Master of Waves


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) None
Theros (THS) Mythic Rare

Combos Browse all


Master of Waves

Creature — Merfolk Wizard

Protection from red

Elemental creatures you control get +1/+1.

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

Price & Acquistion Set Price Alerts



Recent Decks

Master of Waves Discussion

hwagner on Wizard's Retort + Wizard's Lightning

21 hours ago

Wizard's Retort looks especially promising in modern merfolk. Cursecatcher, Silvergill Adept, Harbinger of the Tides, Master of Waves, Mutavault, and the new Merfolk Trickster are all wizards!!!!!!

Merfolk can use a decent counterspell so hopefully Trickster and Retort will breathe some new life into mono blue folk!

Pieguy396 on Selling / Trading

1 week ago

Hello there! I'm ideally looking to sell the following cards, but if you have anything on the wants list in my binder, I'd be more than willing to trade as well. This listing is cross-posted, so comment soon to guarantee cards you'd like!

Merfolk vs. Goblins cards

Thanks in advance!

rothgar13 on Potential from Dominaria?

1 week ago

Creatures with ETB effects, vigilance, and simply hanging back to block are things Harbinger doesn't deal with very well. Trickster, on the other hand, can deal with pretty much any creature that's in the way of your attackers very efficiently, to say nothing of its defensive applications. If you can't see how tapping a creature down AND removing its abilities is better than a bounce effect that requires the target be tapped (not even going to touch on how the flash doesn't cost extra, but that's obviously a huge deal), I don't know what else to tell you. It really should be obvious.

As for incorporation, it's pretty easy to be honest. You take a playset of all of the Merfolk you want (Cursecatcher, Harbinger of the Tides, Lord of Atlantis, Master of the Pearl Trident, Master of Waves, Merfolk Trickster, Merrow Reejerey, Silvergill Adept), add Aether Vial and Spreading Seas, and that's the deck. Just add lands.

Thousandoaks on Kumena's Dancing Tribe 2.5

1 week ago

Patolea Thank you for the suggestions. I have been toying with the idea of removing the Counter Package. Ultimately, it isn't really helpful unless Metallic Mimic or Deeproot Elite make a turn 2 or 3 appearance. I really like the suggestion of Intruder Alarm. Not so much to lock out my opponents but to really punish my opponents for playing creatures. Great suggestions! I will post when I re-work in the deck!

derhealman Thank you for the suggestions as well. I originally considered adding in a control package in the deck. However, ultimately, there was not enough room. Unless I landed a Flash Utility card, I could not effectively save mana for control and fuel my board with the merfolk to exploit Kumena's abilities.

I do not run islandwalk enabling mainly because I swing with buffed merfolk for indirect removal. (Also, in my local LGS meta, there are not as many creature-based decks to play around.)

Cursecatcher may have a home in the deck (especially with the Masters 25 reprint), but I do not play Silvergill Adept. It does not bring enough value over some of the cards already in the deck. However, it is another merfolk, so I will review including it back in.

Lightning Greaves and Swiftfoot Boots are great utility cards that I struggle to include every time I check for Commander Protection. What would you suggest removing to include them? So far, I haven't had trouble with Kumena being removed; but I can completely acknowledge that if it was removed consistently, the game is over for me.

Arcane Adaptation is great in this deck. At first, I removed it for the very reason you suggest "just add more merfolk" instead. However, there are a fair number of non-merfolk deck that benefit from Arcane Adaptation (including the elemental tokens from Master of Waves). Additionally, with Priest of Titania, Arcane Adaptation allows me to combo and go infinite with Staff of Domination and a few other infinite mana exploiters.

Spellskite, Kira, Great Glass-Spinner, and Aether Vial sound like great inclusions, but they are fairly pricey. Specifically, Aether Vial's value also seems situational on getting it out on turn 1-3.

Finally, Beast Within may be inferior in affect over Song of the Dryads and Imprisoned in the Moon, but its instant speed removal is why I include it here.

JuQ on Inalla, She Who Combos EDH

1 week ago

Thalakos Deceiver, Timestream Navigator, Master of Waves are also great additions for the deck.

Be careful with the Worldgorger Dragon combo. If someone in your game happens to have an instant removal while you are doing it, and really knows how the dragon works, you will end up with all your permanents permanently exiled.

xyr0s on Azorius the Controlling and Taxing Guild

3 weeks ago

Topheavy? It curves out at 3 mana, and has 22 lands and 4 aether vial. That's not really topheavy in any sense of the word, and leaves plenty of space for 2 4-drops (merfolk used to play 20 lands, 4 vial, and 4 Master of Waves, and that wasn't bad - the number of Master of Waves never really stabilized though, and was very dependent on local meta). It's actually pretty smart to have a lump of creatures on the same cmc in a deck with vial, or you'll just have dead vials half the time. Playing one-drops isn't particularly interesting after turn 1, and the reason for Thraben Inspector being good, is that it replaces itself if you draw and play it after turn 1 (random body for blocking with replacement card, or you can blink it for even more card draw, but only if you've brought blinking creatures).

Also, blinking creatures is how you get card advantage with this deck - dodge removal, or blink Blade Splicer, or whatever else you can come up with. It's not 5c humans, where your 1 and 2 cmc creatures grow big and attack for a bunch - the small creatures are small, and you risk them being outclassed when your opponent gets over you bullying his mana. And since you don't pack the same punch as 5c humans (or merfolk, for that matter), you have to plan for a longer game, where resto angel most likely is better than any of the available 1 drops (and it can always blink a Reflector Mage you have in play, if you want more bounce).

denizendd on Merfolk

3 weeks ago

I'm a long-time player of Merfolk in Legacy and Modern. Still love the deck even though I'm playing UW Miracles right now in Modern.

My suggestion: go up to 4 Master of Waves, cutting -2 Watertrap Weaver. It's often a win con because it allows you to go wide around a sticky defender.

I also like at least 1 counter like Spell Snare or Spell Pierce main.

Load more