Lord of Atlantis

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
Revised Edition (3ED) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Lord of Atlantis

Creature — Merfolk

Other Merfolk creatures get +1/+1 and have islandwalk.

Price & Acquistion Set Price Alerts

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Recent Decks

Lord of Atlantis Discussion

elgosu1337 on [EDH] Kumena, Commander of Orazca

3 days ago

Definitely consider Lord of Atlantis since most other players won't have merfolk. Not quite sure about Crab Umbra and Night Soil. Bear Umbra and Druids' Repository could be good alternatives that help the mana. Symbiotic Deployment is an unusual one you can consider that works really well with Merrow Commerce and Murkfiend Liege.

dogisgod on The Tokens Are Coming, The Tokens Are Coming!

5 days ago

S1ayerMonkey, thanks! I've loved Overwhelming Stampede ever since I Sylvan Offeringd for 22 and then Overwhelming Stampeded with the Freyalise Precon. Intangible Virtue is another must add in any token deck. It's Lord of Atlantis but better!

Naganov on Merfolk amphibians with counters

1 week ago

Ik denk dat je sowieso naar meer creatures (merfolk) moet gaan. 19 creatures is echt te weinig voor een tribal deck. 30-35 creatures is een beetje de richting die je op zou moeten gaan.

Tips (Ook wat slechtere tips maar om het een beetje budget te houden):Voor untap: Intellectual Offering, Breaking Wave, Retreat to Coralhelm, Quest for Renewal, Merrow Commerce, Dramatic Reversal, Curse of Bounty, Benefactor's Draught (Kan ook tussen opponent's combat!)

Voor creatures:Deepchannel Mentor, Merrow Harbinger, Riverwise Augur, Seafloor Oracle, Surgespanner, Tempest Caller, Tidal Courier, Fallowsage, Drowner of Secrets, Jungleborn Pioneer, Merfolk Sovereign (Lord), Merrow Reejerey (Lord), Stonybrook Banneret, Lord of Atlantis(Lord), Master of the Pearl Trident (Lord), Merfolk Mistbinder (Lord), Coralhelm Commander (lord)

Qua versnelling, ik zag je van de week al Urban Evolution spelen, met alle exploration is dat prima acceleration in dit deck.

dan kan je ook gaan denken aan Explore, Enter the Unknown, Path of Discovery, Summer Bloom, Rites of Flourishing. ik weet niet of je Kiora, the Crashing Wave had maar dat is ook wel een goede voor in dit deck. Hou er wel rekening mee dat het dan een goed idee is om 38 a 40 land te gaan spelen voor een hogere pakkans. Landjes met cycling zorgen er dan weer voor dat je niet te veel land op hand houdt.

Ideetjes?

Midwest on Thrasios, Triton Hero and Ravos, Soultender

3 weeks ago

4 Color Merfolk, huh? Well, a lot of the Merfolk from Ixalan come with a +1/+1 counter theme. Fortunately, Black and White also have a lot of strong support cards for +1/+1 counters. I think a way to tie all 4 of your colors into one cohesive deck/theme is to build Merfolk Counters. Since you're new I'll build on some of the stuff that's been mentioned above me and then I'll dive into some separate recommendations after that.

38 lands is a great number to start your deck with.

7-9 Ramp spells, not necessarily mana rocks. Your deck is green (the best ramp color) and land ramp is typically (but not always) better than artifact ramp. The ramp that I'd recommend you start with is:Cultivate, Kodama's Reach, Sol Ring, Chromatic Lantern, Explosive Vegetation, Simic Signet, Commander's Sphere

Cultivate, Kodama's Reach, and Explosive Vegetation all offer card advantage by getting two lands for a single card. They also help color fix since your deck is four colors but the land base is primarily basics. I'll touch more on this later when I start recommending creatures, but trying to build this deck without a refined mana base will be difficult. I'd recommend that you eventually look at acquiring shock and fetch lands. It will do wonders for your deck's consistency and open up powerful ramp spells such as Skyshroud Claim as legitimate options.

Chromatic Lantern will do a lot to help in this regard as well. Simic Signet and Commander's Sphere round out the recommendations as cheap options with a focus on blue and green as they will be your primary colors. Pro tip: Never cut Sol Ring, it's one of the best cards ever printed.

