Not legal in any format
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Vorel of the Hull Clade
Legendary Creature — Human Merfolk
, : Double the number of each kind of counter on target artifact, creature, or land.
Price & Acquistion
Vorel of the Hull Clade Discussion
2 days ago
Nice deck! I have some suggestions for you.
Vorel of the Hull Clade is good when you want to get some more +1/+1 counters
Kiora's Follower for ramp
Kefnet's Monument for ramp and extra effects
Rhonas's Monument for the same thing
+1. Keep up the good job
3 weeks ago
Ahh yeah Gody322 those are some excellent additions. I have such a hard time straying from mono green, but if I ever do Progenitor Mimic and Vorel of the Hull Clade will definitely be some cards I include. Thanks again
3 weeks ago
P.S. Although this would be a huge change have you ever thought of using Vorel of the Hull Clade? The commander can than double the size of your hydras. You would also be able to add blue which gives you access to cards like Herald of Secret Streams, making your hydras unblockable, or Progenitor Mimic, giving you many more hydras. Blue also gives you access to lots of great card draw and classics like Cyclonic Rift. Just a suggestion, I totally understand if you don't want to add blue. :)
4 weeks ago
Simic (Blue/Green guild if you didn't know) cards in general are all about putting +1/+1 on things and moving the counters around to other cards. Might be within the theme of that combo you're focusing on.
1 month ago
FancyTuesday: I like most of those changes. I'm not a great deck builder yet and those points actually help a lot with the learning process. I'll probably make most of the changes but maybe not all? The Vorel of the Hull Clade change and the Fuel for the Cause change worry me a bit. Well, maybe not the Fuel for the Cause... and adding Archetype of Imagination and/or Wonder to my sideboard might do really well.
1 month ago
Were I building the deck I would probably do the following:
Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.
Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.
Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.
Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.
Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.
Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.
Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.
But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!
1 month ago
you have too many creatures and not enough instants/sorceries. I would consider adding more removal and removing cards like Vorel of the Hull Clade which is kind of useless in this deck you don't really use counters at all.
I would also suggest you remove Merfolk Mistbinder, Halimar Wavewatch, Deeproot Elite and Dakra Mystic. and consider replacing them with cards like Merrow Harbinger, Merrow Reejerey, Merfolk Sovereign, Lullmage Mentor or Wake Thrasher
1 month ago
Because you (should be able to) draw extra cards, I wonder if the mana boosters are really necessary.
Ezuri, Claw of Progress is my favourite to play with Atraxa, since your experience counters keep growing, as well as the +1/+1 counters on your creatures.