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Kopala, Warden of Waves
Legendary Creature — Merfolk
Spells your opponents cast that target a Merfolk you control cost 1 more to cast.
Abilities your opponents activate that target a Merfolk you control cost 1 more to activate.
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Kopala, Warden of Waves Discussion
22 hours ago
Add another Kumena, Tyrant of Orazca, because there is low chance you'll draw the one that you have. Maybe replace some of your instants with River Heralds' Boon. Consider Deeproot Waters. Make it 3 Herald of Secret Streams. Take away all Swift Wardens as some merfolks already have hexproof, and it's only till end of turn. Replace it with Kopala, Warden of Waves, since his effect is permanent. But, remember, he's a legendary creature, so have 2-3 of him, not 1 or 4. Nice deck, keep up the good work, hope my suggestions help!
1 day ago
Affinity is one of the boogeymen for this list, unfortunately. I usually shave a Cursecatcher and all of my Masters for Rejection and Echoing Truth. That tends to give me a fighting chance. If you see a lot of it, you will want to have some Watertrap Weavers in the spot where I have Kopala, Warden of Waves.
1 day ago
Nice list. I understand your struggle with showing cards. But in modern tournament decks with Aether Vial, that mostly ran creatures with CMC 2 and only very few with CMC 3 like Merrow Reejerey and Kira, Great Glass-Spinner there is the Silvergill Adept called the best card, since it draws a card. But in MTGArena is another meta, than in modern, even more as long, as we stay in Ixalan block constructed instead of real Standart.
Since you dont want to run explore-cards, I would suggest to cut the Woodland Stream (they come tapped anyway) for Evolving Wilds to thin the deck and gives you a higher chance to draw non-land-spells with your Seafloor Oracle.
Also I see the opportunity to hold the sky clean by One With the Wind (also a nice tempo-buff) and by Siren Stormtamer which comes as counterspell with flying body. Those could go into the sideboard. I would cut the Spell Pierce since it is no hardcounter and only good in early game or if the opponent is mana screwed. Merfolk wants to run fast and in best case kill in our turn 4, but if we get into midrange we need answers.
So I also would rethink if I want to play the 4th card of most main-deck-drops or if I want to play additional answers your main deck dont have, like Tempest Caller as save finisher or Sorcerous Spyglass to knock down a planeswalker or an opponents Kumena, Tyrant. Maybe add something to bounce that also could bounce your own Folk to save it from kills or give +1/+1 counter again. Your actual sideboard may work in a block-constructed meta but it will be weaker, when this deck plays in a standart meta.
Also I would run all 4 Lords Merfolk Mistbinder mainboard. I would cut a Kopala, Warden of Waves since he is legendary and easy to play around (almost every time I had him out, the opponent could play around, so I cut him completly).
I hope I could help you, too. =)
3 days ago
Hey dude :)This really look like my first version of Kumena. After several plays with my friends I realize the deck :1 - is too fast and you afraid others players so you have take the aggro too quickly and you have turn 3 or 4 everybody against you2 - is extremely vulnerable to wraths and every multiplayers deck have a whole bunch of it. Furthermore, it's extremely difficult to catch back the game after a wrath
It seems like you want to develop the +1/+1 counters theme. If you do that you should put Razorfin Abolisher because it can both save any of your creature with a +1/+1 counter on it and bounce any of ennemie creature with a counter on it. Simic Fluxmage is a great tool too for this kind of deck.Kopala, Warden of Waves was in my first version but he is in fact kinda useless in multiplayers formats where people play with wraths and where big amount of mana are involved.Inspiring Call, Heroic Intervention, Steely Resolve, Fallowsage are must have in your deck. And of course Kiora's Follower because he's one of the best combo piece of the whole game.Master of Waves and Wake Thrasher are maybe the best merfolks ever.Merrow Commerce is strong in duel but you would prefer Quest for Renewal or Intruder Alarm in multiplayer format.True-Name Nemesis is bad in multiplayer because you're telling to one guy "you can't attack me so you have to attack the others" and others are just going to blast it because of the 1 hp. Furthermore, kinda expensive.Having unblockable creatures + islandwalk is maybe too much. I kicked the islandwalk part because it takes too many cards to run it and you can't properly attack the manabase of 3 people like you will do in duel.
Keep in mind that Merfolk lords don't give +1/+1 counters to your other creatures. It's periodic and once they got killed it's over. That doesn't really fit your deck theme (except for the tribal part)
I don't think I have the best version of Kumena but I have already done several changes and I enjoy playing with it a lot, take a look :)
Commander / EDH*
SCORE: 1 | 311 VIEWS | IN 1 FOLDER
2 weeks ago
I have always enjoyed merfolk in modern and with new additions in RIX, UG Merfolk could be a real contender. However, I feel there are things you need to change about this deck. First and foremost, it's hard to put both Collected Company and Smuggler's Copter in the same deck. Although both are great, they don't pair with each other well. Personally, I would choose Collected Company over Smuggler's Copter as it has more synergy with the rest of the deck and can create very powerful combat tricks when paired with Deeproot Elite and Merfolk Mistbinder. You can replace this slot with Merfolk Branchwalker or even Unsummon for more bounce/removal. Merfolk Branchwalker is an amazing card and can help you draw a needed land or buff itself.Secondly, I think that Metallic Mimic is a good lord and can help you go much bigger, faster. You can go down some Mist-Cloaked Herald or drop the Spell Pierce. Lastly, I think your sideboard could improve to beat many decks. Kopala, Warden of Waves is a great card for merfolk that helps protect them against a lot of removal. Shapers' Sanctuary is also another card to consider as dropping t1 against UB/x Control can just win the game on the spot. Control has very few ways to deal with enchantments so turning every creature that dies into a card it very helpful against a grindy MU. One question I have is what are the Rogue Refiners doing in this deck. The energy doesn't matter and Shapers' Sanctuary draws you more cards. Other than that, I hope you will consider my suggestions and wish you good luck with this deck.
abunie on Merfork v1
3 weeks ago
3 weeks ago
3 weeks ago
Ok, a couple of things. I really like the deck - lots of synergy, and the board looks great.
A lot of people are running merfolk, but the mana at the moment isn't very bad at all for 3 colour, especially as you aren't running any real counter magic or tap down. This means you can get locked into a bad board state, or be at the mercy of any decently sized beater with flying if you can't find Herald of Secret Streams. I'd almost put Kopala, Warden of Waves mainboard along with Tempest Caller as that is a winning combo.
Running black at the moment has real advantages however if you want to splash 3 colours - you get access to hand disruption cheaply for Harsh Scrutiny and/or Duress. You get Fatal Push if you need it, which you probably do as you have no removal. And funnily enough, you get access to Winding Constrictor which means it is very unlikely an opponent is going to blow you apart with creature power except maybe dinosaurs. You could also find a spot or two for Vraska, Relic Seeker as she is tough as nails to stop on a stalled board state and puts a 3 turn clock on the game.
You could instead splash white for just as good a reasons as above as well, as their bigger creature removal is better via the enchantments such as Cast Out and Ixalan's Binding as possible options for a small splash and other tech to fill out your roster or at least your sideboard tech.