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Simic Merfolk




Enchantment (1)


Tribal merfolk with a focus around +1/+1 counters. Kinda goes wide, kinda midrangey. Still working on sideboard, will have a better idea of what the local meta is and what top priorities will be, for now its a little bit vs everything



PickleNutz says... #1

This is very similar to the Merfolk tribal I have created in standard, the gearhulk was a nice touch here and something I might consider for a late game card. One suggestion I have after extensive play testing over the past few days is that Metallic Mimic does almost nothing for the deck. I tried to use him and he was always immediately taken out off the battlefield when played early, and that's when it matters for him to resolve. What I decided to do was go up to 3 Kopala, adding in some resistance to spells, and add in Durable Handicraft. There is a lot less enchantment targeting spells in standard metas, and it basically has the same effect on gameplay as metallic mimic at a fraction of the cost. You should also consider having at least 3 Heralds of you want to maximize the chances of the desired unblockable effect.

October 1, 2017 4:17 a.m.

Tehlulz says... #2

I had a feeling that would be the case with Mimic. I ran Durable Handicraft in my GB constrictor, dont know how I forgot about it here. Ill try and tweak it around to make room. I might go down in creature by 1 or 2 which would help Champion as well. Thanks man!

October 1, 2017 9:41 a.m.

PickleNutz says... #3

Question, what do you think of Panharmonicon in this deck type? Win-more only or beneficial? I have been playing around with the idea of slotting it in there for double merfolk tokens and counters, but at cost I feel like it's taking up a really valuable piece of real estate.

October 1, 2017 9:56 a.m.

Tehlulz says... #4

Exactly what you said. Turn 4 play that just helps you go wide with waters. There's not a single situation where I would play it over Herald, Tempest, or Nissa. If I dont have those, Id prefer to keep mana open for combat tricks

October 1, 2017 10:03 a.m.

PickleNutz says... #5

Nailed it, thanks for reinforcing my instincts. I'm going to add you on here since we have such similar builds, feel free to check mine out too, it's on my main page. I'll update you as I play the deck and give you insight on other card strategies.

October 1, 2017 10:18 a.m.

PickleNutz says... #6

Also, I just noticed this, but you have Fatal Push sideboarded and no access to black mana generators (the one that provides mana of any color is specific to tribal creatures). If you did slot in Drowned Catacomb as a 4 of and removed one forest, one island, and 2 Unclaimed Territory you could run them probably pretty effectively. You could even add in one The Scarab God as a win condition.

October 1, 2017 10:25 a.m.

Tehlulz says... #7

This was a Sultai build not too long ago with Winding Constrictor in the main board but for the sake of dropping lands and adding more tribal synergy, I took out the black mana. Havent adjusted the sideboard yet

October 1, 2017 10:34 a.m.

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Date added 2 months
Last updated 2 months

This deck is Standard legal.

Cards 60
Avg. CMC 2.11
Views 366