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- Exiling a Lord creature that is pumping another attacking creature during declare attackers phase.
- If I cast Terminate in response to Aether Vial cheating in Cursecatcher, can they use Cursecatcher to counter?
- When the text says copy target instant or sorcery spell like in twincast or Sigil Tracer can i copy the spell that my opponent cast like lightning bolt, shock, or boomerang?
Lord of Atlantis
Creature — Merfolk
Other Merfolk creatures get +1/+1 and have islandwalk.
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Lord of Atlantis Discussion
1 day ago
I don't think Light Up the Stage is as bad as or can really be compared to Browbeat . It's only a one mana investment that always draws you two cards (note that it lets you play those cards until the end of your next turn), which either directly gives you more burn or gets lands out of the way so you can draw more burn, while Browbeat is 3 mana for basically the same thing. If I had to compare the two, I'd say Light Up the Stage is far superior simply because it's cheap, which allows you to play spells after you cast it. That said, I wouldn't play more than like 2 of it for the same reasons I assume you wouldn't (cuz it doesn't do dmg), and even then it would be a tentative inclusion. I'd have to test it myself to see whether it's good or not.
I don't agree about Skewer the Critics . In the end, it's a Lightning Bolt , and Burn always wants as many of those as can possibly fit in the deck. You don't need to be bent on playing it on turn 3 after a 2 mana card, either. It's just as good as a turn 2 or 3 or 4 play after an L.Bolt/R.Bolt/F.Bolt/Spike, which if I may remind you occupy a greater proportion of the deck than Searing Blaze , Keldon Marauders , and Viashino Pyromancer . I'm not saying you should cut Vexing Devil in specific for it btw, I don't think the devil is a bad card. I do think Skewer is good enough to play over Rift Bolt though, and it's definitely better than Viashino Pyromancer .
Alright, so a simple argument against your argument against Goblin Guide and Monastery Swiftspear is the fact that literally everybody plays them rather than Vexing Devil , Viashino Pyromancer , and Keldon Marauders . Like, if you were to look up mono red burn decks online, you'd see that most all of them have playsets of Swiftspear and Goblin Guide, which suggests that they are better cards than what you're playing atm. Heck, even competitive Legacy decks play all 4 Swiftspear and Goblin Guide (in fact, I have yet to see one that doesn't play them). Cards like Keldon Marauders / Viashino Pyromancer only really appear in budget burn decks from what I've seen.
Here are some of my personal reasons for preferring Guide and Swiftspear:
- Goblin Guide and Monastery Swiftspear are 1 mana creatures, unlike Keldon Marauders and Viashino Pyromancer . Since their damage output is roughly equivalent when scaled up, this makes them better than both of those in my books.
- Both Guide and Swiftspear have haste, which means they are immediately useful no matter when you draw them.
- Guide and Swiftspear both have 2 toughness, which means most anything that your opponent can play on turn 1 won't be able to block them and kill them, unless they're playing above-curve creatures in terms of power (in which case you'd probably be playing the mirror match and they'd just attack you instead).
- They both essentially have 2 attack, which means most things that could block them early in the game will be killed, sometimes resulting in favorable 2-for-1's with Swiftspear. In addition, many decks that play creatures early on would rather keep them so they can carry out their own gameplan--for example, a Merfolk deck isn't going to trade off their Lord of Atlantis to kill your Goblin Guide , as their best shot at winning the match is by racing you.
- Monastery Swiftspear oftentimes goes unblocked because of the reason above and because of the threat of playing multiple spells at instant speed to create a favorable trade; that being so, it essentially says this: "Every burn spell you cast deals 1 additional damage." As you can imagine, that turns into a lot of extra damage. Add on to that the fact that it has haste, meaning it is immediately useful if drawn on turn 2-3 or later, makes it quite good.
- One of the two things that form the foundation of Burn decks is efficiency (the other is consistency); to combine the points above, Goblin Guide and Monastery Swiftspear are 1 mana, 2 power creatures that often get in for at least 2 damage; in comparison, Keldon Marauders and Viashino Pyromancer are 2 mana creatures that do the same. Let me run you through a little demonstration:
You're on the play and it's Turn 1. You play a Goblin Guide and attack for 2.
Turn 2, you attack for 2 and cast two Lightning Bolt s. Your opponent is at 10 life and you have spent 3 mana and played 3 cards to get them there.
You're on the play and it's Turn 1. You cast a Lightning Bolt and pass.
Turn 2, you play a Keldon Marauders or Viashino Pyromancer . You've spent 3 mana and played 2 cards, dealing a total of 4-5 damage.
So yeah. I'm not saying you should change your deck's creature base or anything, cuz it kinda defeats the point of posting a deck if it's just gonna be a copy of something online, but that's what I think. Btw, you said in your post that them being 1 cmc was a problem, and I don't really understand why. Lowering the curve is generally just better in every way when it comes to Burn imo; care to explain?
In regards to Slagstorm , you don't really need to be blocking things in the first place. Your opponent should be dead or close to it by the time they get to casting 6 toughness things (which is turn 3 at the soonest for most ramp decks). Also, it does deal damage to the opponent, though it's a 'choose one' card so you can't do both at the same time. To be honest, though, I don't think you need any sweepers at all in your deck, besides maybe Anger of the Gods since Dredge and Arclight Phoenix decks are all over the place. It's not like there are any go-wide creature decks that are faster than burn in modern, and as you said, killing your own creatures is kinda bad.
