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Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Deeproot Waters Discussion
3 weeks ago
Thanks for another comment. Sorry this reply took so long, I was caught up in remaking another Standard deck.
For Deeproot Waters , I have better things to do on turn 3 then cast an enchantment that will be removed in most games and effectively does nothing.
Jadelight Ranger just feels a bit too clunky and slow. For Emma Handy, Incubation / Incongruity used to be a playset of the Jadelights. But after finding she needed more removal (as the deck had none), she added Incubation.
3 weeks ago
1 month ago
If you do get a hand without your 1 and 2 drops, which doesn't happen often(you're more likely to not get a 1 drop but that isn't always a problem), sometimes keeping a hand that has Deeproot Waters is still a good idea. That card is in the deck for the purpose of a slower game and out valuing your opponent with Kumena, Tyrant of Orazca.
Currently, I don't think adding in Growth Spiral to the current list will aid it in anyway, however if Ravnica Allegiance gives us more late game cards from the Simic Guild, then I can see the deck evolving(pun) to fit that play style.
3 months ago
While your deck is focused a bit more on the 2 and 3 drops, I think that for your 1 drop slot you should really consider Kumena's Speaker. In my opinion, it is by far a better 1 drop than Mist-Cloaked Herald and Jade Bearer.
One other thing is that while Deeproot Waters is a good option for late game, it works much better with 1 drops in the mid-game. In your deck, Jungleborn Pioneer might be a better option, as well as being able to be cast off of Unclaimed Territory until January when Breeding Pool is in standard.
3 months ago
4 months ago
Well, Metallic Mimic is not Standard legal anymore, neither is Nissa, Steward of Elements+1 Merfolk Mistbinder, + 3 Deeproot Waters -2 Crashing Tide, - Tempest Caller + 2 River's Rebuke, -4 Jade Bearer, maybe +3 Blink of an Eye as a bouncer or Merfolk Branchwalker for filter/ Manafix... Good Luck with your Queer build!
4 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.
5 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
Deeproot Waters occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
G/U (Simic): 0.13%
All decks: 0.05%