Seafloor Oracle

Seafloor Oracle

Creature — Merfolk Wizard

Whenever a Merfolk you control deals combat damage to a player, draw a card.

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Set Rarity
Rivals of Ixalan (RIX) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Seafloor Oracle Discussion

0rc on Afishent Kumena

3 months ago

Nice deck. I play a very similar and very mean Kumena deck. I also went back and forth on +1/+1 counters and ultimately did settle on it as I felt that combat damage was the most appropriate win con for merfolk (in part because I also play Legacy Fish). I don’t think assembling and executing your infinite mana combo is more efficient than winning with unblockable +100/+100 merfolk or generating so much card draw that you win with Thassa's Oracle. Both of my options also synergize directly with your commander. +1/+1 counters are accelerated by Doubling Season and Hardened Scales. You can flash in Simic Ascendancy on the end step just before your turn, and with a little finesse, win. With Doubling Season, either Kiora Planeswalker is a nasty surprise as well. Massive card draw comes not only from Seafloor Oracle, but from Bident of Thassa, Coastal Piracy, and now Reconnaissance Mission. My version of this deck replaces your standard countermagic and removal suite with Force of Will, Force of Negation, Mana Drain, and Cyclonic Rift but you probably don’t need to be told that these cards are very good. Gaea's Cradle and Growing Rites of Itlimoc  Flip are insanely good in merfolk aggro. The only non-merfolk creatures I include (aside from Seahunter) Are Deadeye Navigator, Deepglow Skate, Collector Ouphe, and Vigor. I should say, my merfolk deck is known to beat the seaweed out of many competitive decks. I hope this helps.

Azeworai on Kumena EDH

10 months ago

Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.

For the basics of a deck, I have some recommendations as for what may be excluded.

Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.

Transguild Promenade and Gateway Plaza is a land with a casting cost. I'd recommend some basics in their place.

Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.

Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.

I'm not quite sure why Clear the Mind is in here.

Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.

Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.

Heraldic Banner , Simic Locket , and other three mana ramp options are a bit slow to really provide ramp. Talisman of Curiosity , Mind Stone , and Rampant Growth do the same for less.

You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.

As for the theme of the deck, I have some potential implementations.

Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)

Stonybrook Banneret spells itself out.

Thada Adel, Acquisitor is a fun card that people will always murder on the spot. Though, stealing a player's Sol Ring feels great.

Coastal Piracy and Bident of Thassa are similar to Seafloor Oracle , and more effects like that are always nice. Kindred Discovery is an enhanced version, too.

Animation Module is a fun option that could supply some benefit at a cheap cost, and Hardened Scales does the same thing.

Cytoplast Manipulator is a splendid option for your counters theme.

As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.

Cantrips! Impulse and Supreme Will fill the role rather well.

Seahunter , Forerunner of the Heralds , and Merrow Harbinger work wonderfully as tutors.

At last, Vigean Graftmage seems perfect.

Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D

I do have my own list if you wish to peer upon it: The River Anew

momikulski on Merfolk commander

1 year ago

So a lot of what you’re doing is solid, there is a pretty great synergy level here, and no real problematic cards though there are some cards that are less than optimal.

For example Ichor Wellspring spring and the Guild Globe . Being in blue means there are just better options for drawing. Card draw can come from Cold-Eyed Selkie , Tatyova, Benthic Druid , Seafloor Oracle or Fallowsage who has synergies with your commander, also Prime Speaker Zegana who is just super good with +1+1. There are also spells which are just super good in blue like Ponder

You also have some room to improve your synergies with +1+1 and proliferate. Jiang Yanggu, Wildcrafter for example while not a merfolk is just great for the deck.

And there are some amazing lords (creatures that give all of a creature type +1/+1) in the merfolk tribe Like Merrow Reejerey and Merfolk Sovereign which are the inexpensive ones that you aren't already using.

A card that goes super well with your commander is Merrow Commerce .

