Lord of Atlantis
Creature — Merfolk
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls and island.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Exiling a Lord creature that is pumping another attacking creature during declare attackers phase.
- If I cast Terminate in response to Aether Vial cheating in Cursecatcher, can they use Cursecatcher to counter?
- When the text says copy target instant or sorcery spell like in twincast or Sigil Tracer can i copy the spell that my opponent cast like lightning bolt, shock, or boomerang?
- Multiple lord of atlantis
Latest Decks as Commander
Lord of Atlantis Discussion
2 weeks ago
2 months ago
I like your build man. I definitely have some questions for a couple cards I did not consider for mine.
How has Defense of the Heart played? Does it get to go off often enough? Do you have specific creatures you get every time or is it more situation based?
Realmwalker is one that I keep trying to add in but keep "not finding" a slot for it. How has it worked for you?
Do you feel like you need the removal in Pongify , Rapid Hybridization , and Curse of the Swine ? I always felt like I wanted to try them but never wanted to take out counterspells or anything for them. Also, I suggest to take out either Pongify or Rapid Hybridization for Reality Shift since it exiles instead of destroys. Personal preference.
Why are you playing Darting Merfolk ? It seems...weird to me. I believe there are plenty of other two drop merfolk that might have more efficient abilities if you're looking for more than a body. Is there something I'm missing with him?
One card I STRONGLY recommend is Genesis Wave . You don't play as many counterspells and other non-permanents so this card would benefit you in a powerful way. Getting this where X is 10+ (especially at instant speed) can drastically change the game.
You asked me about a lot of the one drop merfolk that turns lands into islands. I don't run them because I am going combo instead of aggro. Aggressive merfolk decks that play all of the lords and want to keep swinging in unhindered will definitely love those merfolk. My build kept one Lord of Atlantis as a backup, but it is rare that I'm swinging in when I finally get three Merfolk because I want to draw as much as possible. In saying that, playing them to increase the chance of three merfolk on turn three when you cast Kumena is something noteworthy.
Lastly, the biggest advice I can give (since you're looking to change yours) is just to playtest. No matter how much you may like a card or want a card, just playtest to see if it does what you want/need it to do. I can't tell you how many times I tried a card just to see what it did and it became an all-star. While others I "knew" it was a necessity of the deck to have it be subpar and I've switched it out for other things. For my Kumena deck it was Surgespanner . I thought it was too expensive for what I wanted but I needed more removal so I told myself "eh, let's try it." It has became one of the most powerful cards in the deck that my friends know to kill immediately or I've probably won. Your list looks solid so at this point it seems to be more about tuning than revamping.
Let me know if you have any more questions or anything. I'm always happy to help.
3 months ago
3 months ago
I would go up to 4x Merfolk Mistbinder as well.
6 months ago
Omniscience_is_life, some examples of how the 5 modern-playable tribes operate, to give you an idea of what you’re up against:
Humans have creatures that grow very bog very quickly in both Champion of the Parish and Thalia's Lieutenant . Almost every other human is then actively ruining the opponent ability to play (i.e. Meddling Mage , Kitesail Freebooter , Reflector Mage ), or providing backup damage (i.e. Mantis Rider )
Spirits function down a similar line to humans, except with everything in the air, and lots more lords. They buff with the likes of Drogskol Captain and Selfless Spirit , and disrupt with the likes of Skyclave Apparition , Spell Queller and Mausoleum Wanderer . They even have built in protection in the form of Rattlechains and Selfless Spirit .
Goblins are a hyper aggressive deck aiming to win by comboing off, or besting you down. Their combo pieces are Conspicuous Snoop and Boggart Harbinger (putting Kiki-Jiki, Mirror Breaker on top then Sling-Gang Lieutenant to win). They can easily assemble their pieces with the likes of Goblin Matron and Goblin Ringleader . They also have a lot of aggressive go-wide threats to try winning without the combo.
Merfolk are less interactive than the 3 above decks, and because of that, generally weaker. Almost everything they run is a lord and/or grants islandwalk ( Lord of Atlantis , Master of the Pearl Trident etc), and they aim to simply race the opponent by swinging in with lots of 5/5 unblockable merfolk thanks to the likes of Spreading Seas . They basically aim to race the game, so their interaction is just to mess with their opponent, like Merfolk Trickster , Harbinger of the Tides etc.
The above decks can all win their games by turn 4 or 5, most of them giving the opponent constant grief while doing so.
As a further example, Slivers are not a modern-viable tribe, because just throwing creatures down on the board and hoping for the best doesn’t cut it in the modern environment.
