Seahunter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Nemesis (NMS) Rare

Combos Browse all

Seahunter

Creature — Human Mercenary

(3), Tap: Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.

Seahunter Discussion

goldlion on Dr. Tishana, Voice(s) of Psychosis *Help*

2 weeks ago

Good to see you here, hkhssweiss and thank you for the ideas. You're definitely onto something in most, if not all, cases. I still have trouble considering taking some of them out, but below is my responses and I'd be grateful to hear what you have to say!

I can definitely see Lorescale Coatl as being one of the top removals. He's great cause he get's big in here, fast, and having another option for that as a win-con is helpful. 3 out of the 6 games I've run this so far (heavy on cards) I've pulled off one of my psychological end-games with one opponent surviving and threw Traveler's Cloak on a Mr.Bigs for the final blow. However, I also have Toothy, Skulker, Psychosis Crawler and Tishana herself, so I probably won't need Lorescale. Moving to maybe.

Saying that, Bioshift was in case I (likely_ get 1-2 of the 3 counter generators out and either be able to shift them all onto Toothy for a bounce, Skulker before it's removed, or onto something else for a final surprise blow. However, if I'm taking out Lorescale Coatl , Bioshift loses much of that value. Moving to maybe.

Vorel of the Hull Clade on the other hand does any kind of counters rather than just +1/+1, which is super potent with either of the Myojins. So much so that he becomes a power-node in the network.

Keeping him in means Seahunter also stays as power-node; while I only have 4 merfolk in here, they each play a strong role with a different win-con setup depending on what's happening in the game. One draws me a bunch of cards from having none, one windfalls my hand to the same size for mass card-draw triggers, one flickers Tishana (or other ETB creatures), and the other doubles the counters on the Myojins or Mr.Bigs creatures. To tutor one of these out at any time, directly on to the battlefield for free becomes game winning in many cases. He, like Mirror Image , is one of those creatures that doesn't have great face value, but his place in the network makes him worthy of a spot.

Simic Guildmage is a tough one. I'm not entirely convinced on taking Traveler's Cloak out because of the power I've seen it have in many games. Also the other auras are part of infinite combos, but also helpful to get out on non-combo creatures early on, to speed up my board state. I need a way to shift the aura's when one of the other combo pieces hits the ground. It's also great interactivity with the Voltron style some decks in my meta play, and the protection people put on their commanders. I'll keep an eye on him though as I play test this. I'd say he's definitely an option to move to the maybe board.

Renewing Touch was in mind as something to restock my deck in a grindy game, to keep me from milling myself and to get all the great utility creatures back. I haven't gotten to a grindy game yet with this, so I think this will make its way to sideboard for now for sure. Same with Boundless Realms , though I do believe it has big power to not just ramp huge, then thin my draws to mainly creatures which I can then play without a problem because of all the mana available. Keep in mind I'm in a slower meta... however, I do also see it for how it lacks value in the more linear, focused gameplay where I'm just trying to get to the win-con. Sideboarding it.

Ovinize - I'm worried about lack of removal in this deck and there's players in my meta who us stuff like angels that give all their creatures indestructible or hexproof. This guy seems great for dealing with those things, especially with the help of politicking. On that note, Winged Coatl is also great as, once players in my meta know he's in my deck they talk themselves out of attacking me if I have a few mana up. Or not attacking if he's on the board. In the end, with both of these, I'm worried about not having answers, both to power creatures in others decks, and monsters attacking me when I have a board full of little creatures. I'll try pulling these out and give it a bunch of plays to see what happens, but it's tough.

Great call on Deadeye Navigator ! I've been wanting an excuse to pick one of these up and, while I'm worried about his place on the curve, I see his great value and think this deck could handle it in many cases. It's powerful as a repeatable flicker, for sure.

Also, when I was reviewing your Tuvasa of the Eternal Aeon Primer, I noticed Pemmin's Aura which I think could replace Freed from the Real here. It has the same untap ability, but also can make the creature flying which gives it double duty as more evasion for one of the Mr.Bigs. What do you think?

hkhssweiss on Dr. Tishana, Voice(s) of Psychosis *Help*

2 weeks ago

Yo what's up goldlion!

Here would be the ten cards I recommend cutting!

All the cards listed above doesn't go with tthe theme in the deck or too little of a current synergy that you can go remove all the +1/+1 side theme going on.

