|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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Creature — Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
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Seafloor Oracle Discussion
3 days ago
1 week ago
First of all, the TappedOut competitive meter is broken (You can make a new deck with no cards in it and it will be rated as 85%). Don't pay any attention to it.
On to the actual deck: two of the best merfolk in this format are Kumena, Tyrant of Orazca and Jadelight Ranger. I see you have two Kumena, but you could go with three or even four of them. The Ranger is pricey, but is an amazing card that should be a four-of. Another good card is Merfolk Branchwalker. You should also up the Adepts to four copies, as it is a very good card. Merfolk need good draw, because most of the time you'll be dumping your hand very early in the game. Forerunner of the Heralds can act as copies five and six for Kumena and the Adepts as well, and will soon become a powerful threat on it's own. If I were you, I'd cut the River Sneaks, Tempest Callers, and Curious Obsessions. You may also want to consider Aquatic Incursion in place of some of the Deeproot Waters. Most of your merfolk have the potential to become huge, and making them unblockable as well can mean a quick end for your opponent. Finally, Botanical Sanctum is strictly better than Woodland Stream.
For a sideboard, Kopala, Warden of Waves is excellent against targeted removal. Some amount of Blossoming Defense, Dive Down, and/or Heroic Intervention is also a good idea, and could even find it's way into the mainboard. Crashing Tide is great pseudo-removal, and it can be used to save your own creatures in a pinch (Unsummon is cheaper, but doesn't draw you a card) or be used to abuse ETB triggers. Of course, Naturalize is a sideboard staple as well, and Panharmonicon could lead to some ridiculous plays. Swift Warden is effectively Defense on a stick, and is still a merfolk. Seafloor Oracle could be used as extra draw if you see yourself doing lots of combat damage. Unfortunately, is lacking in permanent removal, and there's not much you can do about that, outside of splashing for Fatal Push and similar. However, you do have the advantage of playing counterspells such as Negate, Essence Scatter, and Spell Pierce. Finally, another "lord" effect for you is Metallic Mimic, which also synergizes well with Hadana's Climb Flip.
Hopefully these suggestions help, and if you have any questions, feel free to let me know!
3 weeks ago
Nice list. I understand your struggle with showing cards. But in modern tournament decks with Aether Vial, that mostly ran creatures with CMC 2 and only very few with CMC 3 like Merrow Reejerey and Kira, Great Glass-Spinner there is the Silvergill Adept called the best card, since it draws a card. But in MTGArena is another meta, than in modern, even more as long, as we stay in Ixalan block constructed instead of real Standart.
Since you dont want to run explore-cards, I would suggest to cut the Woodland Stream (they come tapped anyway) for Evolving Wilds to thin the deck and gives you a higher chance to draw non-land-spells with your Seafloor Oracle.
Also I see the opportunity to hold the sky clean by One With the Wind (also a nice tempo-buff) and by Siren Stormtamer which comes as counterspell with flying body. Those could go into the sideboard. I would cut the Spell Pierce since it is no hardcounter and only good in early game or if the opponent is mana screwed. Merfolk wants to run fast and in best case kill in our turn 4, but if we get into midrange we need answers.
So I also would rethink if I want to play the 4th card of most main-deck-drops or if I want to play additional answers your main deck dont have, like Tempest Caller as save finisher or Sorcerous Spyglass to knock down a planeswalker or an opponents Kumena, Tyrant. Maybe add something to bounce that also could bounce your own Folk to save it from kills or give +1/+1 counter again. Your actual sideboard may work in a block-constructed meta but it will be weaker, when this deck plays in a standart meta.
Also I would run all 4 Lords Merfolk Mistbinder mainboard. I would cut a Kopala, Warden of Waves since he is legendary and easy to play around (almost every time I had him out, the opponent could play around, so I cut him completly).
I hope I could help you, too. =)
1 month ago
Ik denk dat je sowieso naar meer creatures (merfolk) moet gaan. 19 creatures is echt te weinig voor een tribal deck. 30-35 creatures is een beetje de richting die je op zou moeten gaan.
Tips (Ook wat slechtere tips maar om het een beetje budget te houden):Voor untap: Intellectual Offering, Breaking Wave, Retreat to Coralhelm, Quest for Renewal, Merrow Commerce, Dramatic Reversal, Curse of Bounty, Benefactor's Draught (Kan ook tussen opponent's combat!)
Voor creatures:Deepchannel Mentor, Merrow Harbinger, Riverwise Augur, Seafloor Oracle, Surgespanner, Tempest Caller, Tidal Courier, Fallowsage, Drowner of Secrets, Jungleborn Pioneer, Merfolk Sovereign (Lord), Merrow Reejerey (Lord), Stonybrook Banneret, Lord of Atlantis(Lord), Master of the Pearl Trident (Lord), Merfolk Mistbinder (Lord), Coralhelm Commander (lord)
Qua versnelling, ik zag je van de week al Urban Evolution spelen, met alle exploration is dat prima acceleration in dit deck.
dan kan je ook gaan denken aan Explore, Enter the Unknown, Path of Discovery, Summer Bloom, Rites of Flourishing. ik weet niet of je Kiora, the Crashing Wave had maar dat is ook wel een goede voor in dit deck. Hou er wel rekening mee dat het dan een goed idee is om 38 a 40 land te gaan spelen voor een hogere pakkans. Landjes met cycling zorgen er dan weer voor dat je niet te veel land op hand houdt.
multimedia on Fish
1 month ago
Hey, looks good.
The double blue in the casting cost of Disallow will be hard to cast with only 11x blue sources as well as 4x Territory which can't make blue mana to cast it. I think due to the playable manabase options in Simic colors playing noncreature spells with double color casting costs is too risky.
