Master of Waves

Master of Waves

Creature — Merfolk Wizard

Protection from red

Elemental creatures you control get +1/+1.

When Master of Waves enters the battlefield, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)

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Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) Mythic Rare
Theros (THS) Mythic Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Master of Waves occurrence in decks from the last year

Modern:

All decks: 0.06%

Blue: 4.09%

Commander / EDH:

All decks: 0.01%

Blue: 0.17%

Master of Waves Discussion

golgarigirl on Illuna, Apex of Wishes

5 days ago

I'm not going to deny that this deck is, indeed, full of Temur good stuff...but as for strategy, it looks to be very scattershot. If we're playing Illuna as a straight value engine, which seems to be the case, we can get away with just a lot of raw power...but I would not sacrifice synergy for it as well. Synergy is the most powerful thing a deck can do.

Example: Purphoros, God of the Forge loves tokens. You have a decent token compliment in here... Xyris, the Writhing Storm, Avenger of Zendikar, Omnath, Locus of Rage, Master of Waves. But this is a relatively small portion of your deck. Plus a lot of them require extra work to really do their job...landfall and/or elementals for Omnath, blue pips for Master, symmetrical card draw for Xyris. And to top it off, most of the Mutate creatures we want to play to keep Illuna going do not help this strategy much. If this is what you want to be doing, it needs more focus.

One thing I see when looking at Illuna and similar creatures like Itali is how it's ability looks like Cascade, and how well that works with proper top-deck set-up. More reliable scry might do good, or even just incidental scry on spells where you can find it. Nissa, Steward of Elements comes to mind. We're also missing the BEST mutate creature Sawtusk Demolisher. Surrak Dragonclaw looks like trouble to me, because you know he's going to be the ONLY dude on your field when you desperately need to fire off some mutate card.

abby315 on Simic Merfolk

2 weeks ago

A few suggestions:

I think Silvergill Adept should definitely be a 4-of. Correspondingly, I don't think Incubation/Incongruity is good enough for Pioneer. I'd recommend cutting that card and going up to 4 Adept.

With the remaining two slots, I highly highly recommend Merfolk Branchwalker. I'd add +2 Branchwalker, and then cut 2 Deeproot Waters for an additional +2. This will really help consistency and speed. Deeproot Waters has its place as a value engine - though maybe it should be sideboard - but I can't think of a game where you'd want to see 2+ copies. It's just slow to get going.

I'd recommend the full playset of Harbinger of the Tides. It's a Wizard, to help turn on Retort, and it's also your best interaction/tempo play. I'd either go down on Kumena, Tyrant of Orazca - which, again, comes down late and doesn't do much on the turn it's played - or on Deeproot Elite, which is awkward as a behind-curve drop in an aggro deck.

Master of Waves probably deserves a slot in the sideboard.

Finally, have you considered Metallic Mimic as a second Lord?

I played UG Merfolk in modern for awhile after XLN dropped, and it has a lot of the same pieces to work with in Pioneer. GLHF!

Tzefick on Elemental Swarm

2 weeks ago

Deceptively powerful, but in a somewhat fair package. It has a major weakness that targeting the main body crumbles the entirety of the swarm.

For 5 mana you get a 3/3 main body and 3x 2/1 tokens with various keywords, trample being the least useful. A total of 9/6 P/T across 4 bodies.

For 7 mana you get a 3/3 main body and 6x 2/1 tokens with various keywords. A total of 15/9 P/T across 7 bodies.

It reminds me of Master of Waves as it very much has the same feel of deceptive power AND weakness. The Master just doesn't have to pay upfront for their tokens but gain them from whatever devotion to blue you have at the time with a minimum of it's own 1 devotion.

You do have the practical issue of keeping track of each type of elemental, as they all have different colors and keywords. If this appears in a limited format you cannot be sure to have the tokens available to represent them and may have memory issues. For a designed product or one that uses elemental tokens in general, it could work.

