|Commander / EDH||Legal|
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Creature — Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores.
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Merfolk Branchwalker Discussion
2 days ago
Thank you for your suggestions EDedan
Wayward Swordtooth and Broken Bond help us ramp from our hand and not library so i dislike that idea...although Wayward Swordtooth would help with retrieving Multani, Yavimaya's Avatar from the graveyard and is a big beater...that might be a good idea ill try that out.
Sylvan Awakening is a good idea, I saw it but wasn't sure how good it'd be...it would be nice to push through for the kill.
Jadelight Ranger, Merfolk Branchwalker, and Ixalli's Diviner utilize the explore mechanic and since it does help with card draw filtering, I have been using treasure map and Thaumatic Compass for filters and card draw...ill play around with the numbers and see how it flows...
thanks again for your input
2 days 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.
2 days ago
What do you think about Thunderherd Migration Wayward Swordtooth, Ranging Raptors, Spring, Ixalli's DivinerWildgrowth Walker, Jadelight Ranger, Merfolk Branchwalker, The Mending of Dominaria, Sylvan Awakening, Grow from the Ashes, Broken Bond
Wildgrowth Walker can help with against fast deck such as Red decks
Ixalli's Diviner is a 0/3 which becomes a pretty neat blocker and an awesome blocker if it's a 1/4
Sylvan Awakening turn all lands into 2/2 creatures with indestructible, Reach and haste
4 days ago
looks like theres not much combat dudes till late game and that may be a bit too weak, id grab 2 more Untamed Kavu swap your Druid of the Cowl for either Merfolk Branchwalker or Jadelight Ranger. then swap the Marwyn, the Nurturer for the Prowling Serpopard. too much ramp leaves you open for attacks, especially if you're not attacking with the ramp guys
5 days ago
If I were you, I would take out Territorial Allosaurus, Grunn, the Lonely King, Marwyn, the Nurturer, Adventurous Impulse, Nature's Way, Rhonas's Last Stand, Cartouche of Strength, Song of Freyalise, Trial of Strength, Ambuscade, and Blackblade Reforged, and put in Rhonas's Monument, Merfolk Branchwalker, Jadelight Ranger, Blossoming Defense, and Verdurous Gearhulk, and add more Rhonas the Indomitable, Steel Leaf Champion, Greenbelt Rampager, and another Ghalta, Primal Hunger.
6 days ago
Hey, consider Selesnya instead of Azorius. Selesnya lets you take advantage of Shalai's powerful ability of giving all your creatures +1/+1 counters. Green could replace blue, ramp could replace counterspells.
The two best Angels: Lyra and Shalai have expensive mana costs, ramp can help to play them faster in a game. Ramp also helps with Helm of the Host which you need a lot of mana to play.
You're going to want more than 18 total lands when the two best cards of the deck, the Angels, are four and five drops. Consistently you can't make a turn four or turn five land drop with this low amount of lands. I suggest minimum 24 lands.
6 days ago
1 week ago
I would drop the Longtusk Cub for Merfolk Branchwalker, add Woodland Cemetery to your mana base and some Heroic Intervention in the side board against sweepers. I fun card to maybe try in the main is Path of Discovery. Good luck with the deck.