect Kumena.
Jungleborn Pioneer - Makes that extra token to activate Kumena's card draw faster.
Cosi's Trickster - Just a one drop merfolk that can bigger everytime your opponents tutor.
Cursecatcher - Makes your opponent's really think about tapping out, and most of the time they forget.
Mystic Remora - Taxing card draw.
Cards that I would recommend investing in getting when you have a bit more leeway with budget:
Sylvan Library: Card draw is insane, since you have low cmc you will drop your hand faster, therefore you need just as much refill.
Natural Order: Access to your more higher cost green creatures, ex. Tishana for burst card draw, Seedborn for the untaps, etc.
Hope that helps!
You can take a look at my combo version to gain more insight :p
1 month ago
Hi @maraxus1070, Personally this deck fears the mana board wipes far more than the mana ones...
Wrath of God, Damnation and Supreme Verdict or others like this can be stopped by Gaddock Teeg / Sanctum Prelate (Although I rather use him on 1 - 2 - 3)... Or as intended they are delayed by any of our sphere effects and hopefully defused before the can save up for them...
Aggressive taps of lands during orb effects is also necessary instead of going for greedy plays and ramp for example and it prevents this. Occasionally yes people tend to get some RNG luck and are able to cast it earlier with sol ring, crypt or any ramp they were able to get out before you were able to react properly to any of it, and you can try to rebuild or just deal with it that you weren't fast enough or on top of the game with that certain starting hand which as we all know happens sometimes. (I don't side anything in for a board wipe heavy meta though but you could look to add Spell Pierce kind of counters and they even exist in creature form which is also good for aggressive tapping and threatening to counter Seth board wipe, for example; Cursecatcher, Patron Wizard, Judge's Familiar, Mana Tithe, Force Spike, Spiketail Hatchling, and many more at Low CMC that can be found if you search for "counter target spell unless its controller pays" )
Mistakes, like Holding back or playing into this, and keeping creatures back might lose you the game to others as well that are just biding their time, so that creates a dilemma too... Rather you will want to be ahead of that by slamming down sphere effects and keeping them down as fast as possible by straining every recourse possible be it artifacts or lands...
I do have one card that does some miracles and scares people of using wipes which is Living Plane... I tend to slam it down fairly early if I have nothing else to do as this creates a lot of problems regardless of Board wipes and lands even enter with summoning sickness so rebuilding after it becomes easier. It might also take their focus away from wiping as they might know what comes after a resolved living plane. (= Linvala or Elesh... )
Swords and Paths are mostly used when they see an opening and can combo after end-step removing something valuable that is preventing their win I presume. You could apply the same Spell pierce effects + sphere effects to battle this somewhat... but at one mana it is far harder. Although one would also be able to do it with winter orb + a sphere effect and root maze-like effects out while they are on no lands untapped mode! this is far harder to manage as you can't always have everyone locked out this much as early as turn 1 or 2. this also applies to the mana board wipes like Fire Covenant and Toxic Deluge which are far harder to combat...
The same thing can be said about people running loads of artifact and enchantment removal in my many different meta... Personally, I really don't side in anything against hate like this. What we do try though is prepare a board state that prevents this from even being an option. (Again yes RNG might screw you over a small number of times if so just go gg next game ;) )
(I Hope this helps. If you do find solid solutions yourself during playtest feel free to let me know, but this is all I can think of right now.)
2 months ago
It's true that Master of Waves can steal games, but you don't need 4 of them. you have at least 8 cantrips in merfolk, sometimes more, meaning that you get to dig a bit into your deck over a whole game. And you really don't need Master of Waves on you opening hand (it's unlikely that you get to play it on turn 4 - calculate turn 5 as what you can reasonably expect). Turn 5 means you are 12 cards + cantrips into your deck. Let's say that is 14 cards or so - almost 25% of your deck. Without knowing how to do the exact math, I think you are more likely to have drawn one out of 3 copies, than not to have drawn any, by turn 5. Also worth considering: A single Master of Waves can steal a game. Merrow Reejerey on the other hand really shines when you have 2 of them in play: play a couple of merfolk, tap anything that could stop you from attacking, throw fish across the table, end of game. But tapping down 2 blockers/lands are a lot better than tapping 1 for each merfolk you play.
2 months ago
Master of Waves can steal games out of nowhere, and I hate to cut him.
2 months ago
Hi Jackh! If building a standard merfolk deck is what you're looking for, then have a look at my list.
SCORE: 182 | 68 COMMENTS | 65984 VIEWS | IN 82 FOLDERS
However, if what you're looking for is a budget merfolk deck that can be built on the cheap, then I can suggest some very fun cards.
Cold-Eyed Selkie Cursecatcher Harbinger of the Tides Kiora's Follower Master of Waves Merfolk Sovereign Merfolk Trickster Merrow Harbinger Prime Speaker Zegana Stonybrook Banneret Thada Adel, Acquisitor Vorel of the Hull Clade Wistful Selkie Spreading Seas
With some more that cost a few dollars each if you're looking to upgrade.
I'm sure I'm missing a few obvious choices, but hopefully you'll find a use for some of these cards. In my experience, some cards you may want to drop to make room are Herald of Secret Streams, River Sneak ,and vineshaper mystic .
Some cards that aren't related to Merfolk per say, but would be beneficial to your deck are: Giant Growth, Mana Leak, Unclaimed Territory , Botanical Sanctum(much cheaper out of standard), Hinterland Harbor, Lumbering Falls, Simic Growth Chamber, Temple of Mystery, Thornwood Falls, and Yavimaya Coast.
Sorry if all of this is a lot of information or if I've listed a lot of cards out of your price range, but there are defiantly some cheap upgrades to be made.
**edit I've noticed that tappedout has some card prices listed incorrectly, so check elsewhere first if you're thinking a card is too expensive.
2 months 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!