|Commander / EDH||Legal|
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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.
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Watertrap Weaver Discussion
2 months ago
Let's get you some wincons, and fix that landbase.
First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.
Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.
- Storm Sculptor + Tishana, Voice of Thunder
Now for some wincons:
-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).
-Spelltwine. - River's Rebuke
-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)
Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.
Last couple of swaps to make:
The bling: Staff of Domination (more kydele comboing)
other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor
2 months ago
Update - First play through with this deck. As long as you're hitting your mana drops this deck is super fast and really fun. Due to this deck focusing on quickly building a +1/+1 counter engine and abilities that trigger unblockable attacks, drawing and hanging on to Essence Scatter, Negate or Unsummon is super helpful. Also, Watertrap Weaver is a perfect setup card for the kill shot.
2 months ago
Thanks makoenergy. This isn't really a tempo deck, it's a Control deck with a 3 mana threat. For this strategy to work every card needs to support Tempest Djinn by way of drawing cards or protecting it. Time of Ice makes the cut because it is effectively like drawing extra cards and playing extra lands, but I wouldn't want more of that effect in the form of Merfolk Trickster or Watertrap Weaver, the 2/2 body isn't worth much here.
Some games I will play Tempest Djinn on turn three, but really only if the opponent has stumbled and I either have a second Tempest Djinn or don't think they can remove it for awhile. In that case it's about tempo.
4 months 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.
4 months 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.)
4 months 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.
4 months 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.
4 months 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.