|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||None|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Merfolk Soldier
Other Merfolk creatures you control get +1/+1.
Whenever you cast a Merfolk spell, you may tap or untap target permanent.
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Merrow Reejerey Discussion
1 week ago
Merfolk was my first competitive deck as well! Very fun way to start playing.
Trickster is just a fantastic card that can be flashed in on your opponents turn that I would recommend for any Merfolk deck.
Hope that helps!! Have fun and welcome to Magic!!!
1 month ago
1 month ago
I have toyed with using Harbinger of the Tides but prefer the Merrow Reejerey and tapping down my opponents creatures and swinging in for Islandwalk. At this stage i'm just teching in Merfolk Trickster in the sideboard as it is a good Tarmogoyf killer.
I might consider x3 Mistcaller as a tech option with all those meta decks that cheat their creatures in.
1 month ago
It's true that Master of Waves can steal games, but you don't need 4 of them. you have at least 8 cantrips in merfolk, sometimes more, meaning that you get to dig a bit into your deck over a whole game. And you really don't need Master of Waves on you opening hand (it's unlikely that you get to play it on turn 4 - calculate turn 5 as what you can reasonably expect). Turn 5 means you are 12 cards + cantrips into your deck. Let's say that is 14 cards or so - almost 25% of your deck. Without knowing how to do the exact math, I think you are more likely to have drawn one out of 3 copies, than not to have drawn any, by turn 5. Also worth considering: A single Master of Waves can steal a game. Merrow Reejerey on the other hand really shines when you have 2 of them in play: play a couple of merfolk, tap anything that could stop you from attacking, throw fish across the table, end of game. But tapping down 2 blockers/lands are a lot better than tapping 1 for each merfolk you play.
1 month ago
Master of Waves can steal games out of nowhere, and I hate to cut him.
2 months ago
I have a couple of suggestions, having played against modern Merfolk. I like the deck in general, you have the right structure, there are just some card ratios and choices that I disagree with. I’m not sure how low your budget is so you might just want to ignore these.
1: Cursecatcher is played as a 4-of a lot in merfolk
2: Peek is not the best card in merfolk I would reccomend taking out all of them
4: Dismember is useful in merfolk as a 1 mana destroy spell
5: Master of Waves is a good card. However, modern is a turn 3 - turn 4 format, meaning by the time you play master of waves, the game will be close to ending. I would reccomend only running two masters
6: I would reccomend adding 2 harbinger of tides and cutting 2 merfolk tricksters. Also, a good alternative to merfolk trickster is Merrow Reejerey
7: I definitely like Mirror Image as a budget choice for phantasmal
5 months ago
Suggestions for merfolk with more tribal effects High Priority: Kopala, Warden of Waves, Merfolk Mistbinder, Lord of Atlantis, Lullmage Mentor, Deeproot Elite, Merrow Commerce, Stonybrook Banneret, and Merrow Reejerey.
6 months ago
I just made a Merfolk deck myself! Here a few suggestions depending on how much money you want to spend:
Silvergill Adept is a good two drop that draws a card when it comes in.
More Mutavaults would be good too, if that's in your budget. Unclaimed Territory seems like it might be worse than just having islands, since you only have blue spells and it will make it harder to cast your noncreature spells.
Hope that helps!
I just started playing Magic earlier this year too, and just play with friends. Feel free to check out my decks and tell me what you think.