Merfolk Looter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Conspiracy: Take the Crown (CN2) Uncommon
Eternal Masters (EMA) Uncommon
Tempest Remastered (TPR) Common
2012 Core Set (M12) Common
2010 Core Set (M10) Common
Tenth Edition (10E) Common
Seventh Edition (7ED) Uncommon
Exodus (EXO) Common

Combos Browse all

Related Questions

Merfolk Looter

Creature — Merfolk Rogue

: Draw a card, then discard a card.

Price & Acquistion Set Price Alerts

A25

CN2

EMA

Ebay

Recent Decks

Merfolk Looter Discussion

HomesickAli3n on Pauper UG

1 week ago

So I modified your list a bit, but I don't know if you want to see it. I'll offer some suggestions and leave a list at the bottom if you're interested in what it could look like.

  1. I'd cut Hooting Mandrills. You're deck seems more interested in getting Threshold online. This card is contrary to that strategy and I think you found your beatdown body in Arrogant Wurm, which is just strictly better with trample.

  2. After testing Rites of Refusal, I think it is just too cute and clunky. I found that this iteration of the deck doesn't run enough pure card advantage to justify "2-for-1"ing yourself. 8 counterspells may be enough anyway, but if you feel like you could use more, running Counterspell or Daze aren't bad options. They come with a little risk, not being mono U, but could be worth it.

  3. I think you can cut Werebear. Breaks my heart to suggest it, but it might be risky to over-saturate your deck with threshold creatures. He's more vulnerable than Nimble Mongoose in the early game and I've already mentioned that the Arrogant Wurm seems like your 4/4 of choice. You aren't an aggro deck so, rather than just throwing a ton of 4/4's in the opponent's face, the tempo deck's concern is laying down select threats in the early to mid game and protecting/disrupting your way to victory.

  4. I've found that with Careful Study and other looting effects, I'd rather have card advantage that gave me more to discard to cards like Waterfront Bouncer and Wild Mongrel. Accumulated Knowledge or Deep Analysis are good cards for stocking your hand to give strength to your discard engines.

  5. Merfolk Looter and Obsessive Search feel super good in conjunction. The looter offers another instant speed dicard outlet that isn't as mana hungry as Waterfront Bouncer and, when combined with madness, it reads "tap: draw a card." Obsessive Search offers increased value to your discard engines and helps you to dig for relevant cards.

  6. Consider Just the Wind. It's effectively a Vapor Snag in your deck which is a tempo staple in pauper. It can clear the way for attacks or save one of your own creatures while fizzling a removal spell.

  7. AEther Tradewinds is another card I was looking at. This can bounce back pesky non-creature that dodged one of your counterspells the first time. Once again, fizzles removal while tempoing your opponent. Also, never hurts to have Basking Rootwalla back in hand.

  8. Lastly, I toyed around with a mana base that is slightly slower but much more consistent. Ash Barrens and Thornwood Falls offer you fixing. Simic Growth Chamber does this as well and allows you the ability to cut back on lands (as one Growth chamber is effectively two lands on one card). Being able to bounce back a basic you no longer need to discard to one of your engines, all while hitting your land drop, is also not half bad.

Deck List: UG Madness Sample Deck

PS. Let me know if you have any sideboard questions.

SaberTech on Ancestral Animar

3 weeks ago

So I guess that M19 has given us a few options for Animar. We've mentioned Mistcaller, Dark-Dweller Oracle, and Runic Armasaur already, but I think that the last one that could possibly be considered is Dismissive Pyromancer.

Comparing the Oracle and the Pyromancer: The Oracle is potentially able to get you a card the turn it enters the battlefield as long as you have the mana to activate its ability, a creature to sacrifice (which could be itself), and as long as you have the mana to cast whatever card is exiled that turn. The upside is that the card may let you dig for multiple cards off the top of your library in one turn, but at the cost of creatures without actually putting a card in your hand.

The Pyromancer is much slower. You need to wait a turn to activate it, its ability is more mana restrictive, it can only filter you one card a turn, and can't put you up in card advantage. However, it's not costing you creatures on board and it can act as a potential removal for all the Stax creatures that tend to give Animar trouble. Still, you have to ask if the removal option makes it better than other looting creatures like Merfolk Looter that can loot without costing you a mana to do so.

The Armasaur has potential to be a good card draw engine in a format where everyone is running a ton of fetch lands. It doesn't do anything for Animar immediately though, which means that it doesn't help continue plays when Animar is trying to storm off. And I think that around half the time in cEDH, when a creature activates an ability it is usually part of a combo so Animar may not be seeing its next turn anyway. But hey, those few extra draws you get may snag you one of the few counterspells that you could use to disrupt the final part of your opponent's combo. So when Breakfast Hulk goes off with multiple activations from Nomads en-Kor, Animar may actually have a decent chance of hitting that Force of Will it needs to stop them.

I think that Armasaur would find a better home in a more reactive deck, but it's still a decent card draw engine in green and Animar would really benefit from having one more to go with the Library and Vizier.

