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Waker of the Wilds
Creature — Merfolk Shaman
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
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Waker of the Wilds Discussion
2 days ago
Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.
Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.
Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.
Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!
3 days ago
1 month ago
Played 1v1 and pod of 6 tonight. Really satisfying getting a 18/18 land swinging at people. Also really satisfying beforehand landing Mana Reflection into Zendikar Resurgent. Yes, the 18/18 Winding Constrictor + Doubling Season with Waker of the Wilds.
The main threat was the guy playing colorless artifact. I took out too early of an artifact, but felt like striking back. Used Pharika, God of Affliction to remove threats from people's graveyards, and would have absolutely been maximizing that had I realized he would put switch creatures from the battlefield with the graveyard.
6 pod first game got a Dictate of Erebos + Ashnod's Altar + few creatures out. Was holding my own until one of them played the spell where you sacrifice your creatures and replace them with the creatures from your graveyard. He went close to total wincon, but for a slight error on his part, he was shot to the face for just enough damage to be lethal. The guy who stopped him went infinite copies, I was tapped out and didn't have spider fog.
1v1 matchup against a competitive wizard deck. Building board state against the The Scarab God commander, with a huge graveyard. He played a "all creatures get +1/+1 for each other creature that shares a type with it". I had an ant queen, but a bunch of various token creation of all different types. Played Worst Fears on him and had his god hit one of my larger creatures, and put his commander in the graveyard. Tapped all his mana and his creatures. Swung for lethal, with ants; 3x ant tokens, with the queen, with 5 that had just come in. He was looking for cards that just didn't quite turn up, even though his was milling himself for them.
Big idea is to have multiple different threats, all of which must be addressed.
Very fun deck to drive. Pretty resilient with lots of continuous threats and threat generation.
Recommendations or suggestions welcome.
2 months ago
Another pretty major tuning pass. The main thing I found after playing this deck a few times was that it wasn't interactive enough with other players. Especially those that had any Flying creatures (I had ZERO answers to flying, other than Constant Mists!). So, in the interest of upping this interaction, I have trimmed out a good amount of the "Awaken" theme to make room for better cards, and more removal, more answers.
These cuts aren't easy to decide on... I'd really love to find a way to fit in 4-6 more lands and really lean into the Landfall theme even harder, but I'm hesitant. I have really come to love the Rude Awakening+Teleportal(overloaded) combo!
2 months ago
Instead of Commune with Dinosaurs Renegade Map would let you fetch anywhere in your library not just the top 5. If you wouldnt be against adding blue Spring / Mind is great ramp and a way to get some draw as well. There are a host of great cards in blue, but if you choose not to go this route it looks like you have most of the ramp available in green. Drover of the Mighty gets a boost with you having dinos so it might be better overall than Druid of the Cowl. If you replace Waker of the Wilds with Rhonas the Indomitable he would add a ton of value, being hard to remove and making some of your other threats much more threatening. My main concern for you deck is that you lack a ton of removal, I understand you will ramp into much larger threats than your opponent should have. The only issue with this is that sweeping removal like Settle the Wreckage Bontu's Last Reckoning and the like can really cause some headaches and leave you with and empty board. To combat this you can either add some things like Savage Stomp to get rid of your opponents board so they lack things to hit you with, or again add blue to get countermagic and big draw spells like Pull from Tomorrow and Overflowing Insight. Aside from that tho the deck looks like it will do pretty well, there will just be a few hard match ups for you in control, tokens and aggro.
2 months ago
you only have 6 non creature spells so i wouldn't play Deeproot Waters or atleast main board it. I would also add Chart a Course, Opt, River Heralds' Boon, and/or Waker of the Wilds. You could also play Tishana, Voice of Thunder Search for Azcanta Flip, or Shapers of Nature to make the merfolk bigger if you want to go the counters route. Or you could go the control route running Deeproot Waters and Deeproot Champion and/or Kefnet the Mindful
2 months ago
If you're prepared to put a little bit of money into it, here are my suggestions that stick to your theme
-1 Heroes' Bane
Waker of the Wilds looks fun as heck.
I would remove the enchantments for 4 Harmonize. If you're dead set on running effects like Overgrowth, Arbor Elf is the kind of creature you want to be running. You don't need the Fog effects since you should be the one on the attack, but if you're running them for the hexproof, consider Blossoming Defense instead. I would go 4 Rampant Growth and 4 Search for Tomorrow in your sorceries.
Nissa, Nature's Artisan is respectable, but I'd suggest Nissa, Worldwaker or Garruk Relentless Flip instead. I wouldn't run your enchantment or flier hate in the mainboard, instead fill it with the planeswalkers above, or more creatures like Elvish Visionary.
One thing you really have to be aware of in Legacy is that the three most popular board wipes (to my knowledge) are; Terminus, Toxic Deluge, and Supreme Verdict. There's not a whole lot you can do against the first two, but have a couple Heroic Intervention in your sideboard could be important. I would also run a couple Life Goes On or Feed the Clan in the sideboard as well to go against more aggro opponents.
I'm not really a green player, but I hope this was a little helpful
2 months ago
Yes, Metallic Mimic would work well. The reason I'm only running one Kopala, Warden of Waves is because I've got hexproof merfolk tokens which wouldn't be affected. Kopala, Warden of Waves also doesn't have much synergy with any of my other merfolk. Watertrap Weaver on the other hand can give my merfolk a chance to attack or stop a big creature from ending the game before I can make a huge creature or two of my own. Metallic Mimic would be a great combo with Herald of Secret Streams, Shapers of Nature, or Waker of the Wilds. My two problems are that Metallic Mimic is a 2 drop, which would have to compete with Deeproot Champion and River Sneak which both need to get on the battlefield quick to get a lot of damage in. Also, Aether Revolt is almost out of Standard and I don't really want to buy it just to use it a few times. I'll think about adding Metallic Mimic, though. I appreciate the suggestion!