TriusMalarky on Thoughts on Mutate?

1 month ago

As a Pioneer Player,

Mutate makes me sad.

There's a couple specific cards that might be playable in very specific builds, but...

Sea-Dasher Octopus is just Curious Obsession that might also be a flash Stealer of Secrets. I don't know if that's very good. Bonecrusher Giant is okay because it goes well with every red strategy... but this goes in Devotion. Or tempo, which is just devo without Master of Waves.

Gemrazer might be a nicer Reclamation Sage for things like Zoo, or other green aggro decks. I mean, Reach and Trample aren't useless abilities and it'd often be 1-2 points of extra power. So doing slightly more than Rec Sage, at least in aggressive decks, is solid. Also good in any deck that uses +1/+1 counters. It also stacks, so if you draw a second you can mutate the first and get two Naturalizes. Or 3 Naturalize effects for... and two cards, which I think is okay.

Both Gemrazer and Octo could work in an Evolve deck, especially because it uses +1/+1 counters extremely heavily.

Andrew30001 on Elemental Commander (Horde of Notions)

1 month ago

CUTS:

Inferno Elemental - This is just, meh. It's an ok creature but isn't too useful compared to your other cards. Master of Waves - Great card, wrong deck. This card is great for a mono-blue deck, this is terrible for a multicolored deck. Maze Sentinel, Maze Rusher, Maze Glider, Maze Behemoth, Maze Abomination - Even though this is a multicolored deck, not enough of your creatures are multicolored for these to work well. Orchard Elemental - This will always be a six mana four four. The lifegain is not enough to make up for this small size. Primal Plasma - All three of these forms are way too small for four mana. Sunflare Shaman - This is a slow way to deal 4ish damage to a creature or player. Not too good. Yarok, the Desecrated - I don't think you have enough ETB effects for this to work good enough. Guardian of Vitu-Ghazi - This is a mediocre sized creature for the mana cost even with convoke and paying WUBRG to reanimate it is also a pretty bad cost. Cosi's Ravager - This card just does too little, especially for four mana. Ceaseless Searblades - Same as above, there aren't too many activated abilities so best case you'll get a four four for four that you need to activate two abilities for. Not too good.

Boza on Elemental Swarm

2 months ago

Satyr Nyx-Smith, Sparkspitter, Chandra, Flamecaller, Force of Rage and Hostility all generate 3/1 elemental tokens. However, they only get a turn to live, so I would say it is not the same.

Honestly, while a drastic change, I think Master of Waves is the correct way to go forward with this one.

Elemental Swarm
Creature - Elemental Wizard (Rare)

When ~ enters the battlefield, create X 1/0 green Elemental tokens with trample, X 1/0 red Elemental tokens with first strike and X 1/0 elemental tokens with flying.

Elemental tokens you control get +1/+1.

2/4

Getting 3 1/1s for 5 mana is not particularly powerful. The creature version adds 1 power to each token and gives you another 2/4, but makes the whole thing more vulnerable.

bossomus on Thassa Extra Turns

2 months ago

If you want to make this deck more competitive, I have a handful of recommendations of cards to remove as well as cards to add.

------------Remove------------------

  • Gadwick, the Wizened. Only draws the cards when you first play him. Tap ability is only OK.

  • Callaphe, Beloved of the Sea. Paying 1 extra mana in competitive can mean a lot, but this is also a very niche tax. Rarely will this cause opponents to end up even paying 3 extra mana (going even).

  • Dream Eater and Exclusion Mage. Both perform a similar task except Dream Eater does it better. Only issue is that Dream Eater is expensive mana wise and Exclusion Mage is a little specific (and also doesn't create that much pressure). There are better options out there (Galecaster Colossus).

  • Master of Waves. When you blink him, all the elementals that he created the first time immediately die since they are 1/0 's. Makes lots of tokens, but what does that do for your gameplan?

