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I love kumena, but that Tatyova... So I scrapped my Kumena deck for parts in order to assemble a deck for my merfolk queen. Right away, I've noticed some weaknesses in this deck.

1) The deck wants Tatyova asap because it's in the early stages of the game that we want all that sweet card draw and extra land drops, but the deck also wants Tatyova later in the game for synergy with land drop mechanics and to refill our hand as she is the primary draw engine. This means that at any point in the game, losing the commander is a bigger setback than it is in other decks.

2) Often the deck starts to draw more than one card per turn, and get more than one land into play very quickly. By turn 4 or 5 you can have a real value engine. This is a problem because it draws attention to your side of the table making people want to kick you. You're even gaining life, so the player who is motivated to attack the person with the most life goes after you too. Being a big target so quickly can set the stage for an impossible uphill battle.

3) Win conditions: There are only about 13 cards in here that actually threaten other players. That may seam like a good number, especially when we look at the power of these creatures but in reality its barely enough. The deck does not have a way to win outside of combat damage which means it can struggle in scenarios where it has been slowed down by heavy removal or other decks with more control elements. The only upside here is that the deck moves quickly, and when running correctly drops multiple threats.

4) Limited answers. Simic has always struggled in this department. I was able to include a little bit of everything though but still if you dont draw up a good amount of cards, it's going to be hard to have the removal spell you need in a pinch. Cyclonic Rift is the only answer when you are behind, but even then it's really better for when you are ahead. Sunder has no value unless you are in a position to play more than one land per turn. At this time, I was not able to find room for River's Rebuke or Bane of Progress

5) Long turns. Each turn often involves counting land drops and drawing extra cards. Each time you do this you evaluate the hand to ensure you aren't missing landfall synergy before you play a land, and when you draw new cards you reconsider the hand. There can also be a lot of searching through the deck and shuffling because of all the fetch land effects. There are two cards in the deck that give extra turns. When all of this is done, its often the case that you haven't attacked, and may not have interacted at all if you are holding up mana for instants. So its a lot of waiting around for other players.

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34% Casual

66% Competitive

Revision 15 See all

(5 years ago)

Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

38 - 0 Rares

19 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.86
Tokens Ape 3/3 G, Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Bird 2/2 U, City's Blessing, Clue, Elemental X/X G, Emblem Kiora, the Crashing Wave, Emblem Nissa, Vital Force, Frog Lizard 3/3 G, Kraken 9/9 U, Manifest 2/2 C, Plant 0/1 G, Squid 1/1 U
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