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Creature — Merfolk Wizard
Champion a Merfolk (When this enters the battlefield, sacrifice it unless you remove another Merfolk you control from the game. When this leaves the battlefield, that card returns to play.)
Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Wanderwine Prophets Discussion
2 days ago
This pretty looks like my first Kumena version. Then I realized playing against my friends that wraths are so hard to deal with and rebuild a board after a wrath is way too long and almost a sudden death. Furthermore the deck is too fast and when turn 4 you already have 2/3 merfolks on the board everybody is looking at you thinking "oh boy you're my target..."
That's why I chose to reduce my amount of Merfolk to the strict minimum and adding a lot of couterspells and safety tricks such as Cauldron of Souls or Asceticism. Furthermore, I focus on cards that allows me to pull of more than 1 merfolk per card in order to rebuild really fast after a board cleaned Jungleborn Pioneer, Aquatic Incursion, Benthicore and cards that are effective the turn they enter the battlefield (no more Wanderwine Prophets, Seahunter, Empress Galina...).
The deck is really fun to play now and I'm the new big threat in my play group because I can make really huge plays with it :)
If you wanna take a look you're welcome !
Commander / EDH*
SCORE: 2 | 404 VIEWS | IN 1 FOLDER
6 days ago
Yeah, I have some ideas. There are a tons of ways you could do it, I'm just going to list a few. Merfolk is too vast to cover here.
I was going to suggest this card, but now i see it is a merfolk which makes it better: Vorel of the Hull Clade. It is worded strangely, but it effectively doubles the counters on the items listed. This would go well with your commander.
Also consider some of these merfolk. Deepchannel Mentor, Fallowsage, Master of the Pearl Trident, Master of Waves, Merfolk Sovereign, Merrow Harbinger, Merrow Reejerey, Silvergill Adept, Silvergill Douser, Thada Adel, Acquisitor, Tidebinder Mage, True-Name Nemesis, Wake Thrasher, and Wanderwine Prophets.
1 week ago
gotta add Wanderwine Prophets for the infinite combo. you have a tutor already.
1 week ago
DrukenReapsThanks it helps a lot
1 week ago
I would suggest Conjurer's Closet, ETBs are going to give terrific value and you have really good ones already. This will make it very easy to put them on repeat. If you eminence off the closet then the wizard you get doesn't go away until your opponents end step which is kinda fun.
Timestream Navigator and Wanderwine Prophets can be used to get extra turns. The prophet can go infinite with inalla while the navigator will get you 2. Although if you Conjurer's Closet the navigator 5 mana at the end of every turn gets you an extra turn...
This leads me to mention Deadeye Navigator another broken card you could add to make those ETBs go to work for you.
Something fairly important if you want to combo off regularly is tutors but the good ones will cost a pretty penny. It may be better to just go for valuable ETBs with a chance of comboing off. Archmage Ascension is a cheap one though that I feel is really underplayed in commander. It does take a bit to get going but totally worth it in most blue decks.
1 week ago
2 weeks ago
Also Wanderwine Prophets gives you infinite turns
3 weeks ago
I'm not sure your understanding how Wanderwine Prophets works with Inalla, Archmage Ritualist. You are able to make infinite turns just from having wanderwine on the field and having 1 extra mana for Inalla's trigger. Reanimation spells help you get to that point easy as well. You dont need to make infinite mana or have an x spell to win.