|Commander / EDH||Legal|
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Creature — Merfolk Wizard
Whenever Surgespanner becomes tapped, you may pay 1,U. If you do, return target permanent to its owner's hand.
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3 days ago
Doesn't really look too bad for me.
You can get some ideas from this deck Jimmy's Kumena l Game Knights #14, it looked cool in the game they reccorded. Stuff like:
Path of Discovery
Maybe some recursion like Seasons Past, Creeping Renaissance or the staple Eternal Witness.
Or some more card draw Mask of Memory, Shamanic Revelation or Pull from Tomorrow.
Maybe you need some more removal Reality Shift, Snakeform, Imprisoned in the Moon, Song of the Dryads, Pongify.
A card to make your opponents crap their pants Quietus Spike, perfect with an unblockable commander.
It just depends on your meta, what you lack during your games.
1 week ago
Hey, DrkNinja. I'm writing in response to your request posted on the Ad your CMD deck. First of all, I like your choice of general. Options for EDH Merfolk have been neglected for a long time and finally, now we have good choices. I've a competitive mindset towards edh but after reading some of the comments, I think you're not trying to make a super competitive list. That's fine. I'll try helping you making cuts, so that you have slots for new cards. Let's talk about cards that I'd make good additions to the deck and then the ones that you could remove from the present list.
If Gaea's Cradle is out of question, I second Suns_Champion's suggestion to include Growing Rites of Itlimoc Flip. Your deck seems largely a merfolk-based deck, which makes sense given your commander. Cradle/Rites take advantage of that to make degenerate mana and set up turns in which you can make big plays (game-winning plays or just casting fun but mana-intensive spells). I also agree with the addition of Surgespanner, as it gives a flexible sort of removal. Worldly Tutor is a very flexible card in any creature-base deck, and since you are running Craterhoof Behemoth, it'd make it easier to find one of your finishers. Earthcraft is pretty good in creature-based decks, too.
Regarding removal, there are two cards that either do not synergize with what you are trying to do (cast merfolks and abuse your commander's abilities) or have underwhelming abilities themselves. Those two cards are Thassa, God of the Sea and Zameck Guildmage. At 3 CMC, Thassa doesnt curve well with your commander and it doesn't synergize with it. It does very little in the early game, too, and you'd be better off with a spell that either draws you cards (instead of scrying) or generates mana to set up big plays after T3, like Cradle/Rites. Zameck only synergizes with the last activated ability your commander, which let's be honest, will hardly ever be activated (we rather draw cards and dig for craterhoof, right?). I understand that some of your other spells pu counters on creatures but you also need to pay to draw with Zameck, and it's colored mana on top of it. Seems very inefficient and I'd definitely cut it to make room for other spells. Another spell that seems underwhelming is Beastmaster Ascension. It's a bad version of Craterhoof Behemoth, so instead of it, I'd probably run Worldly Tutor to get hoof. Lastly, Cryptolith Rite is a fixed version of Earthcraft, but if you can run the broken version, I'd go with it instead.
All in all, you already have a pretty fun list that should make for an enjoyable casual game of edh. Good luck on your future games!
1 week ago
Ik denk dat je sowieso naar meer creatures (merfolk) moet gaan. 19 creatures is echt te weinig voor een tribal deck. 30-35 creatures is een beetje de richting die je op zou moeten gaan.
Tips (Ook wat slechtere tips maar om het een beetje budget te houden):Voor untap: Intellectual Offering, Breaking Wave, Retreat to Coralhelm, Quest for Renewal, Merrow Commerce, Dramatic Reversal, Curse of Bounty, Benefactor's Draught (Kan ook tussen opponent's combat!)
Voor creatures:Deepchannel Mentor, Merrow Harbinger, Riverwise Augur, Seafloor Oracle, Surgespanner, Tempest Caller, Tidal Courier, Fallowsage, Drowner of Secrets, Jungleborn Pioneer, Merfolk Sovereign (Lord), Merrow Reejerey (Lord), Stonybrook Banneret, Lord of Atlantis(Lord), Master of the Pearl Trident (Lord), Merfolk Mistbinder (Lord), Coralhelm Commander (lord)
Qua versnelling, ik zag je van de week al Urban Evolution spelen, met alle exploration is dat prima acceleration in dit deck.
dan kan je ook gaan denken aan Explore, Enter the Unknown, Path of Discovery, Summer Bloom, Rites of Flourishing. ik weet niet of je Kiora, the Crashing Wave had maar dat is ook wel een goede voor in dit deck. Hou er wel rekening mee dat het dan een goed idee is om 38 a 40 land te gaan spelen voor een hogere pakkans. Landjes met cycling zorgen er dan weer voor dat je niet te veel land op hand houdt.
3 weeks ago
Nice merfolk deck!
I would personally cut the mill plan from the deck and focus more on protecting your army.
I think board wipes are your biggest weakness so maybe Mystic Snake instead of Sphinx's Tutelage? It's not a merfolk but it is a creature and counter in one. Draining Whelk could also be good. If you want an enchantment in that slot, I would say Intruder Alarm could be pretty broken in this deck with Lullmage Mentor though I know you said you hate old art (I'm kinda that way too).
4 months ago
I think budget is the weakest archetype in magic. This does look a lot like my Phenax deck in it's earliest form.
Also Thousand-Year Elixir keeps creeping up in price but it belongs and Mirage Mirror can copy a fresh creature after it's sat on the field for a turn as a less vulnerable artifact. Also Dimir Doppelganger can do something similar and it offers a solution to opponents running Eldrazi reshufflers
8 months ago
1 year ago
As another example to my previous post (and because I see no one has submitted my current fave combo) I present the folowing:
Cloudstone Curio, Merrow Reejerey and 1 Merrow Witsniper in play.
- Play second Merrow Witsniper. (Opponent mills 1)
- Untap an Island. (Reejerey)
- Return first Merrow Witsniper to your hand. (Curio)
- Repeat steps 1-3 until opponent has no cards in library. (Infinite)
- End turn. (Win)
NOTE: You do not necessarily need two Witsniper, just one and another 1 CMC merfolk to continue the cycle.
Having multiple Merrow Reejerey or Stonybrook Banneret in play will allow you to perform a similar combo with more powerful cards that have an "enters the battlefield" effect by either untapping additional mana or reducing the casting cost of your merfolk (or both).
And then pretend I gave an explanation for infinite bounce with Surgespanner.
But the above doesn't quite show the format I had in mind for how it would be viewed on the combo page. Sorry for that. Posting on a tablet makes formatting my posts a bit difficult. Also sorry for double posting, couldn't find an edit button.
1 year ago
Yeah, that's a little awkward if that happens, but the odds are relatively low enough (as in, I've literally never had it played against me) that I don't think it's worth worrying about.
It's also a one-off cheese to get the kill, too, because after someone does it once you know the card is in their deck and when you're going off you can just play Surgespanner and bounce all their lands beforehand. If they do it in response to the Surgespanner your Lab Man is fine. If not they lose their land and your Lab Man is still fine.
Good catch though, I'll mention that in the hate section because I can't actually think of a way around it once it's cast in that situation, since I don't have a way to flicker Lab Man.