LeaPlath nailed it when they said to include as many of the lords as you can. The abundance of lords is the tribe's competitive advantage (the thing that this tribe does better than any of the others). With this all in mentality I'd recommend cutting all of non-Merfolk creatures from your deck. Excluding Ravos, of course. Creatures like Jace's Phantasm and Jelenn Sphinx have a serious cost when you consider that they don't coincide with any of the other synergies in the deck. You can play non-Merfolk creatures but they have to REALLY provide an effect that works well with what the deck's overall strategy is. I'd start with these lords (some are already in your deck):Master of the Pearl Trident, Lord of Atlantis, Merfolk Mistbinder, Merfolk Sovereign, Merrow Reejerey, Deeproot Elite, Metallic Mimic

From there I'd add the Merfolk that cantrip or Explore. These Merfolk are cost efficient and will help smooth your draws. Silvergill Adept, Merfolk Branchwalker, Tishana's Wayfinder, Jadelight Ranger

Multiple Merfolk lords give your team Islandwalk. Aquitect's Will, Spreading Seas, Tidal Warrior give your team a way to get in unblocked. Herald of Secret Streams can be added to this category as well.

Kumena, Tyrant of Orazca does everything you want. He adds counters, draws cards, and provides a way to sneak in damage.

Vorel of the Hull Clade and Prime Speaker Zegana are classic Simic Merfolk that fit the counters plan.

Lullmage Mentor is a great reward for having a lot of Merfolk.

Wanderwine Prophets is the other top end Merfolk here. If you're playing Prophets then you should also play Stonybrook Schoolmaster. These two creatures plus anyway to make them both unblockable (such as Kumena or Islandwalk) leads to infinite turns with unblockable creatures. Attack with both with triggers Schoolmaster, making a token. When Prophets deals combat damage to an opponent, sacrifice the newly made token, to Prophets' trigger. Take an extra turn. Due that over and over until you win.

Sygg, River Guide was a good recommendation. I'd add Swift Warden to that as well.

Seafloor Oracle is a great way to generate card advantage on a Merfolk body.

Okay, that was a lot of creatures and I've not really tapped into Black or White yet. We'll get there in a moment. First I want to recommend 3 of the 4 Kindred cycle cards that are in your colors. Kindred Summons and Kindred Discovery are both great. They help you find more Merfolk to flood the board with which is Plan A. Kindred Dominance is a one-sided board wipe. It will leave you with a massive board advantage. Cyclonic Rift serves a similar purpose.

Playing a Weenie strategy such as this one leaves you susceptible to sweepers. Patriarch's Bidding and Creeping Renaissance will help you recover.

Cathars' Crusade and Nissa, Voice of Zendikar put counters on all of your creatures.

Okay, so time to revist the point I made earlier when I said that a non-Merfolk creature can be considered as long as it is offering an effect that the deck strongly desires. Winding Constrictor, Drana, Liberator of Malakir, Reyhan, Last of the Abzan are all creatures that are worth considering at least, I think.

Gavony Township and Opal Palace are both colorless lands which your deck can't afford too many of at the moment, but I think that they're both worth including especially Gavony Township. They're definitely better than Dread Statuary.

Sorry if that was all a bit/too much. Hopefully this helped, good luck with the deck!

shaftdiggity on Wizards Azorius Tribal

1 month ago

Would you rather go with merfolk or faeries? Merfolk can go wider and bigger and may be better for flexibility being decent at 1v1 and strong in multiplayer. faeries are the better 1v1 option. Both are kinda ditching your current wizard frame-work. In either event, adding 4 x Cyclonic Rift is a must for multi=player.

This is a fairly straight-forward aggro approach with some counter for tempo and value. In multi-player, counters are card disadvantage, so only counter stuff that really adversely affects you. You may want to add a couple lands and tweak to your playgroup.

4x Lord of Atlantis4x Master of the Pearl Trident4x Merfolk Sovereign4x Merrow Reejerey4x Dissolve4x Mana Leak4x Lullmage Mentor4x Cyclonic Rift4x Rune Snag4x Remand20x Island

SB:

Harbinger of the TidesTalrand, Sky SummonerCursecatcherBoomerangUnsummon

Bragoran on Kumena will turn you into Simic Slaw

1 month ago

Hey Odysseus_97,

Glad you liked some of my suggestions! As I said, I wasn't sure which route you wanted to take so I summed up some options for different strategies. In regards to cuts you could make, I'd consider the following cards:

Deepchannel Mentor: This card has not pulled its weight for me in my Sygg, River Guide deck so I've taken him out after almost a year of testing it. It seems like a heavy investment to me when I have other options like Lord of Atlantis and the likes. If anyone had a different experience with this card I'd be glad to hear them out, but until that time, I'm not convinced.

