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Kumena, Tyrant of Schizophrenia

Commander / EDH Combo Counters GU (Simic) Merfolk

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Kumena, Tyrant of Schizophrenia

Kumena wants to do three different things and is average at best at them. However all three things have two things in common:-

  1. You need Merfolk to tap
  2. You want to do this as much as possible

By using untap effects and a little politics, Kumena will roll on top of your foes like a mentally deranged fish.

Counter spells

Protecting your bodies to abuse is a must. Kira will annoy people wanting to use targeted removal while Glen and Lullmage will be easy to abuse (Glen has ways to get +1/+1 counters and you will have merfolk). Supreme Will and Muddle the Mixture are your "I can't let this board wipe happen" cards while also doubling up for card searching. There will be times where you will want the card search more than the counter to get combos on line. One of the major weaknesses of the deck is the lack of protection through counter spells, but there is no point in protection if you can't do anything in the first place.

Token Generation

While not a main theme getting extra bodies will help. Deeproot means you get 2 bodies for one, which Kumena will abuse to no end. Progenitor mimic will allow you to copy what you need at the time on the field and also being a body itself while also giving you a slightly bigger army the longer the game goes on. Stolen Identity is here to make copys of stuff and cipher on Kumena and swing in safely with unblockable. It also doesn't target with the cipher so it gets past Kira and Steely Resolve. In those situations copying stuff on your enemy's boards become an option, getting sol rings or annoying creatures.

+1/+1

Kumena often will want to kill with commander damage and that extra 1 or two counters will help. Vorel when left alone will eventually make Kumena or your unblockable creatures powerhouses.

Untap

The main focus of the deck which makes Kumena scare people. Early game you'll be drawing on everyone's turn (which everyone will notice instantly) and late game will be drawing and making your army look scary. Since its so scary and flashy, people will target your untap effects so running alot of them will help. Merrow Commerce will be able to be tutored with your merfolk tutors and acts like a merfolk for Kumena's abilities. Quest for Renewal is easy to switch on, Intruder Alarm will make people casting any creatures scary, Seedborn Muse and Mukfiend are untaps on creatures and paradox Engine and Wanderwine will end games on the spot. The good thing with these are that they all have extra modes so overlapping is fine (quest of renewal is the only one that becomes redundant).

Protection

Bow of Nylea is strong utility and is often ignored until its too late. Cyclonic Rift is Rift. Steely Resolve will allow you to do whatever you want. Heroic Intervention allows you to stall for a turn or prevent a board wipe. Vodalian will either save your own creatures from targeted removal OR stop a strong creature.

Lands of Note

Alchemist's Refuge/ Winding Canyons: Flash on lands. With all your untap effects you will be able to cast freely whenever you want.

Minamo: Sometimes untapping that one creature makes the difference.

Mutavault: In games where you get behind, Mutavault can be an extra merfolk to tap.

Oboro: Its just here to work with flood tokens.

Riptide Laboratory: You can save a wizard (Glen says hi) or maybe just recast a merfolk for triggers.

Tolaria West: Allows you to get any land you want.

Card Advantage/ ramp

There are a mixture of random stuff in here. But to point out a the best:-

Tutors: There are 3 that specifically get merfolk. These can get you a weak untap effect or maybe protection like Lullmage. Often than not you will be using these tutors aggressively. Expedition map and Sylvan Scrying allows you to get a land for a low cost. The other tutors are self explanatory.

Mana: You can place down a burgeoning early or late and it can be relevant. Mid game you will be drawing at least 1 card on everyones turn so putting those lands down will thin your hand out and safely draw more. Cryptolith Rite and Earthcraft allow you to keep casting stuff with all the untap effects.

Cryptic Gateway: This card is more for late game to spew out your hand and keep drawing. It works especially well with Intruder Alarm. You can also sneak things in like Tempest caller, Wanderwine or Empress Galina before your turn to allow you to safely do terrible things.

Lords

There are alot of Merfolk lords, but I kept these 8 just because they contribute more than just a little buff.

Annoying Cards

Capsize: This will eventually allow you to literally bounce everything back. Late game with all the pieces in place, you'll be able to cast this over and over. Early game it will also get ride of those annoying enchantments that will slow you down. For those you can't target there is always Rift.

Empress Galina: This is a very polarising card. Often if you cast it normally it won't stay for long as people like having their commanders for some reason. If you do keep it however watch as the table batters with who will lose stuff first.

Power Conduit: Move a flood counter or just place extra damage on Kumena. This card will often confuse people until its too late.

Quicksilver Fountain: This card will make players scream if you drop it on curve. It will shut down most players and they will begin to band together just to get rid of this. But as long as it goes around the table once you don't really care because Islandwalk is a thing. Just the longer its around the better it is for you. To keep it forever just target and bounce Oboro (but you will be behind unless you have burgeoning) or just use power Conduit.

Sigil Trager: For two mana and two wizards copy a thing. An extra Supreme will? Copy Stolen Identity and have two creatures with it? More tutor? Mid game this card is fun. You can even target players spells and watch them squirm a little.

Surgespanner: Bounce Bounce Bounce. If you have the mana and untaps it will soon get players around the bend. Eventually you will target lands though just so people can keep stuff.

Tempest Caller: Play this and just safely swing in.

Tradewind Rider: Surgespanner without mana. With Paradox or Intruder you will bounce alot. Shroud/Hex proof? Just bounce lands until you draw/tutor Rift (unless they scoop)

Wake Thrasher: Want a 10/10 for three mana? cool. With Paradox or Intruder its more like 100/100. If players don't have blockers...that's not your fault right?

Removed Cards

Past decks had slightly more counter spells and mana rocks. But as I played the deck more often I noticed regardless of what you do, people will target you. The moment they see you draw cards, they will try to shut it down. Card advantage is scary. I would simply say that drawing isn't really a threat but when I started to counter spells to protect the board, you will naturally get attention. It's like blue players are hated... I wonder why.

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Date added 6 years
Last updated 6 years
Exclude colors WBR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 1 Mythic Rares

51 - 8 Rares

21 - 0 Uncommons

7 - 1 Commons

Cards 100
Avg. CMC 3.02
Tokens Bird 2/2 U, Copy Clone, Merfolk 1/1 U, Merfolk 1/1 U w/ Hexproof
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