Slinn Voda, the Rising Deep

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Slinn Voda, the Rising Deep

Legendary Creature — Leviathan

Kicker (You may pay an additional as you cast this spell.)

When Slinn Voda, the Rising Deep enters the battlefield, if it was kicked, return all creatures to their owners' hands except for Merfolk, Krakens, Leviathans, Octopuses, and Serpents.

Slinn Voda, the Rising Deep Discussion

Mj3913 on Slumbering Isles, Vacation Destination

2 months ago

With all the sea monsters have you considered Whelming Wave ? If you Ramp hard enough or cheat it out somehow (pretty sure you can still pay kickers on a free cast, don't quote me though) Slinn Voda, the Rising Deep works as a second Wave. Hope that helps some, +1 for ya, looks fun!

Whipples on Whelming Wave - Sea Friends

3 months ago

Slinn Voda, the Rising Deep!? Excellent Addition. I'm thinking about Pull from the Deep to be able to cast whelming wave a couple more times.

MJS154 on Whelming Wave - Sea Friends

3 months ago

Yeah I can imagine. That seems like a lifesaver. Have you considered Slinn Voda, the Rising Deep? It is pretty slow, but fits the theme. Good deck though!

ANemoAcids on Instant Speed Tribal (<$100 BUDGET)

4 months ago

Just a momentary thought: Budget upgrades could include the land upgrades?

Flooded Strand, Minamo, School at Water's Edge, Hallowed Fountain (For those you just take away 2x islands and 1x Plains)

  1. -Island, +Myriad Landscape

  2. -Azorius Guildgate, +Adarkar Wastes

  3. -Meandering River, +Prairie Stream

  4. -Sejiri Refuge, +Glacial Fortress

  5. -Tranquil Cove, +Port Town

Those seem like excellent includes for once you've purchased the other ones and you're looking to finish the job.

Thanks for the upgrades guide, I've made a lot of use of it, adding some into the mainboard, and reserving a few that will be bought along with the 100 in the list, as a 15 card 'sideboard' of sorts, used to add in cards to power up the deck depending on what strengths I'm playing against.

3 changes I made though:

  1. -Kefnet the Mindful for Slinn Voda, the Rising Deep (Another cyclonic rift bounce effect vs. Kefnets self bounce for weird card advantage)

  2. -Azami, Lady of Scrolls Solemn Simulacrum (I feel like Simulacrum does what Azami wants to do with better consistency, you only really want to be paying UUU for a creature that is its own excellent engine, such as Arcanis. Azami needs way more wizards in the list to really get pumping, and unlike a Simulacrum, players will immediately respond to an Azami, they know it will generate game-winning card advantage, vs flashing in a chump block simulacrum for pure value-town, much faster than Azami's slow roller. Also, colour-less mana fixing. God bless).

  3. I kept Hushwing Gryff when I added Kira to mainboard, and instead dropped Aven Mindcensor for Kira, Great Glass-Spinner. The reason behind this being my playgroup has a krenko, as well as a bunch of other tribals. Tribal ETB's are powerful, I can't say no to keeping a hushwing in my back pocket. If I verse someone I know will play johnny combo, and search their library, I'll change between Censor and Hushwing accordingly.

My version of your list (which I just ordered as a nice christmas present to myself!):

Enral's Instant Speed Tribal Copy

+1 from me!

Podkomorka on Pauper EDH Deck Compendium

4 months ago

Flooremoji I could start naming all my decks like that since I'm pretty good at deck building lol

Decks added:

Pal00ka on Atlantis!

4 months ago

Quicksilver Fountain is another way to turn on islandwalk and slow down opponents' at the same time.

Being able to connect consistently with combat damage opens up some fun avenues to explore. Coastal Piracy and Bident of Thassa for card advantage; equipment like Sword of the Animist, Quietus Spike, Bloodforged Battle-Axe, Dowsing Dagger  Flip, Mask of Memory, Prying Blade, Rogue's Gloves, Specter's Shroud, and Spellbinder all give different options depending on what you feel you need more of; and for redundancy Thassa, God of the Sea is clutch.

I cannot imagine merfolk do not engage with sea monsters and they would definitely give you some late-game push. Ones that spring to mind are Scourge of Fleets, Stormsurge Kraken, Slinn Voda, the Rising Deep, and Stormtide Leviathan.

In addition to your pillowfort pieces I would also consider AEtherize to bounce an attack and Equilibrium to bounce threats as you play your merfolk.

Throne of the God-Pharaoh could be potent with all of your sideways turning. To complement this fact and reinforce merfolk's weaknesses (aka aerial anything) vehicles could work. Smuggler's Copter comes readily to mind.

hkhssweiss on Kumena's Tyranny

4 months ago

AltusArcanum

I would say your weakest cards currently are:

Master of the Waves - For being a 4 drop, it is one of the weaker ones that doesn't promote your game plan or give synergy.

River Sneak - Beasically a vanilla creature, would replace with a one drop cmc creature.

Sage of Fables - Just a bit too slow, aand not much synergy aside from the +1/+1 Counter card draw which is a tad too slow.

Shapers of Nature - Same as Fables, but even slower. I would cut this card first over Sage of Fables.

Slinn Voda, the Rising Deep - Too high cost for a asymmetrical bounce. I rather run a tutor (Mystical Tutor) to find Cyclonic Rift over him, or even more protection.

Vorel of the Hull Clade - Doesn't fit with synergy, and costs every time. If it targeted every single one of your creatures than yes, but since it's a single target...no.

Another suggestion will also be for the type of ramp spells. Going on curve I rather use the two drops like Nature's Lore, Farseek, Rampant Growth. But I do like Kodama's Reach and Cultivate. Jace, Ingenious Mind-Mage is also a bit too slow, if you have the chance or budget I would recommend Rhystic Study.

Hope that helps!

Pieguy396 on just keep swimming...

6 months ago

Hi! Looks like a sweet start to a Merfolk deck (a deck I've wanted to build myself for quite a while)! Here are some recommendations:

Additions:

Cuts:

  • Treetop Village and Lumbering Falls; manlands are so much worse in Commander than in 60-card formats
  • Remote Isle; blue and green have better ways to draw cards than cycling away your lands
  • Vivid Creek and Vivid Grove; green has much better mana fixing
  • Bioshift doesn't really do anything
  • Tideshaper Mystic is the same; cutting one opponent off of mana doesn't do much, and 1/1s for 1 that die to board wipes are mediocre at best.
  • World Shaper isn't really where you want to be; you don't have a ton of graveyard synergies
  • River's Rebuke isn't my favorite board wipe in Commander, even in blue/green. I'd play Devastation Tide instead.
  • Slinn Voda, the Rising Deep just does too little for 10 mana. If you're spending 10 mana on a single card, that card should be winning you the game.
  • Talrand, Sky Summoner, as you don't have a ton of spell synergies
  • True-Name Nemesis is good, but mainly in Legacy. In Commander, a 3/1 that just one player can't interact with is bad.
  • Shapers of Nature is a decent mana sink, but I think you'd rather just be doing something else with your mana.

Hope this helps! If you'd like me to explain some of my choices more, or if you want help on another deck, feel free to leave a comment on my profile, and I'll take a look as soon as I can!

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Slinn Voda, the Rising Deep occurrence in decks from the last year

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