|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
2 days ago
3 weeks ago
I like the Talrand in this deck. The Stormtide Leviathan seems a little out of place, even in a control deck. Have you considered Lullmage Mentor? It gives you a more stable board presence while remaining powerful later in the game.
1 month ago
1 month ago
For the general Maybes: Curiosity or Quicken would seem nice. Cathedral of War for more damage with fewer creatures. Depending on how Merfolky you make this, there are some great options for versatility to your deck (more counters, mill, draw, etc). Lullmage Mentor, Sigil Tracer, Deepchannel Mentor, Leech Bonder, Cursecatcher. Merfolk Sovereign among others.
Switching to tribal may throw off the mojo this deck has, but give a second look to cards: Razorfin Abolisher, Saprazzan Legate (tribal merfolk loves to change land types), Thada Adel, Acquisitor, Waterfront Bouncer.
3 months ago
Although I am not a blue player at heart, I do play it regularly as a support/protection colour.
To answer your question about counterspells I have to explain the complication that rises in a multiplayer game concerning card advantage and removal (since - let's face it - counterspells are blue removal).
So in a 1v1 scenario, when you use a single target removal (e.g. Doom Blade, Counterspell e.t.c...), you are trading 1 card for 1 card and are probably getting a favourable trade in terms of how much mana was invested in each card. This gets you ahead in the game and makes efficient spot removal VERY strong.
Now imagine the same scenario but add 2 more players. You use your 1 card to deal with 1 card from 1 opponent, while the other two are just happy to watch. This is because it sets you and the unlucky target 1 card behind the other two. This makes spot removal effectively worse.
If you are still following, my suggestion is to treat counterspells as spot removal and include only as much as you need. You will use them to efficiently remove threats that are heavily detrimental to your game plan; you will never be able to counter every threat that is played. Also be wise in their selection: a card like Rewind or Arcane Denial and Dream Fracture do what you want to do while mitigating the disadvantages involved. Run Counterspell of course, the card is insanely powerful, but so is Swan Song. My favourite number is 8-10 for spot removal in a deck.
Alright! Perfect! Now let's talk Baral! He likes countering everything, but he doesn't care if it is through a spell or ability. There are many permanents that counter plays and Baral is fine with them! A Lullmage Mentor activation is just as good to him as Counterspell. Better yet, imprint said spell on an Isochron Scepter! See Glen Elendra Archmage Negateing things. Look for repeatable effects that will not use up your cards. There I cannot help too much as my knowledge in all things blue is relatively limited as to the other colours. I wish you luck and hope this helped a little.
4 months ago
Lullmage Mentor synergizes very well with Ertai, the Corrupted: every time you counter a spell with Ertai (or without him) the Mentor will create a token and thus give you more sac-fodder for Ertai. Also Reef Worm might be worth looking into as it gets bigger every time after you have used it to counter a spell with Ertai, the Corrupted
Martyr's Bond or Grave Pact will force your opponents to sacrifice their stuff too whenever you activate Ertai, the Corrupted's ability. As both the Bond and the Pact are enchantments themselves they can also be sacrificed to Ertai, the Corrupted if in times of need.
5 months ago
For additional finishers, I suggest trying Archetype of Imagination
Vedalken AEthermage is my favorite wizard tutor
In my wizard deck my favorite thing to do is use Rite of Replication and other copy effects on Lullmage Mentor, once you have 7 copies its pretty much a lock :-p (each countered spell makes 7 new merfolk to counter the next)
Suggestions to remove: Scroll of the masters, thunder staff, warhorn, augur of bolas, library of lat-nam, reminisce, and maybe aphetto grifter
6 months ago
Grip of Amnesia seem situationally good for against graveyard matters decks.
Other than that, I think I'm gonna playtest this on Untap and perhaps work towards building it. Cheers.