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Creature — Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores.
Merfolk Branchwalker Discussion
1 day ago
ZendikariWol: Yuuuuuup. I told my playgroup chat that I was gonna put in Forerunner of the Heralds just to tilt people when they realized there weren't any merfolk in the deck, before I realized that Jadelight Ranger and Merfolk Branchwalker are both scouts, and looking it up, there's like 5-6 more too.
4 days ago
I have found the quickest way to get +1/+1 counters on your creatures is to play Biomancer's Familiar with Growth-Chamber Guardian and Incubation Druid . This means almost instant flipping of Hadana's Climb Flip. Jiang Yanggu, Wildcrafter and Simic Ascendancy then help to create back-up win conditions, while Nissa, Who Shapes the World gives you all the mana you could want.
I would keep Pelt Collector and Roalesk, Apex Hybrid , but Siren Stormtamer is so much easier to cast and almost as effective as Frilled Mystic and the explore package (12 cards) may actually slow you down.
My recommendations for this deck would be:
This combination should give you super-rapid growth of your creatures power with +1/+1 counters and an alternative win-con with the effect of Simic Ascendancy . I would look to have Sylvan Awakening in the side-board to be able to swing with an army of 2/2's after using Nissa's ultimate effect.
I suppose that we could design the sideboard so that we could swap out the adapt and the explore themes, but I would prefer some control options.
3 weeks ago
I'd look at skewing things towards more creatures- mainboarding servants, cutting the number of Increasing Savagery / Bioshift / Forced Adaptationfor cards like
Deeproot Champion Merfolk Branchwalker Feral Hydra Grim Initiate Mistcutter Hydra Pollenbright Druid Quirion Dryad Runaway Steam-Kin Scrounging Bandar Stromkirk Noble Simic Initiate Vastwood Hydra Young Wolf
Keeping your creature count high massively increases the reliability of lists like this without breakning the bank. I'd also look at Temple of Abandon , Magma Jet , Cream of the Crop and Thunderous Wrath - the red and green miracles are really good with a little support, especially maindeck noxious.
1 month ago
My mistake on posting on the older version of the deck--I went through your profile and must have clicked the old one by accident.
I think everything I said on the other thread still applies, with the reminder that the advice was based upon you keeping four colours. Rather than repost that advice, I'll focus on providing new feedback here.
You don't need Thought Scour in the sideboard. Mill doesn't advance your gamestate and is an insignificant detriment to any opponent not abusing things like Miracles or other topdeck strategies.
I did not think of it earlier since it is banned in Modern, but, as you're in casual, you're free to run Gitaxian Probe . This is a fantastic card for Thing in the Ice Flip decks--it draws you a card for free and removes a counter from Thing (2 life is insignificant; you'll almost always cast it for the life, not for mana).
I'm not sure you really need Jadelight Ranger and Merfolk Branchwalker either. Neither do much to advance your victory, other than take up card slots that could be used for reducing Thing in the Ice Flip's counters. Remember-- Thing in the Ice Flip is a wrath effect on its own; so the more spells you can pump out, the more likely it is you can use it to destroy their board.
Illness in the Ranks could be a decent sideboard option against the token deck.
Pyroclasm is a pretty easy-to-cast spell that should hit most wizards and tokens, but leave your creatures alive.
Your mana base is quite untenable--it's hard enough to manage two colours with just basics; you won't conceivably be able to manage four with just basics.
2 months ago
Die Pelt Collector combo'd best wel goed, die stop ik erin. Ulvenwald Tracker weet ik niet zo zeker, ik denk dat Epic Confrontation vaak beter uitkomt omdat je hem sneller kan gebruiken, en hij bufft ook nog een beetje. Utopia Sprawl is nice voor de ramp, die ga ik er denk ik ook in doen. Garruk, Primal Hunter is wel een beetje duur, maar als hij eenmaal op het bord ligt gaat het hard. Wat wel een beetje een concern is, is dat hij en Merfolk Branchwalker de enige card draw zijn.
2 months ago
Also, I am calling that Explosion Zone may break standard. Mono-Blue Tempo, Mono-Red Burn, Mono-White Aggro/Azorius Aggro, and even a few other decks could easily be pushed out if it only destroyed 1 cmc nonlands, but because decks like Sultai base themselves on Wildgrowth Walker , Merfolk Branchwalker , and Hydroid Krasis (technically always 2 cmc on field), x=2 can shut them out too.
That land may also hurt control decks using Search for Azcanta Flip as their main engine, and new decks using walkers that use the 4 drop slot religiously with Tamiyo, Jace, Chandra, or 3 drop slot with the newer walkers from RNA and WAR.
Not to mention a Bant Teferi, Hero of Dominaria / Wilderness Reclamation + Nexus of Fate deck that can now play Explosion Zon], tap it to put counters, untap it on endstep and hold an activation for any CMC the turn they play it over their opponent's head.
But is also is a Ratchet Bomb on a land, making it incredibly good for Red and Black EDH decks that need to destroy enchantments (or artifacts for Black EDH decks), or green decks that want creature removal. It will probably be the best utility land in colorless, IMO surpassing lands like Winding Canyons , Maze of Ith , Reliquary Tower , even Strip Mine / Wasteland etc. only being beaten by Bazaar of Baghdad for decks like The Gitrog Monster , Ancient Tomb or maybe Gemstone Caverns for fast combo decks in cEDH, and The Tabernacle at Pendrell Vale in stax lists.
Just sayin' it looks to be a 50 dollar staple in 5 years.
2 months ago
The deck looks potent. I think you are trying to take the late game part of this deck in too many directions: ghalta for big stompy, hexproof creatures and enchantments and multani. Personally I would drop multani. this would allow you to run a fourth copy of Growth-Chamber Guardian and another land.
long term a great option could be to splash red. dropping vine mare, druid of the cowl, Blanchwood Armor and Prodigious Growth could allow you to run Rythm of the Wild in combination with the green cards: Jadelight Ranger and Merfolk Branchwalker for a more agressive start and still leading into an stompy end game. This also opens up your side board to some nice cards. such as Thrash//Threat and Fiery Cannonade for pesky token decks
2 months ago
Hi Myrphy. I had completely forgotten about Growth-Chamber Guardian ! I had a playset in my original version, but I seem to have thrown them off the list for some reason. I'm probably going to take the two Zegana, Utopian Speaker out, and all 3 of Territorial Allosaurus . I don't see a reason to keep 1 allosaurus in the side.
I used to have 3 Biomancer's Familiar in the main, but I took them out, seeing as I had so few creatures with Adapt or activated abilities. But seeing as I'll have more adapt, I'll add 2.
I'm going to do this:
Merfolk Branchwalker occurrence in decks from the last year
All decks: 0.49%