|Commander / EDH||Legal|
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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 weeks ago
Hey Pygmyrhino990! Glad you like the deck. I can go over each of the cards that are over $5 and explain why I think they're replaceable or not.
Chromatic Lantern is one of the best mana rocks in the game. The ability to get all of our colors online whenever we want is really great, especially since some of our strongest cards like Arcanis the Omnipotent, Dualcaster Mage, and Necropotence are all color intensive. I would likely just replace this with another mana rock if it were to be taken out.
Cyclonic Rift is an incredible one-sided board wipe. I would say that this card is a blue staple and that nothing can compare to it; if you want to run something like Devastation Tide, it could work, but it would be far less effective for a number of reasons.
Drowned Catacomb is just a pretty good land. You can replace this with a basic or enters-tapped dimir dual (such as Jwar Isle Refuge) depending on how fast your version of the deck is if you build it.
Kess, Dissident Mage is a powerhouse. She can recur our cantrips and, on our turn, protect us if we're trying to combo and have a counterspell in the yard. If you don't own her, there really isn't a great replacement that does the same thing. Izzet Chronarch isn't too bad if you want more recursion, but Kess is just too good to give up in my opinion.
Kindred Discovery is a decent draw engine that can really help us get online if we make a lot of copies. A replacement for this could come in the form of a straight up draw spell such as Opportunity or a political enchantment such as Curse of Verbosity. The slot is really up to you though, as the card isn't necessary for the deck to be good an can likely be swapped out for whatever you would like.
Mystical Tutor is another blue staple that I don't think has any great replacements. Just a solid card overall.
Necropotence is the single best draw engine in the game. I almost always find a win very soon after it resolves. The best replacement for this is probably Phyrexian Arena; it's slow but consistent draw.
Nykthos, Shrine to Nyx is a decent land that can probably be replaced with another land of your choice.
Paradox Engine is one of the main cards in this deck and one of the main ways we can accidentally or intentionally land a win. I can't think of anything that would replace this.
Patron Wizard is a really annoying card that does a LOT of work. It's incredibly expensive, though. There isn't really another card that has a similar effect, but you could try to run another counterspell or maybe play around with Ixalan's new Siren Stormtamer.
Reliquary Tower is another EDH staple that is probably fine to replace with any land of your choice.
Rhystic Study is a solid tax effect / draw engine that will be very annoying for your opponents. It's one of the better consistent draws in blue. This can be replaced with an upkeep extra draw effect such as Monastery Siege or another straight up draw spell if that's more up your alley. Merchant of Secrets is slow but not atrocious.
Sensei's Divining Top is just great fixing. I would try to pick one up when you can, as it has done wonders in most of my decks. If you don't want to spend the money, Sage of Epityr might be worth checking out as a one-time Top that filters garbage if we have some of our scry effects up.
Sigil Tracer is recurrable copy effect that can also hit our opponents' spells. It is a bit mana intensive, though. I don't love this card and you could play something like Wild Ricochet or Reverberate instead if you like the copy effect. If not, you can replace this with pretty much anything.
Sulfurous Springs is another good dual land that can be replaced with another land.
Wanderwine Prophets is an insanely annoying one card infinite turn combo if you can land it. It isn't integral to winning the game, however, and if you want another way to get infinite turns you could always replace it with Final Fortune (imprint Final Fortune on Isochron Scepter, at the end of the next turn use Sundial of the Infinite to avoid the lose the game trigger, repeat). If not, it can just be replaced with another high value wizard such as Havengul Lich or Vindictive Lich.
3 weeks ago
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SEALED Eternal Masters booster pack $10 each (6 available) or 6 for $54
SEALED FTV: Annihilation Edit: will be opening and piecing it out instead
SEALED Eternal Bargain (C13) $60
SEALED Nature of the Beast (c13, damaged box) $30
SEALED Evasive Maneuvers (C13) $28
NM Cabal Coffers $20
HP Sylvan Tutor $30
NM Aluren $16
NM Dark Depths w/ token $27
NM Crucible of Worlds $50
NM Wanderwine Prophets Russian $15
MP Vigor $10
NM Griselbrand $7
NM Show and Tell $10
NM Hellkite Overlord $6
NM Aurelia, the WarleaderF $8
3 weeks ago
So I run Wanderwine Prophets in my Inalla, Archmage Ritualist deck for the one card combo potential (after all, who doesn't?) At my LGS though we've ran into a snag, I know the combo works but I can't quite explain how and it's causing a lot of confusion with some people arguing that it doesn't work without another Merfolk in play. The confusion is centered around when the first Champion trigger resolves, basically it breaks down like this:
Cast Wanderwine Prophets putting its Champion trigger on the stack
Inalla, Archmage Ritualists trigger is placed on the stack
Inallas trigger resolves creating a token copy of Wanderwine Prophets, the tokens Champion trigger goes on the stack
The tokens ability resolves exiling the original Prophets
Now the trouble occurs when the initial Champion trigger resolves, with no other target would it not require you to exile the token copy of Wanderwine Prophets? The only thing I could think of was that Championing a creature is optional but I couldn't find the rule that states that it is. Can anybody help?
4 weeks ago
thegigibeast what does inalla give grixis reanimate? and what would be the wincon. (I honestly don't know I'm not being obnoxious)? are you thinking... reanimate Wanderwine Prophets ftw? I've looked at it but the mana is scary:
to reanimate: ~, activate inalla: , when you sacrifice the copy to take another turn you'll need to copy again because champion: , Finally at the end of turn the token will leave the battle field and you'll need to reactivate Inalla:
Grand total: So I can't really see that being viable primary win-con
1 month ago
awesome deck. I'm always changing around my deck a lot, so always look for more help. Still I know Wanderwine Prophets is a must have for this deck I just can't do it. Feels so wrong with it being just an easy one card infinite too cheap. Though I'm new to commander so maybe I need to get use to this infinite thing. lol.
1 month ago
This one is a bit harder to set up. Once you have infinite creatures, you throw down Sygg, River Guide and Wanderwine Prophets. Sygg makes the Prophet unblockable, you sacrifice one of your infinite merfolk, and you do it again!!
1 month ago
I've got a foil Wanderwine Prophets in MP condition and may have some other stuff around. I could send pictures if you're interested.
Edit: NVM. I'm dense and wasn't seeing your want list in your binder. Will comment again once I've sifted through it.
1 month ago
I would run Arcane Adaptation and get a few more creatures with more powerful etb effects. I would also add some powerful sac effects like Ashnod's Altar and Attrition. You could also run Wanderwine Prophets for the infinite turn combo...