Stormforge_Mystic on DeathFed

1 month ago

Rinzl3r FNM isn't tourney so don't talk like that then. But remember that people still play lot of meta decks in fnm:s too.

Cut Forbidden Alchemys and play Thought Scours much more mana efficient.

Cut Naturalize from sideboard and play Nature's Claims. Mind Control Out and play Tormod's Crypt, you need gravehate.

If you want to get seriously good cards cut Acidic Slimes, Merfolk Looters, Viridian Emissarys and Llanowar Elves. None of those creatures are like actually good.

Then play stuff like Scavenging Ooze, Tireless Tracker, Birds of Paradise, Courser of Kruphix, maybe even Merfolk Branchwalker.

And sure you would need better land base. 4 of Yavimaya Coast and Hinterland Harbor would do.

But as i always say, you can play literally anything in fnm.

Faceless_Being on Enchantress-esque cards for artifacts

2 months ago

For commander I would personally recommend Ruhan of the Fomori. A 7/7 for and could very much benefit from leading an Equipment deck if nothing else.

As for suggestions regarding looting type effects I dug up Compulsion, Burning Inquiry, Desperate Ravings, Merfolk Looter, Urza’s Tome, and Customs Depot to name a few off the top of my noodle. I must say that alongside these effects Library of Leng is an all-star.

Hope this helped, even if it's slighlty

pigsilo on Smooth Criminal

2 months ago

Mave Does this look better? I replaced Merfolk Looter with Blighted Agent, removed Earwig Squad, 2 Swamps, and Undercity Informer, and added 1 Thieves' Fortune, 2 Pestermites, 2 Marsh Flitters and a playset of Faerie Miscreant.

Mave on Smooth Criminal

2 months ago

Thieves mostly use more control and with that mana curve I'd suggest t play less lands.Even if yome cards are at 5 or 4 mana most of those have a prowl cost that makes them cheaper.I suggest Pestermite as an replacement of Deathcult Rogue because it can block still has evasion and becomes unblockable with Tetsuko.And as much as I like Earwig Squad it won't be that good because it can't interact with Tetsuko you should rather counter something with Spell Pierce because it cost little which allows you to cast stuff and also protect cards like Tetsuko from removal. Then you could also switch between creature removal and counterspells (altouch you want counters to get rid of Field Whipes and co.

Merfolk Looter & Undercity Informer is something you should also keep out of your deck. You rather want to go fast with Rogues and Mill isn't something your deck want's to do.

Neurok Commando & Sygg, River Cutthroat are certainly good because of their cardadvantage.

If you want to mill you should put Undercity Informer & Earwig Squad in the same Deck and add rogues token via Marsh Flitter or sacrificing Auntie's Snitch while also including Bitter Ordeal to remove more lands from the Deck. But for such a Deck you rather want 1CMC 1/1 creatures that are hard to block to cast Earwing Squad as soon as possible and sacrifice them later. E.g. Faerie Miscreant (also draws a card if you already have one), Slither Blade or Triton Shorestalker.The Mill version could also use some counters and certainly Noggin Whack to see what your opponent hides in his/her hand and discard dangerous cards like field whipes befor your opponent has a chance to use them.But I guess you're not after the Mill win.

I hope that helps. Always keep in mind that you also want to have cards to prevent your opponent to stop your strategy or to stop their strategy instead ;)

SinsOfTheMoon on The plan to make my playgroup quit magic!

3 months ago

Glassdust Hulk is better then ferropede, cuz of his cycling ability, 4 life also makes him harder to remove. You put him first, then any other artifact so he's unblockable.

Cast Out is also a very nice 1 mana cycling that would be super helpful either as a 4 cmc cast, or when it's returned to the battlefield (if the opponent has any way to prevent you from attacking)

Lay Claim for the same reasons as above.

Swap 2 darksteel plate for 2 Shield of Kaldra to prevent any kind of "exile all cards with the same name".

Well, when I think about it, Darksteel Forge might be even better than the 2 aboves.

Key to the City could be a nice way to use other artifact/enchantment creatures more useful to the deck than ferropede/glassdust, allowing them to be unblockable but also helping with the draw/discard you need.

I feel like blue would help a lot... possibly swaping red for blue.You could have more draw/discard while also having more defense... For instance, using low cmc creatures with draw/discard that are also usefull as cheap blockers, like Merfolk Looter and Thought Courier. Or even better : Jace, Vryn's Prodigy  Flip who transforms in a planeswalker with a nice defensive ability and a way to cast Open the Vaults from your graveyard (cuz its so easy to just make you discard your only win condition).

Blue also let you use Izzet Charm with all 3 choices perfect for the deck, and Ideas Unbound.

Good Luck ;)

LeaPlath on Merfolk Blue/Green

3 months ago

You are missing a lot of the good merfolk. Azor's Gateway will never flip, so Merfolk Looter would be better. You are playing reactive spells, so Standstill is bad here. And how good is Animist's going to be when the rate will generally be 4 mana to get 1 land?

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