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Kopala, Warden of Waves
Legendary Creature — Merfolk
Spells your opponents cast that target a Merfolk you control cost more to cast.
Abilities your opponents activate that target a Merfolk you control cost more to activate.
Crow_Umbra on What commander should I run?
4 months ago
Here is a Scryfall list of potential mono-blue commanders that cost $4 or less. It's an extensive list, but a few options that stand out:
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Baral, Chief of Compliance - Pretty solid option if you really want to lean in on Counter spells.
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Tetsuko Umezawa, Fugitive - Little Guys Matter deck
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Geralf, the Fleshwright or Geralf, Visionary Stitcher - Mono Blue Zombies, which can lean a bit more aggro than other Mono Blue options.
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Kopala, Warden of Waves - Mono Blue Merfolk, and provides some protection for your fish.
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Eluge, the Shoreless Sea - One of the newest mono blue options. It's a big fish that gets bigger and makes your first instant or sorcery cost less to cast.
legendofa on Blue tribe/typal commander deck
6 months ago
Merfolk and Wizards have some good options.
Svyelun of Sea and Sky comes to mind for Merfolk (if you can pronounce it), and Kopala, Warden of Waves and Emperor Mihail II are also good. Merfolk tend to be tempo-based with wide attacks; they can set up with lots of tokens and land control. A particular specialty is "flooding" lands into Islands to take advantage of islandwalk.
Wizards tend to want instants and sorceries, particularly card draw and counterspells. They have more of a control focus. Naban, Dean of Iteration, Naru Meha, Master Wizard, and Azami, Lady of Scrolls all interact with other Wizards, while Teferi, Mage of Zhalfir, Lier, Disciple of the Drowned, and Ertai, Wizard Adept focus more on the control angle (but are also somewhat higher budget).
stevezsiga on Jungle Merfolks
2 years ago
Great build! Have you considered a similar build using Mist-Cloaked Herald or Triton Shorestalker or River Sneak?
For a board, I think Merfolk Trickster, Harbinger of the Tides, Kopala, Warden of Waves, Wizard's Retort, and Witness Protection are all great options.
multimedia on Blue/white merfolk tribal deck
2 years ago
Hey, you're welcome.
If you're new to sideboarding then some advice is to start, build a sideboard of 15 cards that are good in broad matchups: control, midrange and aggro. These three archetypes can be considered super archetypes as most decks go into one of these. For control matchups more counterspells, noncreature removal, creature protection, Planeswalker hate. For midrange other creature removal, a creature board wipe. For aggro a bigger creature that's hard to remove, creature protection, some life gain.
You want to think about what strategies are going to be difficult for you to beat with Merfolk and use your sideboard to help against these strategies. You want to be attacking with Merfolk therefore opponent strategies that put a lot of creatures onto the battlefield as blockers especially token creatures can be difficult. Board wipes wreck little tribal creatures. Merfolk are small creatures, bigger creatures can be a problem. 4x Swords to Plowshares main deck helps a lot against big blockers, but some times you need an effect that removes more than one creature.
In your main deck you have several cards that I would consider sideboard cards, not cards that belong in the main deck because they're narrow. Wash Out is a hate card that belongs in the sideboard because you might be against a blue opponent and then it also bounces your Merfolk. However, it can be a game winning effect against a nonblue opponent who has a lot of blockers. Disenchant doesn't do anything if opponent isn't playing a problematic artifact or enchantment. Angelsong can deny a big swing of damage from attackers by opponent and then you swing back at them on your turn, but you don't need this effect main deck even with cycling.
- 1x Judge of Currents: against aggro.
- 2x Negate: against control, mainly for board wipes.
- 1x Pithing Needle: against control, mainly for Planeswalkers.
- 2x Wash Out: against nonblue midrange and aggro.
- 1x Echoing Truth: against tokens.
- 1x Angelsong: against aggro and midrange.
- 1x Disenchant
If you know about the decks that you're against such as a playgroup of friends who you always battle then you can be much more specific in what cards go in the sideboard. Cards that are good against decks your opponents are playing. Cards in the sideboard can be much narrower for only certain matchups if you know of those matchups and are against that type of deck a lot.
If you can use some Merfolk as sideboard cards then that will help your strategy of tribal Merfolk. Tidebinder Mage is for against green or red midrange or aggro. Hullbreacher against control. Kopala, Warden of Waves can make it more difficult for opponent to target a Merfolk you control. Sygg, River Guide can protect from chosen color and make that Merfolk unblockable against that color. Master of Waves is great against red, having protection from red and against aggro it can create a token army of blockers. Judge of Currents can be a life gaining Merfolk to bring in against aggro.
