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Creature — Merfolk Wizard
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.
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Stonybrook Schoolmaster Discussion
6 days ago
3 weeks ago
4 Color Merfolk, huh? Well, a lot of the Merfolk from Ixalan come with a +1/+1 counter theme. Fortunately, Black and White also have a lot of strong support cards for +1/+1 counters. I think a way to tie all 4 of your colors into one cohesive deck/theme is to build Merfolk Counters. Since you're new I'll build on some of the stuff that's been mentioned above me and then I'll dive into some separate recommendations after that.
38 lands is a great number to start your deck with.
7-9 Ramp spells, not necessarily mana rocks. Your deck is green (the best ramp color) and land ramp is typically (but not always) better than artifact ramp. The ramp that I'd recommend you start with is:Cultivate, Kodama's Reach, Sol Ring, Chromatic Lantern, Explosive Vegetation, Simic Signet, Commander's Sphere
Cultivate, Kodama's Reach, and Explosive Vegetation all offer card advantage by getting two lands for a single card. They also help color fix since your deck is four colors but the land base is primarily basics. I'll touch more on this later when I start recommending creatures, but trying to build this deck without a refined mana base will be difficult. I'd recommend that you eventually look at acquiring shock and fetch lands. It will do wonders for your deck's consistency and open up powerful ramp spells such as Skyshroud Claim as legitimate options.
Chromatic Lantern will do a lot to help in this regard as well. Simic Signet and Commander's Sphere round out the recommendations as cheap options with a focus on blue and green as they will be your primary colors. Pro tip: Never cut Sol Ring, it's one of the best cards ever printed.
LeaPlath nailed it when they said to include as many of the lords as you can. The abundance of lords is the tribe's competitive advantage (the thing that this tribe does better than any of the others). With this all in mentality I'd recommend cutting all of non-Merfolk creatures from your deck. Excluding Ravos, of course. Creatures like Jace's Phantasm and Jelenn Sphinx have a serious cost when you consider that they don't coincide with any of the other synergies in the deck. You can play non-Merfolk creatures but they have to REALLY provide an effect that works well with what the deck's overall strategy is. I'd start with these lords (some are already in your deck):Master of the Pearl Trident, Lord of Atlantis, Merfolk Mistbinder, Merfolk Sovereign, Merrow Reejerey, Deeproot Elite, Metallic Mimic
Multiple Merfolk lords give your team Islandwalk. Aquitect's Will, Spreading Seas, Tidal Warrior give your team a way to get in unblocked. Herald of Secret Streams can be added to this category as well.
Kumena, Tyrant of Orazca does everything you want. He adds counters, draws cards, and provides a way to sneak in damage.
Lullmage Mentor is a great reward for having a lot of Merfolk.
Wanderwine Prophets is the other top end Merfolk here. If you're playing Prophets then you should also play Stonybrook Schoolmaster. These two creatures plus anyway to make them both unblockable (such as Kumena or Islandwalk) leads to infinite turns with unblockable creatures. Attack with both with triggers Schoolmaster, making a token. When Prophets deals combat damage to an opponent, sacrifice the newly made token, to Prophets' trigger. Take an extra turn. Due that over and over until you win.
Seafloor Oracle is a great way to generate card advantage on a Merfolk body.
Okay, that was a lot of creatures and I've not really tapped into Black or White yet. We'll get there in a moment. First I want to recommend 3 of the 4 Kindred cycle cards that are in your colors. Kindred Summons and Kindred Discovery are both great. They help you find more Merfolk to flood the board with which is Plan A. Kindred Dominance is a one-sided board wipe. It will leave you with a massive board advantage. Cyclonic Rift serves a similar purpose.
Okay, so time to revist the point I made earlier when I said that a non-Merfolk creature can be considered as long as it is offering an effect that the deck strongly desires. Winding Constrictor, Drana, Liberator of Malakir, Reyhan, Last of the Abzan are all creatures that are worth considering at least, I think.
Gavony Township and Opal Palace are both colorless lands which your deck can't afford too many of at the moment, but I think that they're both worth including especially Gavony Township. They're definitely better than Dread Statuary.
Sorry if that was all a bit/too much. Hopefully this helped, good luck with the deck!
4 weeks ago
You obviously play merfolk in modern a lot and the format a lot, I am trying to build a similar deck and I wonder if I could ask you some questions:
- How significant is Aether Vial and is the interaction with Merrow Reejerey that makes it so potent?
- Would you go UG to accommodate the best Green merfolk, particularly from Ixalan block?
- Would you consider utilising Wanderwine Hub to incorporate Stonybrook Schoolmaster, Judge of Currents or Rest in Peace? The latter appears worth it considering the tier 1 matchups. The two white merfolk would take advantage of other merfolk that like to tap merfolk for abilities and every time you attack.
What are your thoughts?
1 month ago
I'd only want to play white for Stonybrook Schoolmaster white doesnt offer to much more to the archtype
1 month ago
LeaPlath I run x4 Harpoon Sniper to take care of fliers or large creatures that I may not be able to kill via blocking/attacking alone. I also run Judge of Currents and Stonybrook Schoolmaster for life and tokens (2 of each), which I don't really need but their tap synergy with Kumena, Tyrant of Orazca would speed them both up a lot, hence why I want to try keeping them. Also, Veteran of the Depths would get a boost and tap synergy with Kumena, though I don't currently run Veteran. Also, Summon the School for tokens for Kumena.
1 month ago
2 months ago
Hello! I want to thank everyone who has helped me so far; I've gotten a lot of great feedback and my deck has improved a lot.
I realize I might be flooding the forums a bit so this'll be my last post for a while.
As stated, the deck has come a long way and has really found it's shape. Now its all down to the nitty-gritty details, so all opinions are welcome!
Commander / EDH*
SCORE: 6 | 10 COMMENTS | 221 VIEWS | IN 2 FOLDERS
First off, I need to find a slot for Necropotence. Obviously it's very good so basically any spot, but still, need to find my weak links.
Also concerned about if I have too much high cmc recursion and if I should cut it down. Perhaps find more recursion that goes with Zur?
Need some more boardwipes but don't know what section to to take out of for space.
Should I cut the Stonybrook Schoolmaster Combo altogether? I like it though...
Thanks in advance for any help!
2 months ago
The deck in question is IntruZur Alarm | Zur EDH.
Zur the Enchanter helps a ton in the tutor department, but he can't grab everything.
The tutors I have so far are: Diabolic Tutor, Razaketh's Rite, Recruiter of the Guard, Open the Armory, Demonic Collusion, Enlightened Tutor. Please note that I'm only running the handful of $10 tutors because I already had them.
Now, this seems like a decent tutor package to me. But I wanted to know if there are any other budget tutors that might be slightly better. Also I suppose a good question would be: How many tutors should I run? Is 6 enough? Too many? Hopefully looking at the decklist and my beginnings of a primer will help you determine that.
Additionally, I've come across the Transmute ability and wanted to know what you all thought of it. Sub-optimal of course, but budget. Clutch of the Undercity, Dimir House Guard, Dimir Infiltrator, Dimir Machinations, Drift of Phantasms, Muddle the Mixture, Perplex, and Shred Memory all get one or two of my pieces, and have the added flexibility of being normal spells. Are any of these worth running over, say, Demonic Collusion or Razaketh's Rite?
Would love to hear any thoughts/opinions! Thanks in advance!