While we're on the topic, I noticed you needed some Tron/Scapeshift and graveyard hate in your sideboard. Molten Rain is great for Tron, and Tormod's Crypt and Relic of Progenitus are options for grave hate. Cards to deal with graveyards are especially important nowadays since gy decks have gotten a lot more popular recently, so I really suggest you play something for them.
Sorry for the long post, I spent too much time on this.
2 days ago
I didn't used Lord of Atlantis or Master of the Pearl Trident taking instead Merrow Reejerey because of the cost, but maybe I should include one of them (I'm already using 5 Lords, Merfolk Mistbinder and Merrow Reejerey , so I'm not really eager to include two others).
And for sure, Aether Vial is out of my reach, at least, for now.
Thank you anyway!
2 days ago
Considering that the majority of the cards you are using are currently in standard at the moment I'd recommend looking at some of the things they are doing with them. Stuff like Silvergill Adept for example. If you want to play merfolk in modern however there are a few cards that are pretty important and it's typically better to stay in mono blue from my understanding. Lord of Atlantis and Master of the Pearl Trident to name a few. Spreading Seas in combination with those two can be pretty nasty. Aether Vial is pretty nice as well but defiantly not budget, well at least not for me.
1 month ago
I just want to know if we i can use the spell to target him or his permanents when the ability or spell is in stack. Since it clearly states that you can choose a new target for the copy.
Can i also use this ability if my opponent counters a spell that i cast.
he has 2 Island
I cast Lord of Atlantis
- He countered it using Counterspell
- I responded by activating the ability of Sigil Tracer by tapping 2 mana and 2 Sigil Tracer copying Counterspell and targeting his Counterspell to counter it therefore letting the Lord of Atlantis enter the battlefield
sorry for the long question
1 month ago
Kumena is a cool guy I used to run him as my commander before, some suggestions I would add in Thrasios, Triton Hero, Seahunter, Fallowsage, Lord of Atlantis, Lullmage Mentor, Thada Adel, Acquisitor, and Kindred Discovery.
Hope that helps!
2 months ago
Is Chainer really worth running in here? I mean, his last ability can be a huge drawback in a Changeling heavy deck meaning every Changeling you have on the field is a Nightmare and it would only take a single killspell targeted on Chainer to exile your boardstate of Changelings.
I couldn't believe I didn't see Arcane Adaptation and Conspiracy, but after looking through the comments I'm glad that you'll be putting them in because they are extremely valuable in tribal decks. Urborg, Tomb of Yawgmoth helps out a lot with mana fixing, especially in a five color deck like this and like the above suggestion it can also synergize well with Cabal Coffers to ramp out a ton of mana.
One really really minor thing. Master of the Pearl Trident is arguably better than Lord of Atlantis because it only affects creatures you control rather than all other merfolk. In the rare event that you're matched up against a merfolk tribal commander deck or even Tuvasa Enchantment Voltron, it might be best to run Pearl Trident over Atlantis to avoid buffing an opponent's creatures. It would save you some money too, or you could just run them both for redundancy to the ability.
2 months ago
My little lady demanded some more changes to the curve and creature base. Things are getting scary if I'm honest. New to her build are three copies of Serum Visions and Gitaxian Probe and one additional copy of Cyclonic Rift. She seems to really appreciate torturing me with those copies of Spreading Seas however she felt four copies was a bit much so we tuned it down a bit to 3.
Her sideboard is a bit more chaotic and incomplete so for now I will leave it unposted. I will mention that she decided to move Kraken's Eye to her main build.
She's looking at running four copies of Lord of Atlantis with heavy breath and maybe a little bit of drool... :-/ but for now she'll just have to wait.
The next real plan for now is to figure out a mana base that can help propel her game. Anybody out there with ideas for such a build would be greatly appreciated. Beyond this monstrosity I really have no experience building Merfolk.
2 months ago
Hi Jackh! If building a standard merfolk deck is what you're looking for, then have a look at my list.
SCORE: 182 | 68 COMMENTS | 65984 VIEWS | IN 82 FOLDERS
However, if what you're looking for is a budget merfolk deck that can be built on the cheap, then I can suggest some very fun cards.
Cold-Eyed Selkie Cursecatcher Harbinger of the Tides Kiora's Follower Master of Waves Merfolk Sovereign Merfolk Trickster Merrow Harbinger Prime Speaker Zegana Stonybrook Banneret Thada Adel, Acquisitor Vorel of the Hull Clade Wistful Selkie Spreading Seas
With some more that cost a few dollars each if you're looking to upgrade.
I'm sure I'm missing a few obvious choices, but hopefully you'll find a use for some of these cards. In my experience, some cards you may want to drop to make room are Herald of Secret Streams, River Sneak ,and vineshaper mystic .
Some cards that aren't related to Merfolk per say, but would be beneficial to your deck are: Giant Growth, Mana Leak, Unclaimed Territory , Botanical Sanctum(much cheaper out of standard), Hinterland Harbor, Lumbering Falls, Simic Growth Chamber, Temple of Mystery, Thornwood Falls, and Yavimaya Coast.
Sorry if all of this is a lot of information or if I've listed a lot of cards out of your price range, but there are defiantly some cheap upgrades to be made.
**edit I've noticed that tappedout has some card prices listed incorrectly, so check elsewhere first if you're thinking a card is too expensive.