|Commander / EDH||Legal|
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Creature — Merfolk Wizard
Whenever a spell or ability you control counters a spell, you may put a 1/1 blue Merfolk creature token onto the battlefield.
Tap seven untapped Merfolk you control: Counter target spell.
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Lullmage Mentor Discussion
5 days ago
Suggestions for merfolk with more tribal effects High Priority: Kopala, Warden of Waves, Merfolk Mistbinder, Lord of Atlantis, Lullmage Mentor, Deeproot Elite, Merrow Commerce, Stonybrook Banneret, and Merrow Reejerey.
2 weeks ago
Yes, great idea greatgoofini, thank you for the suggestion!
Recently I've been wanting to alter the foundation of the deck and make a lot of changes. I think Intruder Alarm would go really well with Lullmage Mentor, who I want to add to the deck.
3 weeks ago
I was thinking, Lullmage Mentor may be another option for you. Early to mid game he'll just make you some tokens when you counter, but once you have six other Merfolk and Midnight Guard or Intruder Alarm, you get infinite counterspells. If you decide to go this path, I'd say maybe include Stonybrook Schoolmaster to strengthen the Merfolk tribal. The Schoolmaster also makes a prime target for Presence of Gond, even without Intruder Alarm out you still get two tokens for one tap.
All that said, including these two cards may force you to remove other cool stuff that helps to counter threats or get your wincon sooner. Depending on the threats you face on a regular basis in your pod, you could consider moving Leyline of Sanctity to your Sideboard.
1 month ago
you have too many creatures and not enough instants/sorceries. I would consider adding more removal and removing cards like Vorel of the Hull Clade which is kind of useless in this deck you don't really use counters at all.
I would also suggest you remove Merfolk Mistbinder, Halimar Wavewatch, Deeproot Elite and Dakra Mystic. and consider replacing them with cards like Merrow Harbinger, Merrow Reejerey, Merfolk Sovereign, Lullmage Mentor or Wake Thrasher
1 month ago
I actully like this setup. I agree that its a little unfocussed. I reccomned one change- A transformative sideboard rather than an 'answers' sideboard.
'Side 15' sounds like a bad joke, but 15 cards is enough to completely transform from tempo to control, and can transform bad matchups by drastically moving your critical turns. Even against matchups that 'demand' specific answers (dredge, tron), a lot can be done just by shifting the kind of deck that you are- tron has issues if you just combo out, dredge has issues if you run more bounce effects etc.
Even if you're siding in the same 15 cards each game, if you're removing 'dead' cards from your deck you are creating a big advantage. It really helps maintain that 'diverse' feeling with less performance impact.
Getting used to switching out different cards for different gameplans in that way will also help further refine your mainboard, by identifying cards you're always removing (or never enjoying) and spotting cards you're always reintroducing.
In terms of how that transformative board is structured, I'd hide a set of Geist of Saint Traft in there, (as a clock against high-interaction decks, which the wizard tribe is unfortunately lacking), and run spells that you're plainly considering maindeck- your wraths, extra bounce tools, and wizards. I'd even go so far as to hide a Teferi, Mage of Zhalfir/Knowledge Pool lock as a 2-of, or run Vedalken AEthermage for wizardcycling to fetch a similar low-key combo. Augur of Bolas is also well worth a look,while less efficient that snappy, and sorcery speed, works wonders as extra functional copies.
Also, for fun, flavour-filled cards with various viability; (with some synergy!) check out Fatespinner, Glen Elendra Pranksters, Jace's Archivist Lullmage Mentor Meddling Mage Mistbind Clique Mistmeadow Witch Mizzium Meddler, Naban, Dean of Iteration Sage of Fables Sigil Tracer Simic Manipulator Spellstutter Sprite Talrand, Sky Summoner Timestream Navigator Treasure Mage Venser, Shaper Savant and Voidmage Prodigy.
2 months ago
So it turns out the creatures you have are pretty much the best you can find unless you're willing to go up to 3 cmc for those looter effects. However I believe you'll find either Lullmage Mentor or Orochi Hatchery to be far more effective than your Sharding Sphinx. I am hesitant to suggest the mentor given your relatively low merfolk count, and you don't run entirely counterspells either, but he fits extremely well into your idea of an oppressive blue aggro deck. Meekstone I would argue fits as well, but I wouldn't know where to cut for that.
Also, what do you think of a more casual aggro tokens variant of Tetsuko? Could it get away with Mightstone effects and probably with an artifacts subtheme?
3 months ago
Hey there! Thanks for your suggestions on my deck!
As for just general suggestions, Counterspell, Kodama's Reach, Krosan Grip, Beast Within, Rapid Hybridization, Reality Shift, Lightning Greaves, Plasm Capture, Eternal Witness, and Explosive Vegetation are all very strong.
Finally, if you're looking for cards to cut, I'd consider Arctic Merfolk, Jade Bearer, Jungleborn Pioneer, Merfolk Branchwalker, Storm Sculptor, Vineshaper Mystic, Extract, Enter the Unknown, and Exhaustion.
Hope this helps, and thanks again for your suggestions!
4 months ago
King_Sparis I like your style.
I sadly can't bring in Contract from Below with Death Wish, otherwise I'd start casting it repeatedly and using Hive Mind and Volrath's Dungeon to ante my opponent's entire collection, countering my own Contract from Below with Lullmage Mentor.