Creature — Merfolk Shaman
When Jade Bearer enters the battlefield, put a +1/+1 counter on another target Merfolk you control.
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Jade Bearer Discussion
1 week ago
I think I might agree with bulletmonkey97. If they have the 6 or 7 mana to counter Spell Pierce, you have probably already lost anyway because they are either about to or already have cast an Approach. Heroic Intervention provides other uses though; for example, I used it to kill off a Ghalta with a deck similar to this one the other day. I would be curious to see what you have to say about Jade Bearer vs. Mist-Cloaked Herald. Otherwise, I think the deck looks good; a fun sidenote, you might consider trying out Growing Rites of Itlimoc for some huge Nissas :)
1 week ago
Thanks for the suggestions Boza!
You may be onto something with Kumena, I will be testing him over the next few days. For now I'm running him because he is a good body that can break board stalls. The curve of this deck is already very low, putting in any more than 16 2-drops seems like too much. I could, however, see taking him out for cards like Vineshaper Mystic, Jungleborn Pioneer, or Watertrap Weaver. It will simply be a matter of testing the optimal 3-drop to fill that slot.
I actually agree that Mist-Cloaked Herald is better than Jade Bearer, however, our mana cannot support consistently being able to have a 1-drop on turn 1. For this reason, I chose the 1-drop to go along with Kumena's Speaker. To be fair, Jade Bearer can be played on turn 1, it's just sub-optimal. Still, I'd prefer a suboptimal 1-drop to one that I can't reliably play on turn 1.
1 week ago
Their is no draw in this deck. I love the fact that you put Forerunner of the Heralds in as no one has even considered it (even though they are desperate for a way to play Kumena, Tyrant of Orazca in every game). Chart a Course is a good draw spell and is popular in merfolk, but I like Seafloor Oracle. Quite reliable if you have a River Sneak in play, and can be very beneficial if you include a few Mist-Cloaked Heralds to maximise the card draw. But you dont have to take the advice on the Mist-Cloaked Herald as Im playing it in modern and just love the card. Overall this is a great deck, the one drawback is the fact there is no draw. Also PLEASE dont use Jade Bearer, it is AWFUL. Perhaps Admiral's Order in the side to deal with control, specifically Settle the Wreckage.
1 week ago
Played quite a few games with the list, got forest flooded a lot more than id like so i switched out 2 forests and 2 islands with 4 Botanical Sanctum and ive been happy with the results. I had the same thoughts with Jade Bearer as well. its not very good on turn one... which is where you want to play most one drops.
1 week ago
rapicho The reason why i dislike Merfolk Branchwalker but would consider Enter the Unknown simply has to do with cmc. Branchwalker is potentially a 3/2 that pitches an unnecessary card, or simply a 2/1 that drew me a land i couldn't use that turn whereas Enter allows me to use that same land I drew or give something else a counter, possibly out of burn range.
My other issue with the Explore mechanic is the fact the information isn't just revealed to me (like a Scry) but rather revealed to all players.
I'm in no way saying it's not good, it really is. I just want to keep my 1 drops higher than everything else, in the event i end up with a manascrew. And I get what you're saying about having more fish synergy, though on that note, I've been tempted to remove the Herald, given it's a 1 of and I'm rarely going to see it, but I'm not sure what I'd replace it with, besides maybe a fourth Kumena, Tyrant of Orazca.
What would your thoughts be on removing the 1x Herald of Secret Streams, 4x Jade Bearer, 2x Hadana's Climb, 1x Deeproot Waters and the 1x Scavenger Grounds for 3x Merfolk Branchwalker, 3x Jadelight Ranger and 3x Enter the Unknown?
I know leaving Deeproot at 3 or even 4 would be optimal, but drawing Climb late game would be useful, I think, though I'm not gonna add any to the sideboard. Personally, I would like to make it a 3/2, 3/3 or 4/3 split between the Waters and Climbs, but I'm not sure how i'd do that without diluting the decks 4x.
1 week ago
So I already understood that Hadana's Climb triggers whether you attack or not, but I still don't see it as useful. Take the turn 4 situation you're talking about, you're saying you drop Hadana's Climb then Kumena's Speaker/Mist-Cloaked Herald, I'm saying playing Kumena's Speaker/Mist-Cloaked Herald followed by Jade Bearer accomplishes the same thing with an additional 1/1 merfolk for half the mana. Synergy wise as well if you have out deeproot waters you get an additional 1/1 hexproof merfolk on that play, or if you have out Deeproot Elite you get 2 additional +1/+1 counters to place as you want. To clarify a good portion of my argument is that Hadana's Climb has no merfolk synergy and won't accomplish as much as a 3 drop should, and considering all the merfolk synergy you do have in the deck placing in another merfolk like Merfolk Branchwalker accomplishes more.
Also as a quick address to Merfolk Branchwalker being in your maybe board, remember the explore mechanic allows you to chose to send the top card to the grave if it isn't a land, which is a bit of an underutilized part of the mechanic, but it gives you a good chance to pick the card for your next draw and avoid a valueless late game land draw.
1 week ago
rapicho no problem on the self plug! i was accidentally doing that in a comment on another user's deck, which i kept kicking myself for.
Now, the issue you're bringing up with Hadana's Climb actually isn't too much of one, given it's added at combat. So say it's turn 4, i have no creatures on board, i play the Climb and drop Kumena's Speaker or Mist-Cloaked Herald. Since the Climb triggers at beginning of combat, even though I can't legally attack due to summoning sickness, I can still enter combat and use the trigger w/o actually attacking and proceed to main phase 2 (or at least, that's how I see it) so it's actually more useful than simply dropping a Jade Bearer.
Though I have thought about running Enter the Unknown, Opt or Chart a Course as Opt & Chart were in the original variation but got removed soon after starting as without being able to get Kumena on board and sticking, I don't have much in the way of drawing anything.
Though I will admit, boardwipes are the bane unless I already have a Deeproot Waters out and Fish still in hand to cast. Though like you mentioned, the main problem with River's Rebuke is the cost is so friggin high, and Dino's got the ramp cards that I was hoping Fish would get. Another thing, if WB Vamps have an army of tokens, then there's not much I can do to counteract that, let alone live to be able to use the Rebuke, though I have been wondering if I shouldn't at least try to splash a third color for either cards like Settle the Wreckage or Walk the Plank in the sideboard, and turn it into a UGx variant of one of my Boros decks from RTR/THS standard. I loved that deck for the versatility, being aggro preboard and midrange postboard, usually siding in.. 12/15 of the SB cards every time.
1 week ago
So I'm making a similar deck that I'm calling swift swimmers, but this comment isn't just a self promo. My deck is a slightly higher average cmc, and isn't running Hadana's Climb which is what i wanted to address.
Hadana's Climb just isn't as good as it looks whether you're flipping it or not. The idea with the card is pretty obvious, the longer it's on the board the more value you'll get, which when you're main boarding Herald of Secret Streams seems like a lot of value, but say you play it turn 3, you're accomplishing less on that turn than you would from just playing Jade Bearer, and you're doing it for triple the mana. Even if you do get to keep out Hadana's Climb long enough to have real value it still does nothing to assist with the WB board clears that are the bane of merfolk decks, you'd be better off running any 2 or 3 cost merfolk as a replacement, or counters like Negate/Spell Pierce, you can even follow in my deck's idea and run Enter the Unknown to try and add to early game ramp and get real value out of Deeproot Waters on turn 3.
Outside of that I'd recommend 1 River's Rebuke its cost is a bit high, but it fits in both as a win con and a means to clear out vamp tokens all at once.