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Drowner of Secrets
Creature — Merfolk Wizard
Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard.
Drowner of Secrets Discussion
5 months ago
The goal of the deck is to mill (make it so there's no cards left in their deck/library) your opponent to secure victory. In order to do this, we rely on a combination of 3 different cards - a mill engine, a tap source, and and untap source.
Other mill decks that I've viewed don't have they combinations, but rather rely on powerful single cards to mill a chunk at a time. The issue I find with these decks is that you can mill 20, 30, 40 cards in big chunks at a time, but if you can't mill that last card before getting killed off, then it was all for naught.
These combinations provide for a reusable loop that means once you have the combo, you win the game. It also means this deck is much more competitive in 3+ player games since you don't have to rely on a Traumatize that can only target 1 of your 2+ opponents.
7 months ago
mrdehring thank you for the suggestions. Merrow Commerce and Lullmage Mentor are on my buy list. Didn't know about Drowner of Secrets , thank you for the heads up. I will add both Drowner of Secrets and Kindred Discovery to my buy list. THank you.
7 months ago
Merrow Commerce might help you reuse some of the tapping effects.
Kindred Discovery might also be good if you don't draw enough cards with your commander.
7 months ago
NP! Glad I was of help, I wish it was that easy as well but sadly it doesn't work that way as you can't use the mana for abilities even though they are for creatures :'(.
As I said if you wanted the Infinite mana you'de have to use the scourge or Griffin mentioned earlier and then one could start using Derevi for untaps and taps but it's so much stuff to work around it becomes redundant.
9 months ago
Here’s a few card ideas to mull over:
1 year 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.
1 year ago
One or both of these might be worth slotting in. Combined with Sygg you can basically make yourself immune to being attacked by a color of creature or direct damage. Only problem is colorless creatures, and giving protection from white creature damage since that would cause pariah to fall off. Though the shield still works. But Pariah can also be useful in a pinch to drop on some opponents indestructible creature to be immune to damage for awhile and is also a lot cheaper.
Aquitect's Will One Mana to cycle into another card while setting them up for easy island walking shenangins. Also triggers some merfolk tribal.
On that note Quicksilver Fountain could be fun for setting up island walk, in addition to slowly hosing decks that aren't mono blue by turning their lands to island. They're even stuck as simple islands if Quicksilver Fountain is removed. Only way to save them is to let all lands become islands.
Bident of Thassa Card Draw and fun combat manipulations.
If you're not worried about going too hard on the infinite combo I'd throw in an Intruder Alarm. Sets you up for infinite counterspells with lullmage mentor, or infinite tokens with the schoolmaster, or just gaining a shit ton of life with Judge of Currents. Though to maximize that I'd swap out your tap engine for Drowner of Secrets and Mothdust Changeling. Drowner of secrets, in addition to offering infinite mill potential combos as well, is just a nice card to easily dick people over whenever they vampyric tutor or otherwise search for a card to put on top of their library.
As for how to make room for shit, I've been eternally cursed to shit on all attempts to voltron. Also with how low the deck's mana curve is, you could slim down on mana rocks and maybe at the same time put in some Stony Silence or other artifact hate.
Maybe bring Dovescape back again, since you can still do tons of merfolk shenanagins with it in play.
1 year ago
Ik denk dat je sowieso naar meer creatures (merfolk) moet gaan. 19 creatures is echt te weinig voor een tribal deck. 30-35 creatures is een beetje de richting die je op zou moeten gaan.
Tips (Ook wat slechtere tips maar om het een beetje budget te houden):Voor untap: Intellectual Offering, Breaking Wave, Retreat to Coralhelm, Quest for Renewal, Merrow Commerce, Dramatic Reversal, Curse of Bounty, Benefactor's Draught (Kan ook tussen opponent's combat!)
Voor creatures:Deepchannel Mentor, Merrow Harbinger, Riverwise Augur, Seafloor Oracle, Surgespanner, Tempest Caller, Tidal Courier, Fallowsage, Drowner of Secrets, Jungleborn Pioneer, Merfolk Sovereign (Lord), Merrow Reejerey (Lord), Stonybrook Banneret, Lord of Atlantis(Lord), Master of the Pearl Trident (Lord), Merfolk Mistbinder (Lord), Coralhelm Commander (lord)
Qua versnelling, ik zag je van de week al Urban Evolution spelen, met alle exploration is dat prima acceleration in dit deck.
dan kan je ook gaan denken aan Explore, Enter the Unknown, Path of Discovery, Summer Bloom, Rites of Flourishing. ik weet niet of je Kiora, the Crashing Wave had maar dat is ook wel een goede voor in dit deck. Hou er wel rekening mee dat het dan een goed idee is om 38 a 40 land te gaan spelen voor een hogere pakkans. Landjes met cycling zorgen er dan weer voor dat je niet te veel land op hand houdt.
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