Aquatic Incursion

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Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Aquatic Incursion

Enchantment

When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)

: Target Merfolk can't be blocked this turn.

BEDECK on Poly ramp

2 years ago

Valakut Awakening  Flip, Fire Prophecy and See Beyond are good ways to reshuffle Emrakul back.

Aquatic Incursion provides Hexproof creatures to prevent removal on them.

Boseiju, Who Shelters All also can make your combo uncounterable.

I don't think you need the 4 Emrakuls... only 2. Unless you intend on playing Through the Breach MD or SB.

I see the Mass Polymorph in there. Have you tried making a deck dedicated to it instead? (A deck that doesn't necessarily brings ONLY JUST Emrakul). Mass Polymorph has the potential to win the game on the spot withXenagos, God of Revels, Iona, Shield of Emeria, Archon of Cruelty, Blazing Archon, Platinum Angel entering the board on the same time :V

luziferius on Commander Adventures - Free EDH Quest Variant

5 years ago

I think i found a small mistake in one card:

Card: D&D Expansion, 1/25, Encounter Noonwraith

Issue: The reward states "[...] create two 1/1 white Spirit tokens with flying." This does not define a card type, thus the created tokens aren't creatures. The intention behind it is clear, but official cards state that they create 'p/t [creature types] creature tokens', like Aquatic Incursion .

Kogarashi on Merfolks not Mermaids

5 years ago

Tatyova is a very good choice for merfolk tribal right now.

I would swap two Deeproot Waters for Aquatic Incursion

I assume the idea behind Storm Sculptor and Rescue is to bounce the merfolk that grant counters, so you can get more counters and more tokens off of Deeproot Waters? Not a bad strategy.

dhearne04 on Simic Merfolk

5 years ago

Personally, I would put cards like Shapers of Nature, which are good against control but terrible against aggro, in sideboard, maybe put in Deeproot Elite as another way to put counters on the folk. Maybe Aquatic Incursion?

Hexaflexagon on Baby's First Merfolk Deck

6 years ago

I'm going to suggest Herald of Secret Streams, more Forerunner of the Heralds, River Heralds' Boon, Kumena, Tyrant of Orazca(optional), more Merfolk Mistbinders and more Deeproot Elite. I'd probably take out Aquatic Incursion, Spire Winder, Riverwise Augur and Silvergill Adept.

As for land, I think you should add 1 or 2 more land. You have Explore, which is useful for low land decks like this. I'd also suggest not having Unclaimed Territory because you have a lot of non creature spells.

x12721 on

6 years ago

Firstly, cut the non-merfolk cards (Soul of the Rapids, Waterknot, Castaway's Despair) and some of the weaker merfolk (Jade Guardian, Shaper Apprentice, Shapers of Nature, Vineshaper Mystic). Replace them with Deeproot Elite, Kumena, Tyrant of Orazca, Merfolk Mistbinder, and Silvergill Adept. Also consider Aquatic Incursion to ensure your merfolk have unblockable, and possibly Seafloor Oracle in place of Herald of Secret Streams.

x12721 on Blue-Green Merfolk (XLN - RIX)

6 years ago

First of all, the TappedOut competitive meter is broken (You can make a new deck with no cards in it and it will be rated as 85%). Don't pay any attention to it.


On to the actual deck: two of the best merfolk in this format are Kumena, Tyrant of Orazca and Jadelight Ranger. I see you have two Kumena, but you could go with three or even four of them. The Ranger is pricey, but is an amazing card that should be a four-of. Another good card is Merfolk Branchwalker. You should also up the Adepts to four copies, as it is a very good card. Merfolk need good draw, because most of the time you'll be dumping your hand very early in the game. Forerunner of the Heralds can act as copies five and six for Kumena and the Adepts as well, and will soon become a powerful threat on it's own. If I were you, I'd cut the River Sneaks, Tempest Callers, and Curious Obsessions. You may also want to consider Aquatic Incursion in place of some of the Deeproot Waters. Most of your merfolk have the potential to become huge, and making them unblockable as well can mean a quick end for your opponent. Finally, Botanical Sanctum is strictly better than Woodland Stream.


For a sideboard, Kopala, Warden of Waves is excellent against targeted removal. Some amount of Blossoming Defense, Dive Down, and/or Heroic Intervention is also a good idea, and could even find it's way into the mainboard. Crashing Tide is great pseudo-removal, and it can be used to save your own creatures in a pinch (Unsummon is cheaper, but doesn't draw you a card) or be used to abuse ETB triggers. Of course, Naturalize is a sideboard staple as well, and Panharmonicon could lead to some ridiculous plays. Swift Warden is effectively Defense on a stick, and is still a merfolk. Seafloor Oracle could be used as extra draw if you see yourself doing lots of combat damage. Unfortunately, is lacking in permanent removal, and there's not much you can do about that, outside of splashing for Fatal Push and similar. However, you do have the advantage of playing counterspells such as Negate, Essence Scatter, and Spell Pierce. Finally, another "lord" effect for you is Metallic Mimic, which also synergizes well with Hadana's Climb  Flip.


Hopefully these suggestions help, and if you have any questions, feel free to let me know!

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