|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Merfolk Wizard
When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Price & Acquistion Set Price Alerts
Watertrap Weaver Discussion
4 weeks ago
I understand that you're playing Vapor Snag. But 1 extra Harbinger of the tides or Merfolk Trickster is much better. I have played a lot with Vapor Snag and is in my view worthless. Or play an extra Spell Pierce. You have too little board control over your Merfolk.
I'm a huge fan of our master of all waves, Master of Waves! But 4 Mainboard is not worth the effort. I play 2x Master of Waves in my sideboard. I have too many matches lost because they played a simple non-Red removal on my Master of Waves and have lost the matchup. That is why my tip, consider take the Master into your sideboard and run another 4-drop or 3-drop for example Watertrap Weaver. The best Merfolk player has the card also played and has had a great success! So this is not just a tip from me, but also of them!
You need more counter needed in main Board, Kira, Great Glass-Spinner and Kopala, Warden of Waves are both 1 time needed, Vapor Snag modify them by another Merfolk or an extra Spell Pierce. And you have to look at your sideboard and Master of Waves in your mainboard.
BTW @dylanyad, I've seen how you react towards other people. They're here to help you and you snatched them quite a lot. This is a tip because I'm playing like 16 years Merfolk now. Since that the hype of playing Merfolk. I'was playing it already. So take these tips ;)! You can consider what you want or not.
1 month ago
Since Watertrap Weaver is a generally lackluster card, I think you'd be better off replacing them with Cursecatchers (or Judge's Familiars, since, unlike Merfolk, you don't make your creatures evasive). Another option would be Phantasmal Image. (I don't know if you were aware of its existence, but Familiar's Ruse is another option for countermagic.)
1 month ago
Sorry for not being able to give an actual response to your suggestions until now, I was somewhat busy.
First of all, River's Rebuke is an intriguing suggestion. While I strongly believe that hitting all non-land permanents is NOT worth letting your opponent recast everything, it is 3 mana cheaper than kicking Fight with Fire which is a massive upside. The main problem with trying to use this effect as a finisher, however, is that it doesn't deal any damage. Aside from having one wizard on the battlefield for synergistic reasons, for most of the game a control deck wants to just stop its opponent from doing anything. The question, then, is what happens after your opponent's board has been bounced. At most you could get in perhaps two to four points of damage, far from the game ending effect that Fight with Fire can provide. That being said, River's Rebuke does slow down our opponent's clock significantly. However, Time of Ice does a far better job of this for even fewer mana, since it delays attacks for three turns instead of just one.
I consider Watertrap Weaver to be a significantly more interesting option. Basically, if Merfolk Trickster didn't exist I would probably be playing Watertrap Weaver. Unfortunately, while tapping for two turns is definitely better than one, having flash usually allows Merfolk Trickster to be essentially tapping for two turns, and also allows it to be used as a combat trick, which Watertrap Weaver can't do. Add on top of this that there is an enormous difference between two and three mana, AND Merfolk Trickster removes abilities, and you can see why I said I was very surprised that Merfolk Trickster isn't a rare.
I do want to reassure you, however, that your suggestions are far from bad. It looks to me like you are mainly a commander player, and most of the time when I receive suggestions from commander players it is for huge spells that do nothing on the turn they are played. If you are looking to get into standard more, I recommend watching tournaments on MTG's YouTube channel.
1 month ago
Watertrap Weaver could also serve as Trickster 5-8.
I'm pretty new in standard, so forgive me if my suggestions are a bit off for whatever reason.
1 month ago
i dont think Run Amok will help against dinos, but i do think its better than Puncturing Blow lol. you may consider Naban, Dean of Iteration with etb effects like Merfolk Trickster, Watertrap Weaver, and Ghitu Journeymage so that you can tap down blockers and burn the opponent in combination with your Lightning Strike and Wizard's Lightning. that should let you still deal heavy damage to dinos, while also keeping them at bay. you can wait until a dino attacks, then flash in Merfolk Trickster to block and kill it. if you control Naban, Dean of Iteration, and your opponent attacks with 2 dinos, you can do the same thing and block and kill both of them.
