Creature — Human Mercenary
(3), Tap: Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.
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|Commander / EDH||Legal|
Seahunter occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
2 weeks ago
With my build of the deck, I only use Merfolk, a True Merfolk tribal deck (with the exception of Seahunter as it's too good), even though some wizards would make the deck run a lot faster, I chose otherwise. Your mana base seems rather good, and most of your card choices seem pretty solid for good card removal and control.
Our decks are quite different, and yet similar due to Sygg's nature, I do quite like your build :)
1 month 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.
4 months ago
7 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.
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.
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.
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.
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
8 months ago
ObIviom this still controls pretty well and smashes face without running Coat of Arms or Door of Destinies you know those tribal card staples. my play group is casual but i think the groups decks vary from 6-8 pemmin's aura does work well it takes advantage of Azami, Lady of Scrolls , Grimoire Thief , Empress Galina , Fallowsage , Judge of Currents , Seahunter , Merfolk Sovereign , Surgespanner and all that tapping makes Wake Thrasher huge and if you run and infinite mana loop with a blue source available it gets silly but i don't
1 year ago
ClockworkSwordfish, Seahunter is certainly in my list of upgrades for this deck! I don’t know why I haven’t gotten around to getting it yet. Also I’ve just discovered Reef Shaman , but Tideshaper Mystic managed to elude me, so thank you! I also hadn’t heard of Sea's Claim so thank you again for all of your suggestions!
1 year ago
I can't recommend Seahunter enough for any merfolk-centric deck. The ability to put any old fishy directly into play, at instant speed and heedless of its mana cost, is invaluable.
While using Donate to ensure your opponent has an island is certainly... imaginative, there are much better ways to accomplish the same. I'd run Spreading Seas , Sea's Claim , Reef Shaman and Tideshaper Mystic before considering Donate.
1 year ago
Why no Tatyova, Benthic Druid ? At the least she provides card draw. Seahunter + Cryptolith Rite + Intruder Alarm + three creatures on the field to tap for mana = pull out all your merfolk, which is cool.