Main Deck:

Silvergill Adept is going to be a great addition to Merfolk, it works in Modern, it'll add a lot of Strength to the deck in Standard.

Merfolk Branchwalker Acts somewhat like a Silvergill Adept with the possibility of being a larger body as well. It adds a lot of stability to the draws of the deck and allows me to run less lands than I probably should.

Kumena's Speaker is one of the two good one drops for Merfolks, it can easily be a 2/2 or 3/3 (sometimes even a 4/4+) fairly early for only 1 mana.

Mist-Cloaked Herald is the other one drop that the deck runs, a 1/1 for 1 that cannot be blocked and can be pumped by the other Merfolk in the deck.

I've moved Kopala, Warden of Waves back into the Mainboard. With twice as many one drops as before, and no longer playing any 4 drops, I think along with the other 3 drops, Kupola is a good way to top out the curve by protecting the smaller Merfolk you've played on turns 1 and 2.

Blossoming Defense is great for protecting your creatures from removal and as a combat trick for only 1 mana. In rare cases it can also help you push for lethal damage.

Merfolk Mistbinder is an amazing 2 drop and is what Merfolk really need to be powerful in Standard.

Metallic Mimic and Deeproot Elite are cards that I'm trying to decide between. Currently I'm going to try both, but I'll see where that goes.

The lands in the deck are fairly on the low side, but with the deck no longer playing 4 drops and having more good one drops i think it'll be fine. 4 Forests, 5 Islands, 4 Botanical Sanctums, 2 Hashep Oasiss, an Ipnu Rivulet, and 3 Unclaimed Territory . Hashep Oasis is great for swinging in for a few extra points of damage that can close the game, and Ipnu Rivulet is there to be sacrificed to Hashep Oasis but in rare circumstances can be used to mill you or your opponent. Unclaimed Territory is a 3 of because in the main deck, while there is only four cards,Blossoming Defense, that colored mana cannot be used for, the sideboard adds too many non-Merfolk cards for it to be consistent.


Swift Warden seems like a powerful addition to Merfolk as a 3 mana 3/3 with Flash and Hexproof, basically becoming extra copies of Blossoming Defense while also giving you a creature and allowing you to keep mana untapped on your opponents turn if you have brought in counter spells from the sideboard.


vineshaper mystic is in my deck currently, but I don't think it comes close to the 3 drops in the Rivals version of the deck.

Forerunner of the Heralds is interesting because for 4 mana it can search for another Merfolk and easily become a 5/4 or higher the turn after you play it as well as pumping your other creatures if you search for a Mistbinder. The two downsides I see with this card are that it costs 4 mana and it puts the Merfolk that you search for on top of your library instead of into your hand.

Jadelight Ranger is 1 more mana than Merfolk Branchwalker but has the potential of being more powerful or getting you more lands, or getting rid of more dead draws. The only reason I don't think I would run this in Merfolk is because the 1 mana really matters with such a low curve.

A little hazy on the specifics; however went up against mono-black aggro, abzan midrane/explore, and UW Drake haven.

Game one; Had a bye.

Game two; went 2 and 1 against mono black aggro. A fairly good match up, only problem cards being Gifted Aetherborn.

Game three; went 2 and 0 against Abzan Explore. Had some problems with fumigate, but I don't think they were playing any copies of Settle the Wreckage , if they were, there may have been some problems.

Game four; went 2 and 1 against UW Drake Haven. Drake Haven is a card that my deck has a lot of problems against. At the time I wasn't playing any copies of Naturalize in the sideboard so the games became one sided after the opponent played a board clear.

Over all I believe I placed 3rd or 4th overall and received some insight on how to better board against my local meta.

Game one; had a bye.

Game two; went 2 and 0 against Sultai Midrange. Had some issues against Fatal Push before Kopala could hit the board.

Game three; went 2 and 0 against RG Dinos. Didn't have that much issues against the ramp, Unsummon was very useful.

Game four; went 2 and 0 against Esper Tokens. To my knowledge, they weren't playing any board clears. Unsummon and Tempest Caller made it very easy to close out games, Naturalize was also key against Anointed Procession and Hidden Stockpile.

Over all I placed first.

Game one; went 2 and 0 against RG Monsters, deck had some issue against Abrade and Lightning Strike.

Game two; went 2 and 0 RG Dinosaurs, similar problems as round 1, but more fight cards made the matchup almost go to game 3.

Game three; went 1 and 2 against Black Red Aggro.

Round One the deck lost out to multiples ofFatal Push and Vraska's Contempt. Round Two; brought in Spell Pierce and Heroic Intervention, a copy of Aethersphere Harvester made the game go longer than I would have wanted. Round Three; I brought in two copies of Naturalize for the before mentioned Harvesters, saw both in my opening hand and didn't see a harvester all game, lost out to not having playable cards after mulliganing down to 6.


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Revision 18 See all

1 day ago)

+8 Silvergill Adept main
+2 Jade Bearer main
+7 Island main
-1 Metallic Mimic main
-3 Blossoming Defense main
+1 Mist-Cloaked Herald main
+9 Kumena, Tyrant of Orazca main
-1 Hashep Oasis main
+3 Song of Freyalise main
-8 Kumena, Tyrant of Orazca main
-1 Ipnu Rivulet main
+6 Forest main
+3 Hinterland Harbor main
-2 Kopala, Warden of Waves main
-8 Island main
-1 Merfolk Branchwalker main
-8 Silvergill Adept main
-6 Forest main
-2 Naturalize side
-2 Expel from Orazca side
and 26 other change(s)