Kopala, Warden of Waves
Legendary Creature — Merfolk
Spells your opponents cast that target a Merfolk you control cost 1 more to cast.
Abilities your opponents activate that target a Merfolk you control cost 1 more to activate.
|Have (2)||CompleteWaste , orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Kopala, Warden of Waves Discussion
2 months 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.
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.
2 months 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.
5 months ago
10 months ago
10 months ago
Edit: Didn't mean to post this on your wall....
1 year ago
Rasaru in regards to Simic Ascendancy of the 3 wins I should have been more specific. I've only had about 10 of those games where I actually drew it. The other games I never got it. I used to have Long-Term Plans in the deck, but I took it out. So 30% win rate with simic ascendancy in the games I draw/play it.
Simic Ascendancy is more of a pet card for me. I have thought of taking it out and going more voltron, but I've won just as many games just swarming with large Merfolk(which are most of the time unable to be blocked). and so many other Merfolk tribal decks are just focused on getting creatures out there and attacking. I wanted to do something a little bit different and while this deck still focuses on getting creatures out they are much more hefty than they would normally be.
Kopala, Warden of Waves has proven to be very valuable at taxing my opponents, much more than I thought. And I have always loved Master of Waves since the cars came out, but it really does a ton of work in this deck. As for surprise, The Ozolith. I knew it was going to be special, but nothing like having tons of Merfolk with counters and getting board wiped and loading the Ozolith up and then casting my Commander and swinging in for unblockable lethal the next turn.
Absolute musts for Merfolk are the lord's for sure. Also Merrow Commerce. Kopala as I said has provided me excellent support. Merrow Reejerey is great to get out early and either used to suppress your opponents or help untap your lands so that you can cast more Merfolk. Also a must include if you stick with the tribal theme isKindred Discovery, this generally gets me the most value in the game second to Kumena.
Two cards that I would say to keep running even though it doesn't fit the merfolk theme are; Oko, Thief of Crowns & Edric, Spymaster of Trest. Oko is oppressive and does work making elk, and Edric helps keep the pressure off of you. Both have been solid upgrades to this deck. For political reasons I have included Rites of Flourishing which helps me get targeted less, but this is one I'd recommend taking out.
When I originally built this deck it was strictly Merfolk go wide tribal, and focused on Kumena more for utility rather than attacking. I built the deck with a +1 counters sub-theme to help boost the power of my merfolk and not necessarily aim towards Simic Ascendancy. So if I was to take that out, I'd leave the deck with the counters theme because it goes wide frequently.
I apologise if this seemed to jump all over the place, but I wanted to make sure I shared the info as best as I could. Also this deck can be easily tuned by taking out if you cards here and there to fit in with your own meta. My decks are always built for my meta and anything that I have on my main page or the ones that I own in paper.
1 year ago