|Commander / EDH||Legal|
Printings View all
|Rivals of Ixalan (RIX)||Mythic Rare|
|Explorers of Ixalan (EO2)||None|
Combos Browse all
Kumena, Tyrant of Orazca
Legendary Creature — Merfolk Shaman
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can't be blocked this turn.
Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
Price & Acquistion Set Price Alerts
Kumena, Tyrant of Orazca Discussion
3 days ago
+1 from me definitely. I like seeing all the dif Tatyova decks
If you're looking for more ways to drop lands and trigger her gain 1 draw 1 ability: there's Sakura-Tribe Scout, Budoka Gardener, etc. Most of them are cheap $ but some aren't (Azusa, Lost but Seeking)
For generic good stuff please check out my rashmi deck and give 'er a +1! Cheers!
4 days ago
hi really like the idea! if you struggle against flyer and removal that's simple your playing simic G/U. so if I were you i'll make the deck more agro with card like , Silvergill Adept, Mist-Cloaked Herald, Blossoming Defense if you have the money try Kumena, Tyrant of Orazca and Nissa, Steward of Elements another Deeproot Waters could be usefull I dont really like Shapers of Nature and 4 Herald of Secret Streams is too much 2 should be plenty, card like Unsummon could help for the tempo value it give and you should repleace Wizard's Retort for Siren Stormtamer as it is a merfolk
5 days ago
Definitely need at least 3 Kumena, Tyrant of Orazca. I would also drop the Forerunner of the Heralds in favor of Deeproot Elite, and add Silvergill Adept as at least a 3 of for the card draw, and you definitely need Merfolk Mistbinder for the lord ability. Ancient Animus doesn't really fit your build because you don't have any legends, so I would honestly drop it. I would also drop Opt as you will have the card draw from the Adept. The last thing you might isadding in Tempest Caller for that late game push instead of banking on making your creatures unblockable. In the games that I played with Herald of Secret Streams I rarely lasted long enough to make it worth it (Those Goblin Chainwhirlers are insane!)
5 days ago
I haven't seen many merfolk decks nor am I good at helping with other colored decks but this one looks decent on its own, I do agree with dhearne04 about the two creatures and the aquatic enchantment as it adds two merfolks with an addition to add counters with what you already have in place plus helping those not being able to be blocked. Only thing I can see being a problem is losing those creatures as thats the primary way to benefit from the counters but heralds boon helps a bit. If your able to draw it within the first few turns. I'd recommend finding a card similar to Ancient Animus but without the need of needing a legendary creature as it says "if its legendary", if you had something like Kumena, Tyrant of Orazca then I can see it being used greatly. Just an idea, not sure if it'll be beneficial. Thank you :)
5 days ago
Maybe Vivien is good in elves or merfolk ? she could be protected by small creatures and help them find other small creatures
-3 destroy Artifact( Heart of Kiran Wheatherlight, Blackblade Reforged, Enchantment History of Benalia, Hidden Stockpile all the flip enchantment from the Ixalan block Search for Azcanta Flip, Legion's Landing Flip Journey to Eternity Flip etc.. and Creatures with flying Glorybringer,Lyra Dawnbringer, Demonlord Belzenlok.
-8 get a emblem which gives all you're creatures +2/+2 trample, vigilance and indestructible.
the one thing i look forward to in this set is if this card is a "hiddenpowercreep" it's always those little details which decides if it's the real deal or not :)
1 week ago
Those are good ideas, but I prefer Jungleborn Pioneer as it is a good top deck after a wrath, and it provides more bodies for Deeproot Elite, Merfolk Mistbinder, and Kumena, Tyrant of Orazca. As for Curious Obsession, it could be good but it would mean going down some merfolk, making all the lords worse and Unclaimed Territory worse.
1 week ago
2 weeks ago
Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.
Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.
In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.
For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.
For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.
Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel
In terms of general advice, I would up the creature count if possible.
I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.