Kopala, Warden of Waves

Legality

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

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

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.

Kopala, Warden of Waves Discussion

andrewkelly239 on Merfolk/Islandwalk/+1/+1

2 months ago

Consider running more like Kodama's Reach , Journey of Discovery , Farseek or Explosive Vegetation . Fertilid is a viable replacement as not only is it a body, but you can respond to damage dealt to it by removing one of it's +1's, plus with this +1 build you can get more use out of it. Proliferate is a mechanic you may consider running in this deck if you wind up spec'ing into +1. I would sideboard your counterspells for the moment and add more like Whelming Wave . Engulf the Shore is a solid spell that does nearly the same. (Plus I really like the similar artworks.) Drop Retraction Helix outright. Cursecatcher is good at diffusing instants and also counts as a merfolk.

Merfolk Spy has a decent saboteur ability. Many cards you may want to consider running instead of non-merfolk have "When ~this creature~ deals combat damge to a player, _". Given the evasive nature of this deck, I would consider looking for more of them. A good example would be Riptide Pilferer .

There's some auto-includes I'd consider as well-- Stonybrook Banneret , Wanderwine Prophets , Combine Guildmage seems like it would provide some synergy here, Kopala, Warden of Waves seems like you'd want it, but doesn't bring synergy. I'd consider dropping Master of Waves for Lullmage Mentor

TheSmalHistorian on

4 months ago

Have you considered Kopala, Warden of Waves for your sideboard? It has useful actions requiring opponents to pay 2 more mana to cast spells/abilities targeting Merfolk.

Kogarashi on Kopala, warden of waves interaction ...

5 months ago

Oracle of Bones ' ability to cast a spell without paying its mana cost is an alternative cost. Kopala, Warden of Waves ' ability is a cost increase.

When determining the total cost of a spell in order to cast it, rule 601.2e says (just the relevant portion):

The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions.

Your opponent would need to pay the additional for the Shock , even though they get the alternative cost of "without paying its mana cost."

Supersaulty on Kopala, warden of waves interaction ...

5 months ago

Kopala, Warden of Waves on the board, my opponent plays Oracle of Bones , tribute is not paid for Oracle of Bones , opponent has 1 untapped land and wants to cast Shock on a merfolk... I feel as though free or zero cast spell or not, if my merfolk is being targeted he has to pay the 2... Am i wrong? Please cite rulings.

Ch0ppah on The River Merfolk

8 months ago

I saw this deck on a deck ad and decided to try to help out, mainly because I also enjoy playing Merfolk decks and I have one GU merfolk deck using Kumena, Tyrant of Orazca that's pretty fun to play. If you want the link, it's Alexander's Terrible Horrible No Good Merfolk Deck. If you like Merfolk, Kumena is an excellent commander to try out. I personally would get rid of Pyramid of the Pantheon because for your deck it's too slow. Most of your drops are already pretty cheap, and having to wait three turns (at minimum) to get the card's full power doesn't sound too great.

I would also get rid of Leonin Sun Standard, while the buff is a good mana dump and synergizes with any unblockable effects you can slap onto your merfolk, since the buff doesn't count as a +1/+1 counter buff and isn't proliferate-able, I wouldn't run it.

Windrider Patrol is too expensive for your deck. The scry is nice, but if thsi is a UW Aggro deck, it's probably best to stick to smaller, more easily swarmable creatures.

Animation Module is too slow too. 3 mana for a semi-prolif on only one permanent as opposed to something that can proliferate on everything.

Brave the Sands doesn't really make too much sense to me in this deck. The vigilance effect and being able to block multiple things doesn't really help either since if your creatures are big enough and able to block you probably won't get swung at anyway. If anything, run Intruder Alarm instead (it's so much fun trust me).

Noble Purpose can also be taken out. The lifegain from unblockable creatures is nice, but at 5 mana I wouldn't run it.

In my opinion, Kopala, Warden of Waves sounds good in theory, but against a swarm strategy like this deck is, you can bet people will probably save their single target removal for either other players or just use non-target board wipes on you.

Sea Scryer is a merfolk, but in a (mana-wise) cheap deck like this I don't think he'll be too useful. If he's in your opening hand or shows up in the first 3 turns or so he can be useful, but if you don't draw him before then he's kind of a dead draw.

Heartstone doesn't synergize enough with your deck. There's not enough activated ability creatures in your deck to warrant running it in my opinion. There's probably more you can do to get rid of things, but I think those are good suggestions to start with. Try to assess your big cards and see if they're really worth their mana cost.

Doctorlobo89 on Ultimate Tribal Lords

9 months ago

I would use Galerider Sliver if your using Winged Sliver same purpose just one mana less.

Paragon of Gathering Mists, Diffusion Sliver, Rattlechains, Shadow Sliver, Shifting Sliver and Kopala, Warden of Waves could help protect your commander and give additional abilities.

Stelmeiria on

10 months ago

I also would swap Kopala, Warden of Waves with Tempest Djinn as the djinn has evasion an is better as an aggro threat, you will face decks where Kopala does nothing and is only an overcosted 2/2

TheKing8426 on Merfolk Standard Midrange

11 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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Kopala, Warden of Waves occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%