2 months ago
Hey, I agree with most other comments here. I think the key to Wizards is Naban, Dean of Iteration not Adeliz, the Cinder Wind. Both are great cards for the tribe, but Naban lets you cast Wizards and get benefits where as Adeliz you have to cast nonWizard spells. Both give you a powerful effect for no additional mana cost, but with Naban the only thing you need to do is play Wizards who have good ETB abilities. Adeliz not giving Wizards +1/+1 unless you cast an instant or sorcery is a big drawback.
The interaction between Merfolk Trickster and Naban, Dean of Iteration seems very good, giving you two instances of Tricker's ETB ability. This lets you keep the pressure up attacking with Wizards clearing away blockers for the turn. Being able to do this interaction even at instant speed really pushes it over the top. Trickster's flash is also very good with both Wizard spells: Retort and Lightning. Able to flash in Trickster in response to something your opponent does then having access to Retort and Lightning.
Watertrap Weaver unconditional tapping down two creatures who don't untap during your opponent's next turn also seems good with Naban. Champion of Wits has already been mentioned, drawing cards is good.
Izzet Prowess in past Standards worked because there were a lot of one mana spells that did something while also drawing a card. This made the deck tick because you were casting spells activating prowess while also drawing into more spells to cast. Doing both at the same time with one card.
Adeliz is a like a super charged prowess for Wizards, but you need a lot of spells to get enough pump. I don't know if Wizards have enough spell fuel to be aggressive with Adeliz as a main strategy.
3 months ago
Hey, just stopped by because you mentioned it on my deck. I have some insight on the deck that might be beneficial to you.
I noticed you said this list is more midrange than agro, and because of that I think 20 lands is nowhere near enough. In my list 21 is a good number because I almost never need more than 4 in a game. I also have Merfolk Branchwalker to help me hit my lands. I'd recommend them in your list too, because a 3/2 for 2 or a 2/1 for 2 that draws you a card are both really good outcomes.
Also because you're midrange, I think that 11 1 drop creatures may be too many. I personally run 3 Mist-Cloaked Herald and 2 Jade Bearer along with my 4 Kumena's Speaker, which is by far the best 1 drop of the 3. For your other 1 drops, I think you might need another Unsummon just for constancy, and I'd also swap out your main deck Negates for Spell Pierce but keeping the ones in your sideboard.
In your list I would go with Deeproot Waters over Jungleborn Pioneer because the former will give you more value as the game goes on.
4 Kumena, best amount!
I would drop Tempest Caller down to 2 or 3 copies, it's not a card you want multiples of. Alternatively I've seen people run Watertrap Weaver which is actually pretty decent despite how it might look at first glance.
Finally the sideboard, I would drop the Jade Guardian in favor of more Swift Wardens. I would also replace Silent Gravestone for either Crook of Condemnation or Scavenger Grounds, Gravestone doesn't stop a lot of things like GPG which I find my deck has a rough time against with cards like Gifted Aetherborn, Angel of Invention, and Aethersphere Harvester. For that reason I also sideboard in Naturalize as it also helps against most Orzov, Esper, Etc. tokens lists.
Hope everything I've said can help, I might be wrong on some stuff but I think I might be able to help you get closer to what you're going for.
SCORE: 78 | 49 COMMENTS | 26008 VIEWS | IN 37 FOLDERS
3 months ago
Hey, Watertrap Weaver is an underrated Merfolk. It's ability is good tempo what you want with Merfolk to continue to get damage through. 4x Unsummon is great, but I don't think it's enough main deck tempo to delay Midrange. Caller is also good although kind of slow because four mana is sometimes hard to get. Creatures pretty much rule Standard right now ordinarily Weaver's and Caller's abilities are not main deck worthy, but in current Standard they very much are.
I've found Jade Bearer, Deeproot Elite and Jungleborn Pioneer to be very lackluster. Both Bearer and Elite need ideal game situations to be good. Elite can be powerful, but it needs to come down before any other Merfolk which happens some games, but consistently not. It really sucks to draw him after emptying a hand of Merfolk. The three drop spot for Merfolk is very crowded Kumena is the most important, Jadelight is pretty powerful although double green casting cost is problematic. I suggest giving 3x Watertrap Weaver a playtest as the third three drop Merfolk.
Good luck with your deck.