Consider moving Unsummon from the sideboard to the main deck in place of Disallow? I think Unsummon is a vital card, great support for Merfolk. It's tempo removal that's unconditional. Merfolk play a lot of two drops and being able to play a two drop and leave Unsummon up turn three is helpful in staying ahead on board. The same can be said turn four playing Kumena and leaving Unsummon up to protect him or bounce you're opponent's turn four creature play.
Seafloor Oracle is a good Merfolk with Kumena's ability to become unblockable. He can also make Mist-Cloaked Herald better because some games this one drop Merfolk is not doing much damage, but since the damage is unblockable getting to draw each time Herald attacks is nice.
Good luck with your deck.
1 month ago
Thank you for your suggestions. I've actually been playing with including Perilous Voyage and Seafloor Oracle. I'll let you know how play testing goes. But yes, I generally agree that Herald of Secret Streams is very situational to net the victory consistently.
1 month ago
Mana curve needs work. Seriously consider adding green for Kumena's Speaker, Cold-Eyed Selkie, Deeproot Elite, Forerunner of the Heralds, Jadelight Ranger, Kumena, Tyrant of Orazca (once it rotates out of standard and prices drop), maybe Merfolk Branchwalker, Merfolk Mistbinder, and Vineshaper Mystic.
1 month ago
Hey, it looks good I like the changes, nice job, good luck at the tournament.
My version Kumenafolk is quite a bit different; I'll explain some of the choices I've made. The point of this comment is to give you a different perspective.
The core of my version:
- 4x Kumena
- 4x Mistbinder
- 4x Elite
- 4x Silvergill
- 4x Speaker
- 4x Unsummon
Other than lands no other cards are 4 ofs. These are in my opinion the most important cards I want to draw in any game. I've built the main deck to combat Mono-Red and Mardu Vehicles. Both Unsummon and Defense are allstar support spells in these matchups. The only card from the main deck I board out in these matchups is Nissa. She's replaced with Scatter because of Glorybringer.
- What I've found in playtesting is Jadelight Ranger is the second best three drop because she can help to find a fourth land, she can start out as a 4/3 Merfolk which is big even better with Mimic, Elite or Mistbinder, best of all she can help to find Kumena.
I've cut Jungleborn Pioneer for Ranger making Ranger the only other three drop. I've decided that the three drop who I want to play every game is Kumena or one who can help to find Kumena. I've maxed out on two drops who can help Kumena: draw him(Silvergill), find him or a fourth land(Branchwalker) or pump him when he ETB(Mistbinder, Mimic and Elite).
- Nissa, Steward of Elements in my opinion is the third best main deck three drop. The scry is very powerful because if the initial burst of Merfolk is stopped by my opponent this deck has a real problem with stalling out which makes me fall behind quite fast. Nissa helps to prevent stalling with all her abilities.
Scry can help to draw into more Merfolk especially Kumena, not lands or if I need a fourth land an Unsummon/Defense/Scatter/Negate she can help to find these. Her 0 ability is useful even with only 3 loyalty counters because if I reveal Kumena I can play him for free. Nissa also has the possibility of being a win condition by herself with her ultimate making two lands into flying beat sticks.
- I've cut Mist-Cloaked Herald for Metallic Mimic. I like having Mimic, Elite and Mistbinder all can give Kumena 5 toughness. Mist-Cloaked is fine, but I've found too much the only reason in games I'm playing it is as a one drop to give me another creature for draw with Kumena, as a Merfolk to help Silvergill's cost or trigger Elite; it's not doing much else.
While these things can be good I don't think it does enough and it dies to every removal spell without giving me much value. I'm still playing Speaker because he can put some early game pressure on my opponent much more than any other one drop Merfolk.
- Getting four lands is very important to be able to play Kumena and leave up either Defense/Unsummon to protect him or play a two drop and leave up Negate or Scatter. Potential big swing in a game in my favor if I can play Kumena get a draw from him and also protect him. Branchwalker and Jadelight helps a lot with making a fourth land drop without having to include more than 22x lands.
- Essence Scatter is a very good sideboard card right now in Standard. Most decks are playing broken four and five drops if I can counter this threat with Scatter this gives me a huge tempo advantage in a game. Unsummon is great tempo against these four and five drops, but it's only a temporary answer where as Scatter can be a complete answer. I'm liking the one two punch of Unsummon and Scatter in midrange matchups.
- In my opinion the two best four drop Merfolk are Seafloor Oracle and Tempest Caller. The difference between the two is Oracle is always good giving me more value. When Caller is good she's broken, but when she's bad she's the worst card in the deck. She has the possibility of not doing anything for four mana. I need to win the game with the attack after playing Caller otherwise she didn't do enough for four mana.
I think Oracle is the best of the two because he has more overall lasting impact; his draw ability is not a one shot deal. I get value from any Merfolk who does damage to my opponent and this value can happen each turn he's in play. Caller is a one shot deal which is a huge drawback, but she can also be a blowout in some situations letting me alpha strike for a win. Caller requires a much more situational scenario and matchup to be good in a game than Oracle.
I'm playing 2x of each in the sideboard. Oracle is a potential draw engine in control and midrange matchups where as Tempest is terrible vs control because my opponent will not have enough creatures to matter. Tempest is okay vs midrange, but I think Scatter is better. Tempest is good in the mirror match, other tribal matchups such as Vamps, Abzan Tokens and Gift which likes to flood the board with annoying creatures that want to die and go to the graveyard to be reanimated.
Basically in matchups where I'm expecting a lot of little creatures to be clogging the board Tempest can be good. Both are bad in Mono-red matchup because I don't need a four drop. This is the reason neither are in the main deck.