Merrow Commerce

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn Uncommon

Combos Browse all

Merrow Commerce

Tribal Enchantment — Merfolk

At the beginning of your end step, untap all Merfolk you control.

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Merrow Commerce Discussion

LeaPlath on

1 week ago

OK, so a few bits. Counterspell is better than Mana Leak and Daze is better than Deprive.

26 lands is far too many, you want maybe about 22-23.

Merrow Commerce is just eh. You untap your merfolk, you aren't doing anything else with it. Cut Harbinger as well because it doesn't do much when your merfolk as low impact like this?

This should give you about 8 more slots, max out Silvergill Adept, max out the 2 mana lords, max cursecatcher, and the deck will do a lot better.

MTGsoccer13 on Modern Budget Merfolk

4 months ago

Cold-Eyed Selkie is a nice addition, and if you need them to have islandwalk, I suggest cutting two Merrow Commerce for 2 more Spreading Seas. Spreading Seas is the the much better card between the two and it grants islandwalk which is really important. It is also a great main deck answer to tron. Other than that, it looks pretty good, Polymorphist's Jest is a spicy one that can be a one-sided board wipe or just a fog in some cases. Cool deck +1, definitely add the Spreading Seas though

rothgar13 on In Waves

6 months ago

Aquitect's Will is not a good card, to be honest. It's missing one of the most important uses of a Seas effect, and that is to mess with the opponent's mana. Adding the Island type instead of acting as a replacement effect is a subtle but very important difference. It also doesn't add devotion for Master of Waves.

Merrow Commerce is a decent card, but it does nothing on its own, and the effect is really only good when you're racing other ground creatures that you can block, which in my experience doesn't happen that often.

jestimusprime on In Waves

6 months ago

Very nice deck, I just recently tried to build a merfolk deck on here too. I have a lot of the same cards. Have you considered Aquitect's Will and Merrow Commerce. I've found them to be very useful.

NotSquishedYet on The WORST Merfolk deck ever

11 months ago

If you get around to improving it sometime, I would suggest Deepwater Hypnotist, Silvergill Douser, and more of Merfolk Thaumaturgist. It may not be amazing or competitive, but it would be a fun and easy way to give the deck a good amount of power.

It should let you nerf and kill creatures consistently, for free, and without using cards, which is a very powerful interaction. Merrow Commerce is also fun with it. Whether you use or not, I've now got a fun idea to mess with. Thanks! ;)

Eiti3 on Time for a new deck ...

1 year ago

Here's way too long of a list of suggestions now that I know you're interested in Changeling Scarecrows.

Stuff That Works Well With Reaper King Show

If you have any more questions, I should have eaten my supper by then. Best of luck!

Perpetual on

1 year ago

Grand Arbiter Augustin IV and Mundungu might both have a place here.

My Ertai deck went merfolk wizard tribal to abuse Lullmage Mentor and Azami, Lady of Scrolls. Having Lullmage Mentor and Merrow Commerce on the field at the same time is a little dirty.

dreamistt on Sygg, River Guide - EDH

1 year ago

(-) Sun Titan, since you don't seem to abuse his ETB and he won't bring that many creatures back.
(-) Enclave Cryptologist is a terrible card in my opinion. It just takes too much effort...
(-) Azorius Guildmage is kinda out of place, even though her activated abilities could be useful now and then.
(-) Phyrexian Metamorph is always useful in a blue deck, but I'd remove it.
(-) Leyline of Anticipation (same argument as the one before. It's useful, but unnecessary)
(-) Fact or Fiction (IMO is easily replaced by Foresee)
(-) drop Hinder in exchange for Memory Lapse
(-) Path to Exile. Yes, it is good, but it's also too damn expensive.
(-) Monastery Siege (I don't like this card :x)
(-) Winding Canyons (I also don't like this one HAHAHA)
(-) Tectonic Edge (in our playgroup I don't see it being all that useful... Same with Ghost Quarter)
(-) Sphinx's Revelation in exchange for Mind Spring

FOR THE FLAVOR
(+) Protective Bubble (and shroud)
(+) Merfolk Sovereign (so pretty)
(+) Fallowsage (if you find ways to tap it ;D)
(?) Merrow Commerce
(?) Silvergill Douser
(+) Summon the School

TAP ENGINE
(?) Retreat to Coralhelm
(?) Ocular Halo

"REMOVAL"
(+) Deluge
(+) AEtherize
(?) Evacuation (a more dramatic Aetherize hahaha)

COUNTER + DRAW
(+) Exclude
(+) Remand
(+) Sage's Dousing
(+) Scatter Arc

DRAW
(?) Flow of Ideas (worth it with 6+ islands...)
(?) Ghastly Discovery (conspire helps)
(?) Keep Watch (worth it with 3+ attacking creatures - not necessarily yours)
(?) Lat-Nam's Legacy and See Beyond are kinda similar, might be useful considering the low cmc)(?) Oona's Grace (drew a land and you don't need it? Cast with Retrace)

INCREASING DRAW
(+) Thought Reflection
(+) Honden of Seeing Winds

OTHER CARDS
(+) Plea for Power (I love this card <3. 3 card draw or an extra turn... people might even give you he extra turn)
(+) Shelter

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