Tutoring (searching for a specific merfolk from your deck) can increase consistency substantially so Seahunter despite the price tag is incredible, cheaper versions include Tidal Courier and Merrow Harbinger

Ramp is important and there are a couple cards that are used in most green decks, like Cultivate and Kodama's Reach . There is also a handful of cards that speed you up as well like Stonybrook Banneret , and I might consider some artifact acceleration like Simic Signet or Commander's Sphere

Shaper of Nature is a solid mana dump (a card that lets you spend excess mana at will

I'd use Vanquisher's Banner over Glass of the Guildpact , because you’re only really running a handful of multi-colored creatures. But it is a bit more expensive

Beast Within is super strong removal cause it’s in green and blue which don’t have great answers for problem creatures

On the wish list is Hardened Scales cause its so good with +1 +1 and proliferate

As for lands there are a couple of lands that help you and are reasonably priced Simic Growth Chamber , Evolving Wilds , Terramorphic Expanse , Lumbering Falls , and Oran-Rief, the Vastwood .

Sillynx on [WAR] Kill 'em with Counters

1 year ago

Cool deck idea. Shapers of Nature is a bit too slow imo. You could consider Seafloor Oracle for card draw instead, since a lot of your merfolk have evasion anyway. And you already have enough other creatures that distribute counters.

PLAX101 on Tatyova

1 year ago

Creatures to cut:

Merfolk Looter - doesnt give overall card advantage for 2 mana + only once each turn

Seafloor Oracle - not that many merfolk attacking

Merfolk Branchwalker - doesnt drop a land and only draws if land revealed

Deep-Sea Kraken - only a 6/6 for either 10 mana or a long delay that can be prepared for

Merfolk Mistbinder - not enough merfolk to make the +1/+1 impactful

maybe creatures:

Inkwell Leviathan - 9 mana for a beatstick, no real extra effects but several keywords

Cursecatcher - 1 drop potential counter, but only costs 1 to stop it

Reef Worm - useful blocker but requires dying to be highly useful - could be better to use for 3 mana

Merfolk Trickster - can stop ability based creature going off in a turn, but only once till end of turn - situationally useful

instants to cut:

Grapple with the Past - not much other non-land graveyard interaction so limiting

debate on most the counterspells - better ones in slot but depends on price/availability

enchantments to cut:

Hadana's Climb  Flip - not the biggest impact for in damage difference and takes 3 turns to flip

The Mending of Dominaria - not enough sacking of lands to make value, can lose you other cards

maybe enchantments:

Curse of Verbosity - helps opponents too, may be better in slot but still potentially decent card draw

Ordeal of Nylea - 3 turns to activate so slow but gives double land drop

maybe sorceries to cut:

Beneath the Sands - better in slot for 3 mana maybe

Karn's Temporal Sundering - again, better extra turns in slot - depends on price/availability

naturalselector on Blue Dudes

1 year ago

Needs Master of the Pearl Trident , Silvergill Adept and Master of Waves . They are all really strong, and not running 4 of each of the former and 2-4 Master of Waves is stupid. Also some 1-drops would be beneficial, either Mistcaller s, Cursecatcher s or Benthic Biomancer s. Seafloor Oracle , Stonybrook Banneret and Streambed Aquitects are probably best left home.

Spreading Seas , you need it badly. It enables islandwalk and shuts off certain colours. Aether Vial is also essential, but if its out of your budget, you should do fine without it in casual environments. Some counterspells are also ran in Merfolk decks. Try Spell Pierce , Mana Leak , Deprive or Wizard's Retort .

Kjartan on Sushi Time!

1 year ago

Sure, Seafloor Oracle isn't that impressive either, I get if you want to cut it.

But I still can't get into Song of Freyalise . It doesn't do much the turn it comes into play, unless you have no good follow up attacks and another card to cast with your creatures.

Then it basically doesn't do anything the turn after, and then, only then, on it's third turn in play it does something pretty good.

It's slow, it gives your opponent time to play around, and if you don't get a really good attack the turn it goes off, you're left with only the +1/+1 counters, and no additional abilites.

But yea, when it's good, it can be really good.

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