Master of Waves

Legality

Format Legality
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

Tokens

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.)

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Master of Waves Discussion

Mightyhulk1 on Simic Merfolk need suggestions

9 hours ago

Ok there is a lot to be improved with this deck, so I’ll start by saying lower your curve. Merfolk is not a midrange strategy, successful lists are heavy aggro. That being said, 3 cost cards no longer can be your highest costed group. Add more 2 drop and 1 drop merfolk. There is that 1 drop 2/2 Merfolk from ixilan Kumena's Speaker and the value 2/1 Merfolk Branchwalker is a great tempo merfolk that lets you filter your deck or get rid of dead draws.

Another problem with the deck is the sporadic spread of merfolks, the 1 and 2 ofs merfolk. You need to pick your few best merfolk, and run 4 of them for consistency. Some great merfolk to run 4 of: Silvergill Adept Merfolk Mistbinder Lord of Atlantis Master of the Pearl Trident Merfolk Branchwalker. If you want to run the island walk lords, Spreading Seas is a must have. However, 1 and 2 ofs are not always terrible, because sometimes they can win you the game, but you don’t always need them clogging your hand. What comes to mind for me with merfolk is Master of Waves, which wouldn’t be bad to pick up 1 or 2 of.

The last thing I’ll touch on is lands. You want to have both blue and green open as early as possible, so look for lands that come in untapped that produce both. One cheap land that does this is Yavimaya Coast, there are others that are more expensive but that’s up to you. If your gonna run 22 lands, you have to lower your curve like I said before, as 24 is the golden number for magic with a perfect curve.

I don’t know if you’ll read all of this, I’m just trying to help you become a more experienced magic player with a better understanding of the game. If you found this helpful, follow my profile or upvote one of my decks. Welcome to magic, dude.

GloriousSeeker on Best Merfolk Deck

1 day ago

I play a lot of Merfolk. I see that your deck is good. But it really miss the balance. I recommend that you play 1 copy of Kira, Great Glass-Spinner and 1 copy of Kopala, Warden of Waves.

I understand that you're playing Vapor Snag. But 1 extra Harbinger of the tides or Merfolk Trickster is much better. I have played a lot with Vapor Snag and is in my view worthless. Or play an extra Spell Pierce. You have too little board control over your Merfolk.

I'm a huge fan of our master of all waves, Master of Waves! But 4 Mainboard is not worth the effort. I play 2x Master of Waves in my sideboard. I have too many matches lost because they played a simple non-Red removal on my Master of Waves and have lost the matchup. That is why my tip, consider take the Master into your sideboard and run another 4-drop or 3-drop for example Watertrap Weaver. The best Merfolk player has the card also played and has had a great success! So this is not just a tip from me, but also of them!

Cards that under-rated but extremely strong are the following: Watertrap Weaver, Merfolk Trickster and Kopala, Warden of Waves.

You need more counter needed in main Board, Kira, Great Glass-Spinner and Kopala, Warden of Waves are both 1 time needed, Vapor Snag modify them by another Merfolk or an extra Spell Pierce. And you have to look at your sideboard and Master of Waves in your mainboard.

I have now won 58 of the 60 games. The Master of Waves is extremely strong, but not against non-Red tier decks. Watertrap Weaver and Merfolk Trickster have brought me many wins.

BTW @dylanyad, I've seen how you react towards other people. They're here to help you and you snatched them quite a lot. This is a tip because I'm playing like 16 years Merfolk now. Since that the hype of playing Merfolk. I'was playing it already. So take these tips ;)! You can consider what you want or not.

Bulldawg1310 on Minimum number of Merfolk for ...

4 days ago

If youre not running aether vial, you really should only be running silvergil in merfolk builds so you almost never have to pay the tax. Theres really not a mathematically correct number of merfolk to make silvergil manageable. Now, you could build a merolk/wizard tribal, and probably be okay. you could run the new Merfolk Trickster, Cursecatcher, Harbinger of the Tides, Stonybrook Banneret, and Master of Waves

Icbrgr on Forged Future

1 week ago

I can get behind Master of Waves or Grand Architect. The power boost effect is nice and both have there own spin off of additional benefits. good suggestions!

