Merfolk Spy


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
Magic 2014 (M14)
2011 Core Set (M11) Common

Combos Browse all

Merfolk Spy

Creature — Merfolk Rogue

Islandwalk (This creature is unblockable as long as defending player controls and Island.)

Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from his or her hand.

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Merfolk Spy Discussion

RedmundR2 on From Steel to Gills

4 months ago

My first recommendation is to add some cards that interact with your opponent, such as artifact or enchantment removal. Currently if your opponent drops an Ensnaring Bridge, you have to way of interacting with it and you will lose from there. Green offers plenty of removal for those cards, like Naturalize or Nature's Claim. I would consider adding other forms of removal in the sideboard so you can respond to control decks.

My second would be to add some one drops, Kumena's Speaker would fit nicely. I'd consider maybe Cursecatcher or Merfolk Spy or Dakra Mystic possibly as well.

My general other recommendations would be Merfolk Branchwalker and Kopala, Warden of Waves.

Senomar on Flectomancy

5 months ago

Hey ! Really nice deck. I like the energy subtheme of it.

For card advantage you should consider this Riptide Pilferer, Merfolk Spy, Scroll Thief

Plus Cephalid Constable offers really nice control and Rootwater Thief is a nightmare for combo decks.

GL !

Sivartus on A Song of Turns and Dongers (cEDH)

1 year ago

Coming over from Simon's list, whats the tech behind Merfolk Spy? I feel like there are better flyers that you guys have cut but leave this guy in? Is it just that he is a 1 drop Rogue?

nicochulo on UB Land screwing deck help

1 year ago

I want to thank you both Kjartan and xyr0s

It's true that this archetype is weird and very hard to pull off,because I made it mostly to destroy that GB Overgrowth deck

I was planning to remove both Merfolk Spy and Curiosity,because that was from a previous attempt to use Islandwalk,which turns out to be very weak

I'll do a massive rethinking of the deck and I'll include that Languish card and maybe I'll reduce the amount of Bump in the Night

Someone even suggested I make a RB version,not a bad idea

Overall I'll search for attack-screwing cards,because that's the weakest point of the deck

xyr0s on UB Land screwing deck help

1 year ago

Agree with Kjartan on more or less everything. IF your strategy is to wait for your opponent to bleed to death from using his lands, or drawing cards, don't spend the time playing small-scale damage like Merfolk Spy or Bump in the Night.

Get 2 more Spreading Seas. They can cut an opponent of from a color, in ways that Sea's Claim can't AND draw you a card. Ghost Quarter and Tectonic Edge can take care of lands that you haven't somehow poisoned.

You could exchange Merfolk Spy for Augur of Skulls. Not because it does anything particular for your deck archetype, but it can block big creatures all day, and when you are going to play a sweeper, use it for discard.

Kjartan on UB Land screwing deck help

1 year ago

The biggest problem with your deck is probably its archtype.

You can't actually make the deck consistant because most of its functional cands does almost nothing.

If you really want this deck to continously be like it is now, you need to cut your most do-nothing cards.

Chronic Flooding is your worst card by far. It's 2 mana for putting a card onto the battlefield that does nothing but help your opponent.

Your threats (Merfolk Spy and Bump in the Night) comes afterwards. Spy is just all around unplayable, and Bump is an aggro card. If you don't plan on ending the game within the first 4-5 turns. Bump is just another do-very-little card.

I can't see a way to make the deck good, but if you drop your (only CMC 3 or less clause) you can make it better.

Rain of Tears, Annex, Better interaction, Frost Titan, more lands, and mass removal. (Damnation is beast, but Languish is fine)

AWOK1 on

1 year ago

xyr0s Thank you for your comment. I say that it is a budget deck that I built specifically against my club players. And because it is Budget I cannot use Lord of Atlantis or Aether Vial even if I wanted to and this is why I use these Merfolk Lords. I received your advice about some cards and I think I'll put some Spreading Seas instead of Aquitect's Will, but I'll keep Merfolk Spy because it is a good first drop and under some buffs can help you to get tempo. Also I just started testing Quicken and it was pretty good so I left it in the deck.

xyr0s on

1 year ago

les'see... first of all, you have way too few lands. Merfolk decks usually have 20, but that is only because they have 4 Aether Vials - otherwise they'd need about 4 more.

Quicken - what does this do in the deck? There's no real reason for speeding up Serum Visions or Aquitect's Will...

Merfolk Spy - same question. Occasionally seeing a card isn't really enough for bringing this card.

Aquitect's Will is much worse than Spreading Seas. The latter can sometimes win games, because it can cut a whole color of for your opponent, at least for a few turns. Gets better if you have a few Ghost Quarters to follow up on the mana disruption.

Merfolk lords:

-3 Merfolk Sovereign

-2 Coralhelm Commander

+4 Lord of Atlantis

+1 Master of the Pearl Trident

yes, yes, Coralhelm Commander is an interesting card. But it requires a huge mana investment before it's a lord, and you're not exactly swimming in mana. And Merfolk Sovereign costs more than its replacement, and should therefore be replaced.

This set of counterspells... erhm... there's so many possible ways they can completely misfire. A deck with few spells and many creatures, and you have a pile of blank cards. You could try something like Squelch, perhaps.

Anyway, i really like the idea of merfolk which has something other than creatures and creatures and more creatures to use. But I doubt that it's possible to win through playing piles of counterspells.

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