Deeproot Waters


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) None

Combos Browse all


Deeproot Waters


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.)

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Deeproot Waters Discussion

Shyvana_ on Muddy Merfolk

6 days ago

Heyo! I'm just checking out your deck from the forum, I've already posted there, but I would always appreciate some feedback. I've seen a couple merfolk decks in Standard, and they're annoying if played right. One card that you could make a lot use of is River Heralds' Boon. You can place two counters on two creatures, or two on one. It's an instant which is always nice for surprise damage block. Instead of Cancel, you can use Disallow, same cost, but a lot better since it can target abilities as well. Deeproot Waters is always fun if you want to have a slightly larger board, but, it won't be as great for your deck since you're going towards a "Can't stop me" focus. Then if you want major protection for your deck, you can throw in Blossoming Defense or Heroic Intervention for certain protection or mass protection. Also, if you dropped out Verdurous Gearhulk, you could get in more towards the focus of the deck. I know he's got a key feature to get a horde combo, but, you can get a lot higher chance of having a good early game. I've never personally played a Merfolk deck, so, my opinion may not be too great. This is all I have for now, with minimum research. I hope it does well for your deck, and I hope you consider to take a look at preferably my Dinosaur deck. Good luck, man!

musicman3310 on Green-Blue Aggro-Control

1 week ago

Let's see, I'm not sure what cards you should cut, but I do know some good cards you could use. I can see this deck have 3 different outcomes. An unblockable deck with Slither Blade, River Sneak, and Storm Sculptor. The typical Merfolk deck with Deeproot Champion, Deeproot Waters, and Kopala, Warden of Waves. Or something else. Opt, Negate, Chart a Course, and Glimmer of Genius are some blue staples. Not sure for green.

JonMH on Merfolk Standard

2 weeks ago

Jade Guardian and Deeproot Waters might be decent additions to you deck.

Vidar91 on Tier 1 Merfolk? (XLN)

3 weeks ago

I think you got the right merfolks in the deck and i like the tishana and Luxa sinergy. However, i think you may need some mana sink for the huge amount of mana of Itlimoc and Luxa. May i suggest cutting the Uncage the Menagerie and the Deeproot Waters and putting in at least 2 copies of Open Into Wonder ?

multimedia on The pesky merfolk

3 weeks ago

Hey, consider River Sneak? The only reason I suggest it is because of Deeproot Waters. The interaction with Waters is good. You could cut 2x Apprentice and 2x Weaver for 4x Sneak.

I don't think you need Illumination consider cutting it for a fourth Defense, Opt and Boon? These three cards are doing a lot more here than Illumination is since it will most of the time only be cycled for one mana which if you're doing that just play more Opt. My last suggestion is 4x Botanical Sanctum in place of 2x Island and Forest.

traffy498 on The pesky merfolk

4 weeks ago

mindness Chasko145

Metallic Mimic and Daring Saboteur would generate tokens from Deeproot Waters. Don't forget Arcane Adaptation states "Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and CREATURE CARDS YOU OWN THAT AREN'T ON THE BATTLEFIELD."

mindness on The pesky merfolk

4 weeks ago

Chasko145 Just a quick reminder Arcane Adaptation ruling is "creatures you control" and Deeproot Waters ruling is "whenever you cast" so Metallic Mimic and Daring Saboteur won't generate tokens for you.

Enticer on Unblockable Merfolk copy

4 weeks ago

Thank you so much for doing this! I really appreciate it.

Merrow Commerce would go really well with my deck, as well as Kopala, Warden of Waves.

I don't think this deck needs all those removals and counter cards (such as 4Mana Leak and 4Echoing Truth), especially if I add in Kopala, Warden of Waves. I'm not sure that Opt would be that useful.

Spreading Seas is my version of Aquitect's Will, but Aquitect's Will is better. However, my parents are already mad at me for ordering so much, so if I have a slightly worse version of a card which both basically do the same thing, I'm going to stick with the old card.

Coat of Arms has great abilities, just like Vanquisher's Banner, I'm just worried about how much it costs. I don't really see a use for Quicksilver Fountain. Herald's Horn and Door of Destinies sound interesting.

Cold-Eyed Selkie sounds intriguing, except if I add it in I will get in trouble at my school, because the picture is to scary(I know, It's crazy).

I would like to have 3 instead of 2 Deeproot Waters, and more creatures to trigger its ability.

Also, do you think I should get rid of Navigator's Ruin?

Thanks so much for going to the trouble to do this!


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