Merfolk Branchwalker

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Merfolk Branchwalker

Creature — Merfolk Scout

When Merfolk Branchwalker enters the battlefield, it explores.

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Merfolk Branchwalker Discussion

Zrobass on Savage Stompy

6 days ago

Hey, thanks for the comment! I can tell you that I originally played Resilient Khenra and Channeler Initiate but found Merfolk Branchwalker and Drover of the Mighty to be far, far superior. Regarding Prowling Serpopard, I am heavily considering giving it a try in the board, but I've been liking Lifecrafter's Bestiary so much as my anti-control card. Regarding Rishkar, Peema Renegade I originally ran 2 of him and 3-4 Verdurous Gearhulk, but it wasn't as good as going more dino-centric. Lastly, I don't think Shapers' Sanctuary is worth the 1-drop spot, especially going more dino, because Commune with Dinosaurs is just an excellent t1 play.

LittleBlueHero on Savage Stompy

1 week ago

I just went 2-1 at standard showdown with mono green stompy. Only match I lost was on 3rd game mana screw to sultai energy/taker/scarab god thing.

I really had no business winning against the Approach of the Second Sun deck i played in my third match. He dominated me the first game countering everything i played. Second game he somehow ran out of gas before he could find his wincon and couldn't attack or block with his kefnet. Game 3 he was stuck on three mana that didn't allow him to cast Settle the Wreckage. I chalk it up to luck entirely.

The deck I run is a very different from yours but we are trying to achieve the same things. I run 4 Shapers' Sanctuary main since the deck doesn't have a solid one drop. Its been the difference maker in a lot of games. Particularly Energy decks and red decks that target heavily. In matchups like approach its easily sided out. Prowling Serpopard is the only thing that can put me ahead in that matchup honestly... So...many...counterspells.

I ran Resilient Khenra and Channeler Initiate as my two drops but there were a lot of games when I would end up with the khenra and Rishkar, Peema Renegade as the only creatures in my hand with nothing on the board and it was frustrating when I knew I couldn't get the bonus off one of em. Im thinking of swapping the khenra for Merfolk Branchwalker and was wondering how its played for you?

fireyoshiqc on The pesky sea men

1 week ago

Have you thought of adding in some Merfolk Branchwalkers ? They either enter as 3/2 (with a +1/+1 counter) or allow you to get a land (and help with the tempo), all for 1G. I would replace the Jungle Delvers with those, netting you a better curve centered around 2 CMC.

multimedia on Deeproot Sneak

1 week ago

Hey, very interesting build, aggro/control.

Do you find that tapping out for Waters though defeats the purpose of playing control cards? Waters is what powers Sneak because without it you're not playing enough Merfolk to make Sneak worth it. Consider cutting back on the counterspells for Merfolk Branchwalker? Moving Blossoming Defense to the main deck? Defense is a very good card with both Champion and Sneak and I think it's pretty much needed here because losing any one of these Merfolk after you have pumped entirely for a turn to a Fatal Push or Harnessed Lightning is really bad.

Consider cutting 1-2x Disallow, 2x Cancel for 3-4x Branchwalker? Moving 2x Defense from the sideboard to main deck and cutting 3x Will, Shapers for 4x Defense main deck? Consider also cutting Sense or moving it to the sideboard for a fourth Waters because Waters is the best three drop for your strategy. I think Scatter and Pierce are the counterspells that are doing the most here because they're cheap.

Another thing to consider is 20x land, 4x Opt strategy. Opt can help to find lands or Champion, Sneak, Waters while also being a one mana spell to pump Champion.

Consider this list:

  • 4x Speaker
  • 4x Sneak
  • 4x Champion
  • 3-4x Branchwalker
  • 1x Kopala

  • 4x Waters

  • 4x Defense
  • 4x Opt
  • 4x Scatter
  • 2x Unsummon
  • 2x Pierce
  • 3x Chart

  • 8x Forest
  • 8x Island
  • 4x Botanical

Good luck with your deck.


nikee40 on Merfolk Tribal Counter

1 week ago

Grantkg975 First, I wouldn't play 26 lands in a deck which has 16 2-drops. It is essential you hit your first 2 lands but after that you can miss a land drop here and there. 20 to 22 lands should work fine.

Second, Search for azcanta works only in control decks where there are plenty of noncreature cards to hit with the flip side. The echantment side doesn't give much more deck filtering than explore form Merfolk Branchwalker or Opt.

Cancel is one of the worst counterspells ever made and shouldn't be played outside draft decks. The card is just too expensive. If you don't want your opponent to resolve something game braking you should play narrower but cheaper alternatives to Cancel. Essence Scatter or Negate against respective cards or Censor if it is really important for your opponent to resolve spells on curve.

Pillar of Origins. Your decks is just too quick to care for the ramp this card can provide. Also the mana fixing this rock provides doesn't really matter in 2 color deck.

Thaumatic Compass this card is good only in ramp/control decks with enough removal to buy time to active the card. This doesn't really care about the flipside of the card because the opponent will be usually on the defense.

As a merfolk I really dont like Deeproot Champion because it requires that you play a lot of cheap noncreature spells, which goes against your plan to play creature based tribal deck. When entering the battlefield it can't really impact the game as a useless 1/1. And by the time it grows into something threatening your opponent should have had the time to find an answer to the creature.

I think this should give you some insight for what to change in your deck. Good luck.

ROUROU on Wait, you can actually win an FNM with a 3 $ deck?

1 week ago

Darsul turn two, Naga Vitalist turn three Merfolk Branchwalker X 2 . Also, Rex_JB24 this deck is not a joke. It really performs well. I remember last year, when I brew a mono black zombie deck, that I had purchased, FULL FOIL, for 40 euros. Everyone told me, that it cannot beat mardu vehicles, but two months later, I sold it online for 400 euros or sth. XD

ROUROU on Wait, you can actually win an FNM with a 3 $ deck?

1 week ago

...are you serious? Why would I tell lies about my deck. Darsul if you do the maths Turn three = three creatures, is possible, when turn two , you have Naga Vitalist and turn three you cast 2x Merfolk Branchwalkers . It's really frustrating, I know, buuut you should see my opponent's face xD

Rex_JB24 and here's you. How are you calling another man's deck a joke? You know, you didn't even bother to do the maths , in order to see that turn three, three creatures is POSSIBLE. Also, I remember when mono black zombies weren't a thing. I created a deck similar to the one that won Pro tour and everyone told me, that I don't stand a chance to beat mardu vehicles. Guess what. My mono black zombies, were sold online for 600 euros. Sooo, I'll stick to this budget deck and I will continue beating 200euros decks , all day xD

Rex_JB24 on Toxicats Simic goes wild >20$-budget with SB

2 weeks ago

Okay so, I saw this deck as like a UG monsters list, so I wanted to include creatures that simultaneously ramped but weren't frail like dorks. To that end I included Ranging Raptors and Merfolk Branchwalker, and I doubled down on Sphinx and Behemoth, but also included additional Cartouche for more flying. Have a look, tell me what you think?

Toxicats Simic Edited

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