I think you need to consider what you’re actually getting out of Dryads, and whether you want this to be a competitive deck, or a casual/meme deck.
7 months ago
There's a slight problem in the templating that allows for infinite combos by itself and an outlet. If you have the token copy Kimni her-/himself, there's another ETB of creating a token put onto the stack. State based actions tells you to scrap one of the legendary creatures, so you scrap the token. The ETB of creating a token is then resolved on the stack, rinse repeat. Put any kind of death-trigger synergy card in there and you have an infinite combo outlet.
Can be corrected by having the token only copy non-legendary creatures or if the ETB have you choose another creature (than Kimni), then create a token that's a copy of that creature.
Another slightly different solution is to change it from an ETB to an on-Cast trigger. Like the Eldrazi.
The ETB-variant also enables any kind of ETB-flicker to go infinite. Like Felidar Guardian. Perhaps it is best to have it an on-cast trigger after all.
Why is Kimni a shapeshifter if she/he doesn't do any actual shapeshifting her-/himself?
Wouldn't she/he rather be an elemental, an avatar or god that creates these tokens that are copies of other creatures?
As for power level: 5 CMC for a 2/4 is rather harsh, but the weight is attributed to the token and the Populate ability.
I would say that the Populate is slightly over costed considering we have Vitu-Ghazi Guildmage who does it at 4 and only 2 color pips. And there's Trostani, Selesnya's Voice who does it at 3 but by tapping.
However those are best when combined with something else that creates a strong token to populate. Kimni possibly provides that strong token and can populate it by themselves.
I would still say the Populate should be reduced to 5 mana and it still feels lackluster.
If you aren't sinking 6 mana into Populate, what does this Commander do? Most likely nothing. Sitting on guard duty should any smaller creeps seek to bash you in the face. Seeing as the only thing the Commander can do is utilize its Populate ability, I would say it should be more feasible to use it.
I would love to tie in a Convoke reduction in it. So if you use it to copy good-stuff creatures, you generally don't want to tap those creatures, and you have to pay up. If you utilize it on smaller self-synergistic creatures (like tribals) they can help you go wide with small creatures.
As is the way with cost reduction mechanics, the starting price goes up. So say 7 CMC for the Populate and a Convoke mechanic could be a choice as well. Additionally combining two of the Selesnya mechanics on one card.
To broaden this Commander, it could be considered to have the main body be a Changeling (every creature type) and have the tokens they create be Shapeshifters with Changeling in addition to the copied creature. (It could be considered to have the token be non-legendary.)
This opens up tribal benefits by having the Commander be within the relevant tribe, and the token copy can be used to copy strong synergy creatures, like a Lord-esque creatures or just strong creatures from that tribe.
Having Populate instead of merely making another ETB copy token, makes it harder to capitalize on the copy effect and makes it less flexible (for instance you cannot make redundant copies of multiple strong utility creatures without another way to generate those tokens in the first place), but it does keep the power level more in check.
You could also run multi-tribal goodstuff, so you select a variety of good tribal lords, and your shapeshifter army gets all benefits. Like include Lord of the Unreal, Lord of Atlantis, Joraga Warcaller, Knight Exemplar. Add some utility creatures like Voidmage Prodigy.
I see an interesting idea that could be utilized in a multitude of deck shells as long as it is kept in check.
1 year ago
Thanks for the suggestions, DeinoStinkus!
Lord of Atlantis is an interesting one. When I think about it, I'd be hard pressed to have a game when there wasn't an island around somewhere. Might be good to be able to swing at one person for free, and possibly lethal. What makes me hesitate is the mana cost... We'll see. I'll think about it.
The thing about Lathliss, Dragon Queen is that her most important ability has to do with dragons entering the battlefield, which I unfortunately can't control with Mirror Entity. That's pretty much the only caveat to this Everything Tribal build; I can only use static abilities that affect creatures that are already on the battlefield (at least, that's the way I think it works?).
Again, thanks for the suggestions! Since there are so many tribal cards out there, I'm 100% sure I'm missing something, so comments like this help out a lot.
1 year ago
A creature's actual P/T is equal to its base P/T plus any modifiers. Door of Destinies is what is called an "anthem" effect. Glorious Anthem is the best example. It does what it says -- it gives them +1/+1 for each charge counter. 'Until end of turn' is something tacked on to make it temporary.
What you're likely missing is experience. That is a fairly common effect. Many sets have at least one card that does that. There are Anthems, Lords(like Lord of Atlantis) printed all the time. Granted, they're not used often -- they're a pretty narrow effect that only works in some decks -- but they exist in droves.