  • God-Eternal Kefnet. I counted the number of spells you made sense to cast off of Kefnet's trigger. There are 13 cards which are good for this. This puts you at a roughly 15% chance of hitting something from Kefnet off of your first draw each turn. Would be better to have something more consistent or some way to combo with Kefnet (e.g. Brainstorm looping an extra turn spell to cast the copy each turn with Kefnet and then putting it back on top).

  • Heraldic Banner. How often do you swing to kill? If it's not that often, maybe consider putting a different rock in here? This one is weird.

  • The Magic Mirror. Ends up usually being 6 mana to draw 3 unless you can manage to stall the game out heavily (or someone else can). It's also VERY easy to remove which sets you really far back. Someone Vandalblasting will hit this, and no one won't pay an extra mana to By Force away your card draw.

  • Finale of Revelation. I personally love this card, but it's bad unless you can do it for 10 or more. It's not instant speed which means you can't really hold up counter magic. The instant speed versions of this give you the opportunity to cast something else when you really need to which is more important 9 times out of 10.

  • Shadowspear. You only have a handful of spells that even target. I also don't see anything in your deck that destroys. Most of your spells hit everything. I'd leave this out even though it's a really fun card.

  • Mass Manipulation. Requires a TON of mana to do anything meaningful. You'd be better off with a creature that can steal a creature until end of turn and then blinking that creature to keep it permanently.

------------Additions---------------

  • Ponder, Preordain, Serum Visions. This package is basically just deck thinning and card selection at the same time. Great for finding combos easily.

  • Glen Elendra, Sage of Fables. Combo which allows you to deny people of casting non-creature spells for only 1 blue. Combos really well with other wizards such as...

  • Galecaster Colossus, Azami, Lady of Scrolls, Patron Wizard. Each of these gives a payoff for tapping wizards. Blinking allows you to untap one of them at end of turn if you have nothing better to do.

  • Just more counterspells. There are plenty out there. You can't win if someone else does!

  • Venser, Shaper Savant. This guy can bounce permanents (this includes lands which can matter sometimes) AND spells. Someone cast a high CMC spell? Bounce it!

--

Overall, these suggestions are going to raise your power level a lot, so if you're trying to keep things casual still, maybe don't employ all of these. But, if you want to make this deck a lot more powerful, these are some of the best ways to do it.

McToters on Barrin, Master Wizard

3 months ago

Hey thanks! Much appreciated.

In a nutshell, the deck plays with a combination of two types of cards: the ones used to activate Barrin’s ability and the one’s we generally want to return back to our hand. In a dire situation we can target our opponent’s creatures but that is not the primary focus.

Cards like: Hatching Plans, Ichor Wellspring, Mycosynth Wellspring are budget cards thatbwork perfectly as sac fodder and give some sort of reward for sending them to the graveyard. Metallurgic Summonings and Genesis Chamber are great examples of ways to generate sac fodder at minimal cost as well. Toothy, Imaginary Friend and Matter Reshaper among others give a little more of a reward when sent to the graveyard.

Then there are the cards we want to target with Barrin’s ability. Basically just a bunch of stuff with delicious ETBs. Master of Waves, Ulamog, the Infinite Gyre, Sower of Temptation, Myr Battlesphere and Torrential Gearhulk are prime examples of this. Large payoff if we can get them to bounce multiple times.

All the instants and sorceries are a basic round-up of counterspells and spells that will help syphon through the deck. When building this, the other person who helped me mainly used cards from Guilds of Ravnica and later. So mostly newer cards.

I’ve only played a few games with this and it’s definitely fun. Biggest problem i’ve noticed is I need more firepower. I’m thinking of adding in Kozilek and Jin-Gataxius just as some potential finishers. I’m not a blue player either but Barrin appealed to me for his obscurity and the fact his ability is really solid.

Thanks for commenting and I’ll check out your Naban deck to see if I can help you out!

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