|Commander / EDH||Legal|
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Creature — Merfolk Wizard
When Tempest Caller enters the battlefield, tap all creatures target opponent controls.
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Tempest Caller Discussion
1 day ago
Deeproot Waters could help you multiply the amount of Merfolk you have on the battlefield.
Although you wouldn't be able to activate the second part of the card. Appeal would make one devastating creature for a turn.
This was before you removed all of the Merfolk creatures. I felt it would have worked with some adjustment.
2 weeks ago
I have an Inalla deck and have some problems choosing between some cards. What cards do you think is the best in my/a Inalla deck?
And is there any of these wizards that you think I should absolutely run, and remove something else? I'm not sure if they are more value than the wizards I already run.
3 weeks ago
The lower all your spells cost, the better your deck will be. With this, you could take out Fleet Swallower, maybe Tempest Caller , your Verdant Rebirth because it requires multiple other cards to be good, one Negate, the Dive Downs because you might not have mana for it as you are always going to tap out, a Cancel, and the Jade Guardians because 4 mana for that effect probably isn't worth it. The 12/12 land split might not be enough, some mana fixing, like Evolving Wilds, will help. As said before, you want to be spending all of your mana every turn to race your opponent, so the fog plan might not be an optimal use of space.
4 weeks ago
I like the numbers for the most part, I think you should definitely run more Kumena, because that's one of the best merfolk in the format. Also, if your plan is to amass a large army of merfolk, run the full set of Mistbinders. Upon further review, I would consider dropping to 22-24 lands and replacing the Woodland Streams with Botanical Sanctums (they are strictly better) as well as some of the basics for Unclaimed Territory. Finally, consider dropping Tempest Caller and Riverwise Augur. If your creatures are unblockable, you do not care about your opponent's creatures being tapped or not. And while Brainstorm is a great card, you do not need a creature to do that for you, because you should have plenty of ways to draw cards. A great card I forgot to mention is Forerunner of the Heralds, it can act as extra copies of the cards you need and can also become huge lategame.
1 month ago
First of all, the TappedOut competitive meter is broken (You can make a new deck with no cards in it and it will be rated as 85%). Don't pay any attention to it.
On to the actual deck: two of the best merfolk in this format are Kumena, Tyrant of Orazca and Jadelight Ranger. I see you have two Kumena, but you could go with three or even four of them. The Ranger is pricey, but is an amazing card that should be a four-of. Another good card is Merfolk Branchwalker. You should also up the Adepts to four copies, as it is a very good card. Merfolk need good draw, because most of the time you'll be dumping your hand very early in the game. Forerunner of the Heralds can act as copies five and six for Kumena and the Adepts as well, and will soon become a powerful threat on it's own. If I were you, I'd cut the River Sneaks, Tempest Callers, and Curious Obsessions. You may also want to consider Aquatic Incursion in place of some of the Deeproot Waters. Most of your merfolk have the potential to become huge, and making them unblockable as well can mean a quick end for your opponent. Finally, Botanical Sanctum is strictly better than Woodland Stream.
For a sideboard, Kopala, Warden of Waves is excellent against targeted removal. Some amount of Blossoming Defense, Dive Down, and/or Heroic Intervention is also a good idea, and could even find it's way into the mainboard. Crashing Tide is great pseudo-removal, and it can be used to save your own creatures in a pinch (Unsummon is cheaper, but doesn't draw you a card) or be used to abuse ETB triggers. Of course, Naturalize is a sideboard staple as well, and Panharmonicon could lead to some ridiculous plays. Swift Warden is effectively Defense on a stick, and is still a merfolk. Seafloor Oracle could be used as extra draw if you see yourself doing lots of combat damage. Unfortunately, is lacking in permanent removal, and there's not much you can do about that, outside of splashing for Fatal Push and similar. However, you do have the advantage of playing counterspells such as Negate, Essence Scatter, and Spell Pierce. Finally, another "lord" effect for you is Metallic Mimic, which also synergizes well with Hadana's Climb Flip.
Hopefully these suggestions help, and if you have any questions, feel free to let me know!
