|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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Creature — Merfolk Warrior
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
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Deeproot Elite Discussion
3 days ago
Deeproot Elite is so good in this I would make it a full set as well as the mistbinder.At least one of those two should be a full set. Anything to make your threats buffed is what you need. Also with this creature count in the deck a couple of copies of Unclaimed Territory may be useful.
1 month ago
Thanks for the upvote and the comment. I do have a copy of Jadelight Ranger, but I think it's more important to have 90% probability of casting double blue for Wizard's Retort by turn 4 than only having 14 green sources which is 90% of double green by turn 7. I think if I want to go the explore route for more consistency, I should go with Merfolk Branchwalker or maybe Deeproot Elite since the single green isn't an issue.
2 months ago
Hi, FFA. While Sleep does tap your opponent's creatures for 2 turns, you usually only need them tapped for one. As well, Tempest Caller can do more by: Giving you a +1/+1 counter from Deeproot Elite, can be cast from Unclaimed Territory , can help draw you a card from Kumena, Tyrant of Orazca or give all your merfolk +1/+1, and can give you a token from Deeproot Waters . I think all of those reasons make Tempest Caller a much better option than Sleep.
2 months ago
Hi, toastySmorc I've said it before but when updated the deck I must have removed it, but Herald of Secret Streams relies heavily on +1/+1 counters, and currently they are just an up side to the deck with Deeproot Elite and Kumena, Tyrant of Orazca being the only cards that give +1/+1 counters outside of Merfolk Branchwalker exploring when it etbs. The other reason I like Tempest Caller over Herald is because the opponent can remove Herald after you've declared attacks, making for some very awkward blocks from your opponent. Once you play Tempest Caller on a good enough board, it will usually win you the game outright.
2 months ago
Hey! Awesome deck! I have some suggestions, but feel free to do your own thing. A little about me: I'm a low level points grinder, so the changes that I make are for the sake of winning the game, as opposed to just playing to have fun. Okay, let's begin with what I'll take out and why, then, later, what I would bring in and why.
1 Deeproot Elite, 1 River Sneak , 2 Deeproot Waters : I'd take these out to make room for other cards. I don't feel like you need as many of these as you're running.
2 Tempest Caller & 2 Kumena, Tyrant of Orazca: I don't like Tempest Caller at all. Unless your meta is super creature heavy, this card feels dead more often than not. Besides, you play a ton of creatures still, so you can just go wide and kill that way. As for Kumena, you don't wanna play too many of a legend. You can make the argument to go up to 3 for a little bit more consistency, but I think 2 is the sweet spot here; you don't need her to win outright, the rest of your deck can take care of itself.
Field of Ruin, Kopala, Warden of Waves, & Seafloor Oracle: If you're not playing at least 2 in the mainboard, I'm not sure Field of Ruin is worth it, and it's definitely not worth running postboard. Seafloor Oracle is just a "win-more" card out of the board, in that if you're playing it successfully in game 2, you're already winning the game. I'd take it out for a relevant early game spell. Lastly, I'm taking Kopala out of the board to play 2 in the main. That card is crazy good.
Now to bring in: Let's start with the 4 Forests you need to replace the Oasis.
2 Negate, 2 Essence Scatter, 1 Spell Pierce, 1 Expel from Orazca, & 1 Hadana's Climb: These are your tempo swing cards. Counters to stop your opponent's relevant removal/game ending spells, a removal spell incase anything slips thru the cracks, and a game-ending enchantment in the Climb. All of these mainboard replacements look to swing the match in your favour when you cast any of them.
1 Naturalize, 2 Expel from Orazca, & 1 Hadana's Climb: A second Naturalize produces more consistence, and the same story goes with a second Hadana's Climb. I'm not sure what your budget it, but if you're able to, I'd put a Nezahal, Primal Tide and Vivien Reid in place of those two. But from what you currently have, Naturalize + The Climb seem great. Lastly, a pair of Expel in the side for more removal postboard.
Okay, I think that's 75. At least I hope. Hopefully you find your flow. The deck looks sweet, and I think that Merfolk post-rotation will be a force to be reckoned with. Excited to see what you do with it. +1
4 months ago
I understand. I thing this for a competitve deck:
4 months ago
Mortenick I have been debating about that card all night. I figured it triggered well with Deeproot Elite while also providing chump blockers. But now i feel like having more of a control spell would suit the deck better or maybe adding some pump cards like Titanic Growth to help win the game faster.
5 months ago
Suggestions for merfolk with more tribal effects High Priority: Kopala, Warden of Waves, Merfolk Mistbinder, Lord of Atlantis, Lullmage Mentor, Deeproot Elite, Merrow Commerce, Stonybrook Banneret, and Merrow Reejerey.