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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
1 week 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!
1 month 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.
2 months ago
ZendikariWol: Thanks a lot, i am very happy with the name myself :) I agree, i love LRR and their friday nights, would love to get it more frequently, but monthly makes one appreciate them even more.
Regarding Seahunter I have considered it, as it would be nice with a tutor ability for creatures, without having to run Worldly Tutor or Green Sun's Zenith. Your argument about the possibility of untapping him is a thing i did not consider, maybe that will weigh up for the fact i removed him in the first place, which was i only ran 8 merfolk that cost more than 3 CMC. I haven't gotten to playtest the deck as much as i would like, but hopefully i will be able to test out Seahunter in March or April. If you have something you think one could cut for it, please let me know.
Senomar: I agree on running more counterspells, it would defitnetly improve the deck a lot, being the target is not a big deal for me, as people know i am often a pretty good player with some combos up my sleeves, i build my decks to be able to handle it. My deck runs so fast that it is able to run over the people with the most answers to a full board before they can stop it. I have protection in Steely Resolve which i prefer over Asceticism due to the CMC. But i might include Asceticism if i find the space.
Jungleborn Pioneer: A fine card and fits the purpose you have for it, will also be a good way to generate tappers for Kumena. A creature i could add, and maybe cut Grimoire Thief for, but not to certain yet.
Cauldron of Souls: Something i considered, but haven't played enough with the current version, to determine how often i get enough +1/+1 counters for it to be strong enough to keep, since a lot of the merfolk will die with a -1/-1 counter, so i need to have put the +1/+1 counters on them first in most cases.
Aquatic Incursion: I had this in my original build, but decided to remove it, 4 mana for an unblockable is too much mana since i can keep refilling my hand with other spells, and 4 mana for 2 merfolk tokens is not enough to give it space. Cut this card for Path of Discovery which will either ramp or pump your merfolks, and with Herald of Secret Streams a +1/+1 counter would make them unblockable as well.
Benthicore: Not a merfolk and a very high CMC, the merfolks are not good enough for the mana cost and giving it shroud and untapping is a good ability, but i am not a big fan of it.
Thanks a lot for your suggestion, i do agree on the option to counter board wipes, as i have included Lullmage Mentor, Counterspell, Disallow & Swan Song. I did just aquire a Mana Drain so i might include that as well.
2 months ago
Doesn't really look too bad for me.
You can get some ideas from this deck Jimmy's Kumena l Game Knights #14, it looked cool in the game they reccorded. Stuff like:
Path of Discovery
Maybe some recursion like Seasons Past, Creeping Renaissance or the staple Eternal Witness.
Or some more card draw Mask of Memory, Shamanic Revelation or Pull from Tomorrow.
Maybe you need some more removal Reality Shift, Snakeform, Imprisoned in the Moon, Song of the Dryads, Pongify.
A card to make your opponents crap their pants Quietus Spike, perfect with an unblockable commander.
It just depends on your meta, what you lack during your games.
2 months ago
2 months 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
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.
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.
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.
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!
2 months ago
Nice merfolk deck!
I would personally cut the mill plan from the deck and focus more on protecting your army.
I think board wipes are your biggest weakness so maybe Mystic Snake instead of Sphinx's Tutelage? It's not a merfolk but it is a creature and counter in one. Draining Whelk could also be good. If you want an enchantment in that slot, I would say Intruder Alarm could be pretty broken in this deck with Lullmage Mentor though I know you said you hate old art (I'm kinda that way too).
3 months 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.