Kopala, Warden of Waves

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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Trade

Have (1) DemMeowsephs
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Set Rarity
Ixalan (XLN) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Kopala, Warden of Waves Discussion

SatisfactionDay on Kumena's Merfolk Ascendency

1 month ago

Rasaru in regards to Simic Ascendancy of the 3 wins I should have been more specific. I've only had about 10 of those games where I actually drew it. The other games I never got it. I used to have Long-Term Plans in the deck, but I took it out. So 30% win rate with simic ascendancy in the games I draw/play it.

Simic Ascendancy is more of a pet card for me. I have thought of taking it out and going more voltron, but I've won just as many games just swarming with large Merfolk(which are most of the time unable to be blocked). and so many other Merfolk tribal decks are just focused on getting creatures out there and attacking. I wanted to do something a little bit different and while this deck still focuses on getting creatures out they are much more hefty than they would normally be.

Kopala, Warden of Waves has proven to be very valuable at taxing my opponents, much more than I thought. And I have always loved Master of Waves since the cars came out, but it really does a ton of work in this deck. As for surprise, The Ozolith. I knew it was going to be special, but nothing like having tons of Merfolk with counters and getting board wiped and loading the Ozolith up and then casting my Commander and swinging in for unblockable lethal the next turn.

Absolute musts for Merfolk are the lord's for sure. Also Merrow Commerce. Kopala as I said has provided me excellent support. Merrow Reejerey is great to get out early and either used to suppress your opponents or help untap your lands so that you can cast more Merfolk. Also a must include if you stick with the tribal theme isKindred Discovery, this generally gets me the most value in the game second to Kumena.

Two cards that I would say to keep running even though it doesn't fit the merfolk theme are; Oko, Thief of Crowns & Edric, Spymaster of Trest. Oko is oppressive and does work making elk, and Edric helps keep the pressure off of you. Both have been solid upgrades to this deck. For political reasons I have included Rites of Flourishing which helps me get targeted less, but this is one I'd recommend taking out.

When I originally built this deck it was strictly Merfolk go wide tribal, and focused on Kumena more for utility rather than attacking. I built the deck with a +1 counters sub-theme to help boost the power of my merfolk and not necessarily aim towards Simic Ascendancy. So if I was to take that out, I'd leave the deck with the counters theme because it goes wide frequently.

I apologise if this seemed to jump all over the place, but I wanted to make sure I shared the info as best as I could. Also this deck can be easily tuned by taking out if you cards here and there to fit in with your own meta. My decks are always built for my meta and anything that I have on my main page or the ones that I own in paper.

tspalding on Something Fishy...

1 month ago

Kopala, Warden of Waves should probably be here

Zakath on My Merfolk

11 months ago

Personal thought: Remove Stormtide Leviathan - massive target and hate bringer. Add The Great Henge for lifegain and draw. Remove Deepchannel Mentor , Kalonian Hydra , Intruder Alarm . Deepchannel too expensive for what it does. Kalonian doesn't fit the theme. Intruder Alarm will really only benefit your opponents as you are already untapping on each end step. Remove either Vanquisher's Banner or The Immortal Sun due to mana costs. You need at least 8 more lands. 33 lands in commander is like 20 lands in standard. 25 in commander is like 15 in standard. Aetherflux Reservoir is also a hate generator. Might want to remove that in favour of more lands.

Additions maybe? Kopala, Warden of Waves for spell defense. Darting Merfolk - great blocker. Wanderwine Prophets - win condition. Especially if you have a merfolk generator.

Sorin_Markov_1947 on U/G(Simic) Pioneer Merfolk

1 year ago

Okay... I'm going to suggest several things, so pick and choose what you like.

First, the cards you should remove. Silvergill Adept is easily the most underpowered card in this deck. Past that, it gets a little harder. I don't like Kumena, Tyrant of Orazca , because as good as she is when you have plenty of merfolk, you aren't going to have plenty of merfolk oftentimes, even with Deeproot Waters . Do some testing and see if Benthic Biomancer is really necessary. It's good for a one-drop since it can get you some more card filtering (something this deck will rely on), but you really need more room in the deck. Yavimaya Coast is a bad land for a two-color deck, so remove that for basics.

Things to add: Frilled Mystic gives you another counterspell as well as a 3/2. Two more Deeproot Waters are going to be key to this deck, because it combos with so many things (especially Deeproot Elite ). If your main fear is removal of your merfolk, maxing out Kopala, Warden of Waves will be great. If you max out Kopala, you'll be stressing your opponent for mana even more, which allows for such counterspells as Quench . Since this deck aims to win early, stalling the later turns to give you more time will help, so I'd go with a few Disdainful Stroke s. There are other counterspells out there, so just look for some you like.

andrewkelly239 on Merfolk/Islandwalk/+1/+1

1 year 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

1 year 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 …

1 year 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."

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