Hope that helps buddy!

I would also abuse more ETB effects since you are going with the mill draw/pain route. You can use Deadeye Navigator to pair with Tishana to draw your whole deck. It isn't infinite if you blink her several times :P

Zyndro_ on Tishana card draw current

2 months ago

Arcane Adaptation is one of the key cards in this deck and allow crazy things to happen in this deck. It allows Seahunter to tutor any creature and put them onto the battlefield allowing any combo to go off. It allows all of my tokens to become merfolk allowing Lullmage Mentor to in a sense be able to answer anything after Spontaneous Generation creates at least 30 tokens from the immense card draw this deck does. The deck isn't super competitive where it wins on turns under 4, but it usually wins around 7-10 if gone unanswered.

hkhssweiss on

2 months ago

Kumena is a cool guy I used to run him as my commander before, some suggestions I would add in Thrasios, Triton Hero, Seahunter, Fallowsage, Lord of Atlantis, Lullmage Mentor, Thada Adel, Acquisitor, and Kindred Discovery.

Hope that helps!

jdmcdowell93 on Momir Vir Simic

3 months ago

Try out some Nissa, Steward of Elements and play a lot more Merfolk Creatures with Seahunter. Go into an infinite mana loop (Which is not hard at all in EDH and you'll be rolling strong my friend. Especially for Sea hunter, Try Isochron Scepter and Dramatic Reversal for the untap, tap method with seahunter so you could literally spam the field with all your merfolks in one turn and having infinite mana with those cards is as easy as Mind Stone and Sol Ring. and with how many tutors there are in EDH you should be good lol.

Nsomniac on Ultimate Tribal Lords

4 months ago

I loved the new vid! It was an awesome showcase. Thoughts on Call to the Kindred paired with Mistform Ultimus and Seahunter with Arcane Adaptation?

Pieguy396 on Tatyova, A Ballad of Vodka and Merfolk

10 months ago

Hey there! Thanks for your suggestions on my deck!

If you're going for a more Merfolk-centric deck, Kopala, Warden of Waves, Merrow Harbinger, Lullmage Mentor, Seahunter, Cryptolith Rite, and Master of Waves are all very strong.

As for just general suggestions, Counterspell, Kodama's Reach, Krosan Grip, Beast Within, Rapid Hybridization, Reality Shift, Lightning Greaves, Plasm Capture, Eternal Witness, and Explosive Vegetation are all very strong.

Also, not sure if this is something you want to be putting in your deck, but you can go for the Strip Mine/Wasteland lock with Azusa, Lost but Seeking and Crucible of Worlds (or Ramunap Excavator).

Finally, if you're looking for cards to cut, I'd consider Arctic Merfolk, Jade Bearer, Jungleborn Pioneer, Merfolk Branchwalker, Storm Sculptor, Vineshaper Mystic, Extract, Enter the Unknown, and Exhaustion.

Hope this helps, and thanks again for your suggestions!

Crav96 on Kumena's Dancing Tribe 2.5

11 months ago

Thousandoaks It is my pleasure to offer help and Im glad my advice echoed to you. I am not entirely sure to which extent you want this deck to be combo-oriented or battle-oriented and overall very competitive or more casual (what we call 60-70% of power). But I have a suggestion for all cases.

1) If you want the deck more combo-y, I would remove Lord of Atlantis, as to me it seems you already have redundancy in merfolk lord effects, plus you can anyway bump your merfolks with Kumena's ability. The same can be said for Master Biomancer, as I don't see many cards that his ability comboes greatly with (correct me if I missed something). If you're removing Biomancer you are also reducing your average cmc (trading the 4cmc of the Biomancer for 3cmc of the Beast Within).

2) If you are more combat oriented I would remove Opposition as you suggested, since it is a very lock-down dependent card to me, and you could use the removal in its place if combat is your way to go. However, I do have to stress it is also a very powerful utility card. It all boils down to your playstyle and the cards you like to play more in the deck.

3) Finally, I personally do not like Seahunter at all. I don't like its artwork or its power level. Having said that, it is a powerful tutor for this tribe, so if your deck is heading towards a more competitive shell, Id say definitely keep him to abuse his ability. If you're going for the more 60-70% power level (which basically means casual but still powerful and consistent), I would remove him.

Load more

Seahunter occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

G/U (Simic): 0.08%