Deeproot Waters

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) None

Combos Browse all

Tokens

Deeproot Waters

Enchantment

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

Hexaflexagon on Simic Standard Merfolk

3 weeks ago

Hey Skyler1776,

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.

Hadana's Climb  Flip is bit like Deeproot Waters if you don't have two or three counters on something (impossible if this is a turn 3 play). It'll just get removed.

I think Tempest Caller is worse than Sleep because Sleep gives me two turns to beat down the opponent with littl to no oppsition, where Caller only gives us one.

Thanks again,

Hexaflexagon

Skyler1776 on Simic Standard Merfolk

3 weeks ago

Our of curiosity, why no Jadelight Ranger , Deeproot Waters , Hadana's Climb  Flip, or Tempest Caller ? All seem sweet additions that are low curve yet powerful.

Shoku on U/G(Simic) Ravnica Allegiance Merfolk

1 month ago

Hi, kysg

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.

Shoku on G/U Merfolk Tribal

3 months ago

Hey, imash1.

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.

Caran_Lyg on needing help trimming/refining my merphy ...

3 months ago

You want it to be faster? Get rid of Deeproot Waters. You're better off adding 2 more of Jungleborn Pioneer than that card.

OberstHati on Merfolk

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!

Shoku on U/G(Simic) Ravnica Allegiance Merfolk

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.

TheKing8426 on Merfolk Standard Midrange

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.

4 Hashep Oasis, 4 Unsummon, & Blossoming Defense: These cards are rotating out of standard in a month, so it's best to prepare for that now.

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 Jade Bearer & 1 Kumena's Speaker: Early game interaction makes these cards a must-have-playset in the main.

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

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Deeproot Waters occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

G/U (Simic): 0.13%

Standard:

All decks: 0.05%