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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
3 weeks ago
1 month 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.
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 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
1 month ago
Looks good so far, to answer your question about lands, we know we will get shocks in Guilds of Ravnica as well as guild gates, unfortunately Breeding Pool wont be printed in the first set, Simic Guildgate probably wont be either so waiting around wont be too helpful. I've noticed you've not included Hinterland Harbor its 2-3 dollars and will often enter untapped, I think it'd be a good pickup for you.
There are actually a couple of cards I think you have in your sideboard that might be more playable in your main-deck. I'd swap your copies of Seafloor Oracle with Tempest Caller, while your deck can quickly build up a big board, none of your cards are superstars when it comes to power. Tempest Caller Can often be the card that lets your creatures through for a win, particularly against the angels, dragons and knights in the format. Back to Seafloor Oracle, its good but it really shines against decks with no creatures, namely control. Another change i'd consider is bringing Merfolk Trickster to your main deck, similar to Tempest Caller it can let you slip through lethal damage and it can also save you in certain situations, I'd consider swapping them with the Swift Wardens despite them being playable.
Due to the decks in standard at the moment i think its more important to main board for creature match-ups and sideboard for control. The scariest cards from control are the removals. Naturalize is great due to the presence of enchantment removal like Seal Away, Ixalan's Binding etc etc. Swift Warden is good for single target removals but it is 3 mana, I think for an aggro deck cards like Blossoming Defense is great while we have it as well as Dive Down, they're also both useful in situational mid-range match-ups. Another really scary card against you is Settle the Wreckage, you have negate which is the right answer for it, i would also consider adding a few copies of Spell Pierce, they're most likely going to tap out for Settle the Wreckage as turn 4-5 is where you can be swinging lethal and having both Negate and Spell Pierce just makes it more reliable they wont be able to resolve it. Not to mention that 1 mana difference actually means something for you, you can throw out an extra 1 drop, or save for a removal next turn if you decide to play Dive Down or Blossoming Defense. Another card you might consider for the control match-up is Kopala, Warden of Waves, if nothing else this card is annoying, Fatal Push is 3 mana to remove a 2 drop Teferi, Hero of Dominaria requires 2 mana to activate his -3 and if they want to cast Ixalan's Binding they need to wait untill turn 6.
In what you would take away from the sideboard. Merfolk Trickster and Tempest Caller would be in your main deck. I probably wouldn't include the Swift Warden, they're good but not really necessary. Unless you main deck Unsummon I don't think you need it. Finally, Gaea's Blessing is nice but if a game has stretch on to the point where you have all copies of your best card in your graveyard, you've probably already lost. If you really need a card engine Chart a Course or Curious Obsession are much better options for this deck.
1 month ago
I do like Sygg, River Guide however Kumena, Tyrant of Orazca I rarely got enough merfolk on the field for it to be useful. Kopala, Warden of Waves is actually pointless in Commander as opponents will always have mana
1 month ago
1 month ago
Hey so quick question: You're only really using two merfolk including Kopala, Warden of Waves in the deck, so why use him? I don't know if I'm missing something in the deck here, but wouldn't he be better off being switched out for another token producer like Meloku the Clouded Mirror or a removal card like Venser, Shaper Savant?
3 months ago
My first recommendation is to add some cards that interact with your opponent, such as artifact or enchantment removal. Currently if your opponent drops an Ensnaring Bridge, you have to way of interacting with it and you will lose from there. Green offers plenty of removal for those cards, like Naturalize or Nature's Claim. I would consider adding other forms of removal in the sideboard so you can respond to control decks.