Quicksilver Fountain

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Quicksilver Fountain

Artifact

At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it.

At end of turn, if all lands in play are Islands, remove all flood counters from them.

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Quicksilver Fountain Discussion

carpecanum on Under the Sea

1 week ago

I was going through some cards for another deck and saw a couple others you might like. Quicksilver Fountain and Aquitect's Will

SeekerofSecrets on TempestDelverThing

1 month ago

I'm gonna do some testing with it, I'm not sure if the splash will be worth the inconsistency and pain from the mana base, I've considered the legendary lands actually! But b/c ov how pricey they are just for the off chance of Choke I just dont see them as worth the investment

Quicksilver Fountain is interesting and in a vacume looks good! But it simply does not fill the same role as seas, seas is there to combat Cavern of Souls based decks and is so good at it I'm considering going to 3. The cantrip is also very important, this deck has a very fine balance of card advantage vs disadvantage because of shoal.

I also had a hollow one player scoop after a turn 2 seas the other day X)

PhyrexianPreator on TempestDelverThing

1 month ago

I forgot to mention, but have you considered Oboro, Palace in the Clouds and Minamo, School at Water's Edge to get around Choke? Choke is a card that sees fringe side-board use and it can be devastating if it resolves and is used against you.

Also, there is Quicksilver Fountain. Can replace your Spreading seas and can lead to having long term effects on a game.

goodair on Arcanis, Draw-to-Win

3 months ago

Keep in mind the Extraplanar Lens is a nonbo with Quicksilver Fountain because it affects your opponents aswell. That's why people run snow-covered lands with that card

TheRealYiazmat on Tatyova, Benthic Druid

3 months ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.

In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.

For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.

For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.

Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

gundulf on Sygg

3 months ago

Pariah Pariah's Shield

One or both of these might be worth slotting in. Combined with Sygg you can basically make yourself immune to being attacked by a color of creature or direct damage. Only problem is colorless creatures, and giving protection from white creature damage since that would cause pariah to fall off. Though the shield still works. But Pariah can also be useful in a pinch to drop on some opponents indestructible creature to be immune to damage for awhile and is also a lot cheaper.

Aquitect's Will One Mana to cycle into another card while setting them up for easy island walking shenangins. Also triggers some merfolk tribal.

On that note Quicksilver Fountain could be fun for setting up island walk, in addition to slowly hosing decks that aren't mono blue by turning their lands to island. They're even stuck as simple islands if Quicksilver Fountain is removed. Only way to save them is to let all lands become islands.

Bident of Thassa Card Draw and fun combat manipulations.

If you're not worried about going too hard on the infinite combo I'd throw in an Intruder Alarm. Sets you up for infinite counterspells with lullmage mentor, or infinite tokens with the schoolmaster, or just gaining a shit ton of life with Judge of Currents. Though to maximize that I'd swap out your tap engine for Drowner of Secrets and Mothdust Changeling. Drowner of secrets, in addition to offering infinite mill potential combos as well, is just a nice card to easily dick people over whenever they vampyric tutor or otherwise search for a card to put on top of their library.

As for how to make room for shit, I've been eternally cursed to shit on all attempts to voltron. Also with how low the deck's mana curve is, you could slim down on mana rocks and maybe at the same time put in some Stony Silence or other artifact hate.

Maybe bring Dovescape back again, since you can still do tons of merfolk shenanagins with it in play.

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