1 month ago
Hey, just stopped by because you mentioned it on my deck. I have some insight on the deck that might be beneficial to you.
I noticed you said this list is more midrange than agro, and because of that I think 20 lands is nowhere near enough. In my list 21 is a good number because I almost never need more than 4 in a game. I also have Merfolk Branchwalker to help me hit my lands. I'd recommend them in your list too, because a 3/2 for 2 or a 2/1 for 2 that draws you a card are both really good outcomes.
Also because you're midrange, I think that 11 1 drop creatures may be too many. I personally run 3 Mist-Cloaked Herald and 2 Jade Bearer along with my 4 Kumena's Speaker, which is by far the best 1 drop of the 3. For your other 1 drops, I think you might need another Unsummon just for constancy, and I'd also swap out your main deck Negates for Spell Pierce but keeping the ones in your sideboard.
In your list I would go with Deeproot Waters over Jungleborn Pioneer because the former will give you more value as the game goes on.
4 Kumena, best amount!
I would drop Tempest Caller down to 2 or 3 copies, it's not a card you want multiples of. Alternatively I've seen people run Watertrap Weaver which is actually pretty decent despite how it might look at first glance.
Finally the sideboard, I would drop the Jade Guardian in favor of more Swift Wardens. I would also replace Silent Gravestone for either Crook of Condemnation or Scavenger Grounds, Gravestone doesn't stop a lot of things like GPG which I find my deck has a rough time against with cards like Gifted Aetherborn, Angel of Invention, and Aethersphere Harvester. For that reason I also sideboard in Naturalize as it also helps against most Orzov, Esper, Etc. tokens lists.
Hope everything I've said can help, I might be wrong on some stuff but I think I might be able to help you get closer to what you're going for.
SCORE: 78 | 49 COMMENTS | 26008 VIEWS | IN 37 FOLDERS
2 months ago
Personally, I would run two Forerunner of the Heralds instead of all 4 of your Kumena's Speaker. I see Forerunner of the Heralds to really be a card that draws your deck together, because it will let you get your Herald of Secret Streams out regardless of whether it was in your starting hand. Because getting the Herald out seems like a crucial part of your strategy, making it pretty much guaranteed would be smart. Also, I'd switch out Hadana's Climb Flip for one Tempest Caller. Because Tempest Caller isn't perfect for every situation, I would think that you would only need one. However, all in all, it looks like an amazingly fun deck to play with!
2 months ago
Nice list. I understand your struggle with showing cards. But in modern tournament decks with Aether Vial, that mostly ran creatures with CMC 2 and only very few with CMC 3 like Merrow Reejerey and Kira, Great Glass-Spinner there is the Silvergill Adept called the best card, since it draws a card. But in MTGArena is another meta, than in modern, even more as long, as we stay in Ixalan block constructed instead of real Standart.
Since you dont want to run explore-cards, I would suggest to cut the Woodland Stream (they come tapped anyway) for Evolving Wilds to thin the deck and gives you a higher chance to draw non-land-spells with your Seafloor Oracle.
Also I see the opportunity to hold the sky clean by One With the Wind (also a nice tempo-buff) and by Siren Stormtamer which comes as counterspell with flying body. Those could go into the sideboard. I would cut the Spell Pierce since it is no hardcounter and only good in early game or if the opponent is mana screwed. Merfolk wants to run fast and in best case kill in our turn 4, but if we get into midrange we need answers.
So I also would rethink if I want to play the 4th card of most main-deck-drops or if I want to play additional answers your main deck dont have, like Tempest Caller as save finisher or Sorcerous Spyglass to knock down a planeswalker or an opponents Kumena, Tyrant. Maybe add something to bounce that also could bounce your own Folk to save it from kills or give +1/+1 counter again. Your actual sideboard may work in a block-constructed meta but it will be weaker, when this deck plays in a standart meta.
Also I would run all 4 Lords Merfolk Mistbinder mainboard. I would cut a Kopala, Warden of Waves since he is legendary and easy to play around (almost every time I had him out, the opponent could play around, so I cut him completly).
I hope I could help you, too. =)