Spreading Seas is easy enough to mainboad... possibly just replace Augury Owl...Despite the crazy amount of scry i am hesitant to put in any ETB tapped lands.... when i first started building decks i thought things like Halimar Depths and scry lands like Temple of Epiphany were the best things ever until i realized i was actually losing games from casting that much slower... but i think your right that a single copy of Halimar Depths wouldnt be back breaking and offset replacing Augury Owl with Spreading Seas.

xyr0s on Forged Future

1 week ago

As such, Crown of Convergence doesn't need you to add in more colors. You have a bunch of scry effects, so determining what is on top of your library shouldn't be much of a problem. A couple more creatures to just give you more of a value-game (and less synergy with relatively weak scryers): Master of Waves and Grand Architect.

Oh, and you should move Spreading Seas to mainboard. It replaces itself anyway, and is good against all kinds of tron and 3-color decks, as well as random man-lands. Speaking of man-lands: How about playing Faerie Conclave? Just a single copy (since etb-tapped is a problem if there's too much of it)... And Halimar Depths could be a pretty decent utility card with Conundrum Sphinx.

Toozin on Inalla Combo EDH

2 weeks ago

Wanderwine Prophets is a neat little combo with Inalla that works even when she's in the CZ. Basically you copy it, then have the copy champion the original, then hit someone who's open and exile the token to take the extra turn. The original reenters the battlefield, which you then copy and champion. At the end step, the token exiles, bringing back the original, which you copy and champion, bringing the token over into the next turn and repeating the process. It's a little fragile and requires an open target to get going, but it's essentially a one card combo. Note that Panharmonicon and/or Naban will effectively shut this combo down unless you have another Merfolk on the board to champion for the extra trigger.

Ghostly Flicker and Dualcaster Mage go infinite together. Cast Flicker on any targets, then hold priority and flash in Dualcaster, copying Flicker to target two lands or mana rocks. Tap them in response, and use one of the mana to copy Dualcaster, copying Flicker to target a different mana source and the original Dualcaster. Let the copied spells resolve, then when the original Dualcaster flickers, copy him and just keep repeating the process. You'll get infinite colored mana and infinite hasty Dualcaster tokens. You can either attack in with the tokens, or bring in Inalla and tap them down to deal 7 however many times. You can do this trick with Naru Meha as well, but the tokens will all die to the legend rule so all you get is the infinite mana.

Deadeye Navigator is another way to make Timestream Navigator go infinite.

Bloodline Necromancer goes infinite with Ashnods alter. Cast Necromancer, then with Inalla's trigger still on the stack, sacrifice it to Ashnod. Use one of the mana to create a copy, and have the copy bring back the original Necromancer from the graveyard. Repeat infinitely. You will have infinite colorless mana and infinite hasty Necromancers.

Finally, it's not an infinite combo, and it's pretty janky, but I still love having out Purphoros, God of the Forge, then casting Master of Waves and copying it to (ideally) make a ton of Elementals to shock everyone a whole bunch of times. It can get crazy with Panharmonicon/Naban, but it's in no way reliable.

captainamerica on Wizards Only Fool!

3 weeks ago

Mainboard Suggestions:Spellstutter Sprite may not be the best card for this deck, as it requires faeries to be conducive. I might consider Mana Leak or Spell Snares and some Vapor Snags. I would also play at least 2 Fatal Push and definitely play our wizard friend Snapcaster Mage. I would take out the Silvergill Adept and replace them with Opt or Serum Visions because adept requires you to have at least 1 merfolk in hand for it to be any good. While I understand that you are playing Cursecatcher and Master of Waves I do not feel those are extremely powerful in this deck and I only see Cursecatcher being helpful in a pinch. I would play less cards with 3+ cmc, as in modern you are potentially (but not always) dead on turn two or three.

Sideboard suggestions:I would play Damping Sphere at least 1 Negate or 2 Countersquall. I would definitely play 2 Hurkyl's Recall and 1 Torpor Orb. I might even go as far to play the merfolk from the current mainboard in the side.

I think wizard tribal is awesome, and I think this will be fun.

Pieguy396 on Tatyova, A Ballad of Vodka and Merfolk

1 month ago

Hey there! Thanks for your suggestions on my deck!

If you're going for a more Merfolk-centric deck, Kopala, Warden of Waves, Merrow Harbinger, Lullmage Mentor, Seahunter, Cryptolith Rite, and Master of Waves are all very strong.

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.

Also, not sure if this is something you want to be putting in your deck, but you can go for the Strip Mine/Wasteland lock with Azusa, Lost but Seeking and Crucible of Worlds (or Ramunap Excavator).

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!

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