|Commander / EDH||Legal|
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|Duel Decks: Merfolk vs. Goblins (DDT)||Common|
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Creature — Merfolk Warrior
: Target land becomes an Island until end of turn.
Tidal Warrior Discussion
1 month ago
Not a creature, but Molten Vortex is insanely good against hate-bears as you can use your dead draws to take them out instead of your premium removal.
Spurnmage Advocate , Brown Ouphe , Cabal Therapist , Caustic Caterpillar , Cho-Arrim Alchemist , Cursecatcher , Dakra Mystic , Devoted Caretaker , Elvish Reclaimer , Gorilla Shaman , Guul Draz Assassin , Judge's Familiar , Law-Rune Enforcer , Mausoleum Wanderer , Mistcaller , Nova Cleric , Permeating Mass , Pilfering Imp , Siren Stormtamer , Tidal Warrior , Ulvenwald Tracker , Vortex Elemental , Weathered Wayfarer , Will-o'-the-Wisp , Xantid Swarm .
1 month ago
There's a couple of 1 CMC creatures you can sacrifice for assorted effect, though most of them tend to be pretty limited to specific situations (to find these, you can run a gatherer search with "sacrifice" "creature" "CMC = 1").
I went through the entire list of 1 CMC creatures, and there really are not many great options. Here's a list of I came up with of creatures that (a) don't require a sacrifice to use, and (b) might be considered hatebears (though some are so niche that they bearly made the cut).
3 months ago
Ok, so one might notice that their are now vials and one might miss out on a separate but very powerful key piece to this build: Tidal Warrior . This card unlocks things I never thought possible. Two copy's came in the duel decks that we started with but we both complete over looked the raw utility of this NASTY card. It's a Spreading Seas on legs! With eight chances to shut off your opponents most valuable resource and now a healthy influx of 'vial' based shenanigans this build has bite. We are currently on the hunt for a playset of Mutavault , especially now that it can also be available as delectable blue mana for when you need it!
I can't imagine how much damage would be caused if WOTC reprinted this card.
Have fun out there!
1 year ago
Mana curve needs work. Seriously consider adding green for Kumena's Speaker, Cold-Eyed Selkie, Deeproot Elite, Forerunner of the Heralds, Jadelight Ranger, Kumena, Tyrant of Orazca (once it rotates out of standard and prices drop), maybe Merfolk Branchwalker, Merfolk Mistbinder, and Vineshaper Mystic.
1 year 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!
1 year ago
Seasinger,Lingering Mirage,Phantasmal Terrain,Streambed Aquitects,Aquitect's Will,Tidal Warrior,Tidal Courier,Coastal Piracy,Shapers of Nature, deeproot elite <(new card from rivals doesn't show up) all seem like good cards for merfolk tribal. A bunch of those cards enable island walk which a lot of the lords provide, seasinger synergizes well with that. Anything else just seems like strong cards that would work well in a g/u merfolk tribal. If you like any suggestions I can take a look as to what I'd sub out if you're curious.
2 years ago
How about using your commanders Islandwalk more? Lingering Mirage
Aquitect's Will - fits best
Quicksilver Fountain - awesome
Stormtide Leviathan - great finisher
Tidal Warrior - might also fit.
2 years ago
Cabal Coffers is a combo with urborg
Muder could be Hero's Downfall
Colossal whale is really expensive, maybe cut for a mana rock? Thawing Glaciers is good for a slowish deck, hit your land drops forever!
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