Example of a budget tribal Merfolk sideboard:
- 2x Tidebinder Mage: against green or red midrange or aggro.
- 1x Hullbreacher: against control.
- 1x Judge of Currents
- 1x Kopala, Warden of Waves: against control and midrange.
- 1x Sygg, River Guide: against control and midrange.
- 1x Master of Waves: against red or aggro.
Have you heard of the term "hate card"? A hate card is most of the time found in the sideboard because it's very good against a certain color/colors. The good hate cards are lower mana cost because then you're getting amazing value for the cost against that color. Tidebinder Mage is a Merfolk example of a hate card against green or red creatures, but you don't play it main deck because if you're not against an opponent who has a green or red creature then it doesn't do much and there's better two drop Merfolk to play. Blue Elemental Blast is an example of a powerful hate card against red. Celestial Purge is white's hate against black or red.
A hate card doesn't have to be against a certain color, you might want it to shut down an entire deck strategy. Grafdigger's Cage is hate against reanimation strategies where opponent is bringing any creature from their graveyard onto the battlefield. Pithing Needle can shut down a certain card such as a Planeswalker or anything nonland that has an activated ability. Echoing Truth can wreck tokens because all token creatures of the same types are the same name and when a token is bounced it ceases to exist in the game.
rdean14 on Card creation challenge
3 years ago
On Ixalan, there is The Great River, as well as its nine tributaries: Tishana, Kumena, Pashona, Vuhana, Mitica, Notana, Falani, Tuvasa, and Kopala.
Here's on of the Tributaries:
The Mitica Sudd
Legendary Land
: Add , , or to your mana pool. The Mitica Sudd doesn’t untap during your next untap step.
, : Target player reveals their hand. You may play a card from their hand or graveyard without paying its mana cost. If you don't, gain control of a permanent that player controls.
I'd like to see another one of the Tributaries. If you'd like some reference, here are the shapers of some of the Tributaries: Tuvasa the Sunlit, Tishana, Voice of Thunder, Kumena, Tyrant of Orazca, and Kopala, Warden of Waves
zapyourtumor on
3 years ago
Kazuhahaha Merfolk has aether vial to get its creatures in, which is why it usually plays some counterspells since it can afford to hold up the mana. The Counterspell s could maybe be cut, but Force of Negation is an important piece of disruption for a merfolk deck.
No one uses Aquitect's Will because it says "in addition to its other types," which is why most used Spreading Seas instead. But now we have Tide Shaper so both of these are obsolete.
Taking out Tide Shaper for a total of 24 lands in a merfolk deck is insane.
The reason merfolk plays a playset of vial over coco is that a lot of the merfolk have 2 cmc. There is an increase in three drops due to Svyelun but it still isn't enough to warrant playing CoCo, while vial is a lot less mana intensive.
In the three drop slot, Merrow Reejerey is a lord and lets you tap down your opponent's creatures to let your attackers through, or tap down their lands, etc. Svyelun of Sea and Sky gives some protection to your whole team, is indestructible, and generates tons of card advantage. What does Kopala, Warden of Waves do in comparison? It gives a slightly improved version of the protection that Svyelun gives, on a 2/2 without any board impact and generates no card advantage. Not anywhere near as good.
Kazuhahaha on
3 years ago
Kumena's Speaker should come out for Phantasmal Image to copy your P/T buffs. the counter spells don't really fit in an aggro deck. you'll be casting creatures every turn and not have mana up to counter with, and you'll empty your hand too fast to play Force of Negation for free. instead you can use Collected Company to help swarm the field and Aquitect's Will to force an island onto your opponent before swinging with islandwalk. Tide Shaper can come out for 4 Misty Rainforest and -3 Merrow Reejerey and -1 Svyelun of Sea and Sky for +2 Kopala, Warden of Waves and the 4th copies of Collected Company / Aquitect's Will (after taking out the counter spells for the first 3 copies of each).
also no need to worry about Boil at all. nobody really uses that anymore, so you're free to just use the better lands like Misty Rainforest and Breeding Pool . Barkchannel Pathway Flip would also be a good addition.
TasteR on Merfolk Tyrant Deck
3 years ago
Kopala, Warden of Waves , Roalesk, Apex Hybrid , Simic Sky Swallower , Bounty of the Luxa , Tromokratis , Deep-Sea Kraken Infinite Reflection
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