Fallowsage: You really need an enabler to repeatedly tap/untap it. This card does nothing in and on itself, unless you attack. Not to push you, but Sage of Fables enables you to draw cards indefinitely, either pulling counters off creatures that are leaving the battlefield or using it during an Opponents EOT in Tandem with Kumena's 3rd ability.

Grimoire Thief: The ability is a nice finisher but I wouldn't count on it to do much milling unless you really focus on a tap/untap strategy. Unless you can consistently go infinite with this I wouldn't play it.

Riverwise Augur/Silvergill Adept: since these are ETB effects, and I don't see them doing much flickering/bouncing, I'dd concider not playing these. There are more efficient ways to draw cards.

Triton Shorestalker: there's enough evasion enablers in this deck to cut this. This could also count for River Sneak, but sneak's secondary ability makes for some explosive plays if you have the right cards.

Distant Melody/Ponder: not a big fan of the first due to sorcery speed restrictions and the second only filters once, it doesn't have a big enough impact in EDH games.

In regards to the Maybeboard:

Time Warp/Savor the Moment: Nice cards, but I'dd rather play things to protect my creatures in between turns in combination with untap effects so I can more easily abuse kumena's ability.

Neurok Stealthsuit: with all due respect to chadsansing, stealthsuit does offer protection, but at UU in a Bi-colored deck, I'dd rather have something like Plaxcaster Frogling. it's a colorshifted semi-Sygg, River Guide, it works at instant speed, It synergizes with the deck and its ability costs colorless mana, which offers you more flexibility.

I've already started in taking apart Edric and rebuilding UW Sygg, I will post the results in my decklists.

Happy brewing!

Bragoran on Kumena will turn you into Simic Slaw

1 month ago

I love both my Sygg, River Guide and my Edric, Spymaster of Trest EDH decks but I will be adjusting the first and disassembling the latter to construct a Kumena, Tyrant of Orazca EDH deck, whilst taking inspiration from both! Kumena will be a Brother-deck to UW Sygg Tribal so they can be played in tandem when playing with a friend.

As far as I can see right now, your options would be to either focus on +1/+1 counters, go wide with tokens, tap/untap shenanigans and/or a Stax strategy. These are all good options in my personal opinion, and might even be combined in the deck. I personally like to build a deck with various options from all categories, so as to not focus to much on a single strategy. Flexibility is key!

I'd advise the following cards:

Steely Resolve/Kira, Great Glass-Spinner: In addition to Kopala, these are nice ways to give all your merfolk protection from targeted removal. Shapers' Sanctuary Isn't protection, but it might deter your opponents from using targeted removal. I'd run a couple of counterspells in addition to these cards to protect against mass removal.

Aquitect's Will/Spreading Seas/Quicksilver Fountain: Lord of Atlantis and Master of the Pearl Trident Offer Islandwalk, why not "help" your opponents enable this ability! the sorceries are cantrips and if Fountain did its job in giving each opponent a flood counter that's good enough in and on itself (and if people want to waste removal on it after that, be my guest!).

Sage of Fables/Azami, Lady of Scrolls: Most of your merfolk will be Wizards as well so additional power, card draw and tap enablers are always nice (Redundancy!)

Bear Umbra/Nature's Will: Extra untaps for your lands, always nice.

Winter Orb/Meekstone/Back to Basics: your opponents will have more trouble dealing with these cards than you do due to all your untappers. Combines nicely with Bear Umbra and Nature's Will.

Xenograft/Arcane Adaptation: Turn all your non-merfolks into merfolks! Turn al your non-wizards into wizards! Depending on the situation, this is a nice enabler for creatures that are left out due to type restrictions.

Equilibrium: Combines nicely with Paradox Engine and Cryptolith Rite.

Dramatic Reversal/Turnabout+Sigil Tracer: Infinite Mana/Untaps. Do as you please with that.

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