|Commander / EDH||Legal|
Printings View all
|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|
Combos Browse all
Creature — Merfolk Rogue
: Draw a card, then discard a card.
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Merfolk Looter Discussion
1 month ago
Why do you only have 1 of some of the best merfolk? I would add a Deeproot Waters, as it is overpowered in merfolk decks. Add 1-2 more Deeproot Elite, Forerunner of the Heralds, Herald of Secret Streams, and Merfolk Mistbinder. Maybe remove Riverwise Augur and Merfolk Looter. Nice deck, keep up the good work, hope my suggestions help.
1 month ago
It's not a Merfolk but Ninja of the Deep Hours works well with unblockable stuff by drawing you cards.
Lead the Stampede is good if you want to go a route that goes wide with a lot of creatures (you would want to take out pump spells).
Sunken City might be a good anthem but you would probably want to be mono blue.
Finally, Waterfront Bouncer, Augur of Bolas, and Merfolk Looter are all good value creatures. I briefly looked into a deck that would want a lot of card draw/discarding like stuff with madness/flashback but I don't know if that's the best way to go.
I hope this gives you some ideas!
2 months ago
OK. So, I would personally start from scratch. There is a lot of meh to bad stuff here and you can do so much better.
You only need to have about 25-30 spells that reference your theme overall to have it feel like a tribal deck. This means after mana rocks and lands, you have 25 or so value slots. Do you want to be a deck with counterspells, or a deck with removal and value engines? Cause doing both I find tends to mean you don't have much in the way of either and suffer for it. You can be a dedicated control merfolk deck but if you have another table cop you also don't need to?
Now for Merfolk, you have access to all of them. Literally all of them. Some auto include staples in my mind for value are Harbinger of the Tides, Merfolk Looter, Shapers of Nature, Summon the School, Sygg, River Guide. These all generate some value and fit your theme. I would also suggest a few clone effects. Phantasmal Image, Body Double, etc are all good.
For merfolk you also have a glut of lords, and psudo-lords. I would include as many as you can. They are a bit all in, but a lot of fun. Mirror Entity is also kinda must. NoneCover of Night is a way to punish all non-black commanders as well.
More support cards you could add include Kindred Discovery and Kindred Boon. You could also play something like Cryptolith Rite combined with all the merfolk who gain you stuff when you tap merfolk or untap them.
3 months ago
So first things first, Thought Vessel is not modern legal.
As for the deck, it looks like you've got a lot going on, it's hard to go from an edh deck with many different engines and game-plans down to a sixty card deck. It involves determining which is the best and how it can be refined to contend in a different meta game.
That said the key component is The Locust God. I consider your deck to be primarily a combo deck. The biggest problem you are going to face is that you really need to get the God on the battlefield and at 6 Mana that is going to be tough.
Second, you've got your combo pieces. The article you linked mentions many. You've got pieces for two infinite combos in here, Merfolk Looter if used with Intruder Alarm let's you draw your whole deck netting you that many flying 1/1s if you have Locust God out. Also Dire Undercurrents does the same on it's own. I like all of these pieces.
The next thing will be consistency. With combo decks you're going to want some filtering, or cantrips, so I would suggest some number of Opt or Serum Visions. Then, as I said before getting your Locust God into play. I'm unsure of the best way to do this. Ramping would probably be the best budget option but in blue and red your choices are limited.
Finally, a good two color Mana base is important for consistency as well. Some number of two-color lands would go a long way. Unfortunately these can be quite expensive but cards like Shivan Reef are a fine substitute for the more expensive lands.
Hope that helps, I think there are some good bones here!
3 months ago
Thanks so much for your feedback, DanowarElf!
I'm using Invoke the Firemind in place of Braingeyser right now. I often found Braingeyser in-hand with other draw effects, but I get a burn mode with the former, which has given me more meaningful choices since I included it.
You are right - Stranglehold is for the local meta. Lots of tutors and Zur.
And Sunbird's Invocation is great - there is often an impact card to hit or another rock, draw effect, or sac outlet to play. Lots of fun!
Let me know how your testing goes - I'm excited to try many of your suggestions. Thanks again!
3 months ago
Hey man, thanks for your upvote and comment on my Locust God deck. I really dig this list even though it's combo-heavy, haha! If you're gonna do something, better go all out, right? So if you want more shennanigans, try Intruder Alarm and Merfolk Looters as well. Just an idea.
Since you're taking the Howling Mine approach, definitely try Font of Mythos. Card is sick value. Since you run Blue Zenith, why not also Braingeyser for the same effect for 1 less mana? Sorcery speed doesn't really matter if you have infinite mana.
I was never impressed with Memory Jar in my own testing. Since the draw effect happens EOT, or on an opponents' turn, you don't get to utilize the haste with your tokens. (Unless I'm just totally missing something here...)
I can't figure out the resoning behind Stranglehold. Maybe a meta-call? I think this could be another slot for value.
I'm super curious to know how Sunbird's Invocation is working! Seems like a crazy card, but I never tried it. Any crazy games with it yet?
4 months ago
I recommend Lightning Greaves for sure. Bident of Thassa is definitely good enough to pull from the Maybeboard, along with Coastal Piracy. Since they are enchantments, you just pay for them once and they grow exponentially more powerful every turn. In fact, for that reason I like them better than the one-time effect (Keep Watch). If you're going infinite combo route, then Mana Echoes is a must-have if you can afford it. Also, Intruder Alarm combos well with Merfolk Looters. I'm always on the lookout for good Locust God decks. Here is mine if you want some more ideas. Locust God's bigger than a 4/4, or izzet just me? Keep up the good work! :)