Hey, Thanks for your interest in this deck. A little primer at first:

This deck is intended to be played in a casual environment. If you have any suggestions on how to make the deck better, let me know!

How this deck works

First of all, the deck wants to ramp and keep a full hand at the same time, while dishing out smaller creatures for your opponents to go after just to get your draw engines in place. When you then cast Tishana, Voice of Thunder you can normally take out your opponents with commander damage immediately.

The Cards

Let us go over the different card categories first and what you should use them for.

With these cards you can tutor for your key combo creatures like Prime Speaker Zegana , one that makes your merfolk unblockable, or a card draw creature.

All of these let you draw cards, either through damage or another way. Having Nissa, Steward of Elements or Thassa, God of the Sea out to scry helps getting what you want to draw, but just drawing a lot is also great in this deck. If you have Sphinx's Tutelage out, your opponents are going to hate you. So much.

In a way all of these will give your creatures evasion, either by making them unblockable or giving them trample or flying. Bident of Thassa is a way to get an opponent to tap all their creatures, so in a way this achieves the same.

Any of these will either find you land cards or explore, wich will either get you +1/+1 counters or lands into your hand, which is both great for this deck. Zendikar Resurgent gives you extra mana from your lands, while Kruphix, God of Horizons keeps all your mana in your pool even after your turn, so you have to keep less lands untapped for answering threats at instant speed. Plasm Capture gives you mana after countering a spell.

They help pump up those merfolk creatures. They also come with extra effects, most of them being evasive ones or untapping in case of Murkfiend Liege .

Getting +1/+1 counters on your creatures is one way to make the unblockable with Herald of Secret Streams . Zegana, Utopian Speaker gives them trample, so more evasion for you creatures. It also pumps your creatures up, which is a neat side effect. You can double them with Vorel of the Hull Clade and distribute some more with Simic Ascendancy , which also gives you an alternative win condition.

Seahunter tutors for a merfolk card and puts it into play, which is very good considering it only costs 3 to activate and you can untap him with cards like Kiora's Follower . It also works at instant speed, so that's great. You want to play Nissa, Steward of Elements for x = 4-6, which will make it possible for you to get every creature out if it's the top card.

Destroy either creatures or artifacts/enchantments. Bonds of Mortality gets that Hexproof/Indestructible off of your opponents creatures if needed.

Spells against your creatures get more expensive with Kopala, Warden of Waves and you can give your creatures hexproof/shroud. When all else fails, you can save your creatures in a sense by getting them back to your hand.

Progenitor Mimic can be a bomb, depending on how it's played. Wanderwine Prophets can get you extra turns and Sphinx's Tutelage is self explanatory in a card draw deck.

Key Combos

THE key combo of this deck is probably Prime Speaker Zegana + Tishana, Voice of Thunder . Get out Tishana, Voice of Thunder first (with a full hand or board at best) and Prime Speaker Zegana immediately afterwards. It helps to have some sort of counterspell ready to protect them. Making them unblockable with Deepchannel Mentor , Herald of Secret Streams , Thassa, God of the Sea , Lord of Atlantis , Master of the Pearl Trident and Merfolk Sovereign or giving them trample with Zegana, Utopian Speaker helps to end the game fast too.

Another key combo is Deeproot Waters + Wanderwine Prophets . You can use your creatures and tokens to gain extra turns from the Wanderwine Prophets and with enough cards in hand, you keep casting creatures and getting tokens to sacrifice for extra turns. This combo also utilizes the creatures that make your merfolk unblockable.

A great ramp combo is Traverse the Outlands with any bigger creature, at best Tishana, Voice of Thunder or Prime Speaker Zegana . Normally you will immediately get out all remaining basic lands in your deck, making it possible for you to know that there will just be great cards coming your way.

With Simic Ascendancy you have an alternative win condition at your side.

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Date added 5 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.70
Tokens City's Blessing, Copy Clone, Frog Lizard 3/3 G, Merfolk 1/1 U w/ Hexproof
Folders EDH Decks, Merfolk
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