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
4 days ago
Hey there! I actually was thinking about doing a deck like this and then I just decided on merfolk cuz I'm a tribal nut. So, I've got a couple of suggestions!
What do you think of Bloodcrazed Paladin as a sort of a boardwipe recovery tech? I also feel like explore could perform decently in here as well to help thin out the draw and give a pseudo scry (As well as entering with 2 counters as opposed to 1 because of Winding Constrictor). Deadeye Tracker comes to mind for a possible 1 drop but his ability is conditional. Does make for a decent way to thin out a graveyard in face of Scarab God or other eternalize/embalm. I like Merfolk Branchwalker as it can enter as a 4/3 in this deck if conditions permit. Seekers' Squire is the same but reversed P/T. My best suggestion outside of Bloodcrazed Paladin is a Waker of the Wilds though. This is simply because it gives you an EoT mana sink and can make late game land draws more relevant. Plus, you can keep stacking counters on lands that are already activated as well. Explore cards will also get you lands faster and thus help Waker. And shoot, if you really end up liking explore, look at Wildgrowth Walker and Shadowed Caravel. I personally believe Wildgrowth Walker to be the bomb that nobody expects in the proper deck.
Not all of these are great suggestions, just options to consider if you feel like you want to. The thing is that Kaladesh and Aether Revolt provide a lot of good cards that revolve around +1/+1 counters and I know that they outweigh many of the Ixalan ones. I know that many of the cards I provided look for a slight change in strategy so you may find them useless. So, I'll give you my final TL;DR
TL;DR Waker of the Wilds and Bloodcrazed Paladin.
4 days ago
1 week ago
I started out just trying to build a deck around the Blue/Green draw engine shown below:
3 Slither Blade-comes in unblockable
3 River Sneak - another unblockable attack
4 Sixth Sense - equip to an unblockable creature and draw with each attack
2 Rashmi, Eternities Crafter - slight chance of a free spell cast - but an extra card draw in both your turn and sometimes during your opponent's turn
2 Nissa, Steward of Elements - scry almost at will and frequently get a free casting of a land or creature
2 Nissa, Vital Force - You want the emblem, which you can get fairly quickly and easily - for each landfall, draw a card.
and 2 Tishana, Voice of Thunder - with all the above card draw - remove the hand size limit and draw a bunch of extra cards - Tishana becomes a big-hitter.
The basic idea is that while the draw engine makes up 1/2 of your non-land cards in a deck, it provides a game accelerator for the other half of your deck which can be either aggro or control.
In this deck, as an experiment, I have lost some of the draw engine - but try to keep enough of those cards to retain a high-tempo deck - hence River Sneak. Yes - if I wanted to be more aggro, 1-drop green creatures like Kumena's Speaker. If you leaned more toward a control sub-deck and were playing lots of instants and sorceries, Deeproot Champion becomes a must. You could even throw in a big game-ender like Fleet Swallower with Navigator's Ruin and Fraying Sanity - where your sub-deck would include mana-ramp (I like Dowsing Dagger) and cards like Chart A Course and Supreme Will.
The focus of this deck is cheap (to summon) creatures and +1/+1 tokens to build a threat. I like the idea of the change-out of using Waker of the Wilds to build large-attack, unblockable land creatures. I haven't yet taken this deck to a tournament, so, I suppose that there will be further changes and modifications.
2 weeks ago
Thanks for the advice!
I still want to test with Dunes of the Dead, sacrificing it to Hashep Oasis getting a zombie, getting it back with Ramunap Excavator... Or to block when I start animating the lands with Waker of the Wilds
2 weeks ago
2 weeks ago
I would remove Nature's Way as you do not have any good targets for this outside of Ranging Raptors. If you want to use a fight card then I would suggest Savage Stomp, because you will get your creature slightly bigger making for easier trades or value fights. It also adds extra value for cost when targeting the raptors.
If you could afford then I would suggest Ripjaw raptor over Sidewinder Naga. The 1 extra mana to the cost gets you such a better valued creature. Its 4/5 body means it survives most fights (great for fights cards), and the draw tag helps you get to your win con faster if it takes a beating.
Would probably pull out Dunes of the Dead from the deck as it seems like it might get in the way of playing cards as you have 12 lands at the moment that tap for nothing but colorless mana. plus you have half your deck as land... bit excessive.
Interesting deck idea. Hope it works out for you.