Merfolk Trickster

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Merfolk Trickster

Creature — Merfolk Wizard

Flash

When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.

Merfolk Trickster Discussion

Cipher001 on Tap-Down Control

3 weeks ago

I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.

I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.

U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .

In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.

A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.

Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.

Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.

hejtmane on War of the Spark: Spoilers ...

1 month ago

There are better cards than Pacifism (which is not in standard but card s like it are) because that does not help you because of the static abilities are in play and since they are not activated abilities Lawmage's Binding and other similar white cards not in standard will not help.

Blue has some of the best cards with things like Kasmina's Transmutation and Deep Freeze but once again blue also Merfolk Trickster or Warkite Marauder can help.

Black has a few things as while with removal from hand but overall I am thinking splashing blue in a deck is the goto color

I also Forgot Ashiok, Dream Render is pretty darn good if you can get him down and mill them

BlackDeegs on Mill yourself to a win

2 months ago

I like the deck idea but why run 4 copies of Naru Meha, Master Wizard ? She is legendary but also her value isn't great without synergy. There are more synergistic creatures and cheaper flash creatures which aren't legendary if you were going for flash.

If you were going for flash try Merfolk Trickster or maybe Dire Fleet Poisoner .

I would also consider replacing some of those spots with Sinister Sabotage . Which would double as a counterspell and self mill. This would also be usable with Mission Briefing which a creature obviously would not.

I would just pull back to about two Naru Meha, Master Wizard . And put in two of something else. Otherwise she is a legendary and expensive way to copy a spell.

Murphy77 on

2 months ago

I have often looked at building a deck like this and find myself debating the relative strengths of Merfolk Trickster and Warkite Marauder . I just get the feeling that the flash-in effect of Trickster works better in the long-game if you have cards like Clear the Mind in your deck, while you can get the effect of Marauder multiple times if you play more aggressively. You might want more instants to get value from Pteramander and I would tend to play 1 more Mist-Cloaked Herald and fewer Pteramander s, or change the balance between creatures and instants.

My own preference would be to drop Opt for Aether Tunnel or the enchantment that makes one of your creatures hexproof (?).

gnizz00 on Ultra Budget Glue Deck (standard)

2 months ago

Looks sweet! Simic is one of the more interesting colour combinations!

Just looking at the deck I have several cheap cards that spring to mind:

Merfolk Trickster - would combo well with Merfolk Mistbinder .

Opt could work, for you to cycle through your deck quickly. With 24 lands in such a fast-paced deck, controlling your draws will allow you to keep up tempo. An end of turn Opt gives you super-high value. Scry 1, draw one, and draw another on your turn.

Pteramander is also a potential heavy hitter that can be dropped turn 1, and quickly be transformed into a 5/5 flyer.

Have you thought about counterspells? Essence Capture and Negate are some great cards that are cheap and effective.

Dive Down has already been recommended, so no need to go into that.

Was also thinking Curious Obsession . Don't know how well it would play in your deck though, but throwing one on a Mist-Cloaked Herald turn two, you'll start building up your ward much faster than your opponent.

Overall, I think it looks like a sweet deck! Love the straightforward and simple design, no wacky combos or complicated mechanics. It's a cheap deck that can win games, I like it!

Rivenor on Kumena's Oceanic Apocalypse

3 months ago

If you can find a spot for them I highly recommend trying out Merfolk Trickster and Cosi's Trickster . The first is a very handy surprise (caught someone using Avacyn and trying for a onesided wrath once, great fun). The second can get big quick, especially if your opponents are fond of fetch lands. Works well with Galloping Lizrog as well.

Oh and how could I forget the new Guardian Project is perfect for this kind of high creature count deck as well of course.

Load more

Merfolk Trickster occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Modern:

All decks: 0.07%

Blue: 4.28%

Standard:

All decks: 0.25%

Blue: 6.63%