Lord of Atlantis

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.)

KBK7101 on Elves- Lathril.

2 months ago

Anthems are cards that generally give your creatures a buff a some sort. Glorious Anthem, Intangible Virtue, Sylvan Anthem. Stuff like that.

On a similar note, the term lords generally refers to a creature that gives the same effect. Elvish Clancaller, Lord of Atlantis, Leaf-Crowned Visionary, Death Baron etc.

A really good card for Lathril decks is Chatterfang, Squirrel General. Chatterfang essentially doubles token generation and could essentially be a budget version of Parallel Lives when it comes down to it. Lathril is a really cool commander (who comes from one of my favorite sets/planes!) and has the potential to be built in a lot of different ways and power levels. Definitely a good pick!

Chasmolinker on Chasmolinker

3 months ago

Here’s a section from my recent budget Merfolk deck.


![Islands](https://product-images.tcgplayer.com/237588.jpg "enter image title here")
#### [[card:Cavern of Souls]]
With a heavy representation of [[symbol:U]] decks in the current Modern Meta, this powerful land is worth it's weight in Platinum. (Literally) Unfortunately this high price tag limits us to 1 copy.

#### [[card:Otawara, Soaring City]]
An un-counterable bounce spell on a land is hard to not include. This land is still a reasonable price and offers the deck an added utility with which to steal victory. Play it untapped as a [[symbol:U]] source, pitch it to bounce a permanent for soft removal, or bounce your own permanent for protection. Keep in mind that this hits artifact creature and enchantment lands if needed.

#### [[card:Mutavault]]
While not an island, an honorary merfolk that can receive a boost from your [[card:Lord of Atlantis (LEB) | Lords]] and provide a threat that can be tough to interact with against certain decks.

#### [[card:Waterlogged Grove]] / [[card:Fiery Islet]]
Running out of gas in an aggressive deck is the worst thing you can have happen. With an empty board and an empty hand, the top of your library is your last resource in Merfolk. The ability to double dip in a pinch makes this untapped land a welcome addition to the archetype. Be careful with the pain taken from this land as it can add up against other aggro decks.

Chasmolinker on So, You Wanna Play Merfolk Yea? (Budget)

4 months ago

I'm always amazed at the creativity and quality of your deck builds. This one wasn't too difficult as the bulk of the list is pretty budget to begin with by Modern's standards. I came close to splashing green for some ramp and Hydroid Krasis but abandoned the idea once I gave the green Merfolk suite a closer look. It wouldn't have been a Merfolk deck in the way most people looking to play the archetype would enjoy playing. It would have just been a Simic pile with a Merfolk sub-theme. This deck really boils down to a few key cards that you HAVE to include no matter the budget. (Lord of Atlantis might not be one of them) Currently, Subtlety, Vodalian Hexcatcher, and Aether Vial definitely are. Otawara, Soaring City is also key since it can't be countered. The deck needs as much interaction and resiliency as possible in today's Modern Metagame.

wallisface on Modern Merfolk Deck Help

4 months ago

The current maybeboard looks fine to me, though i’d be tempted to just run islands instead of Glasspool Mimic  Flip.

Mainboard you might also be better with 3 Svyelun of Sea and Sky instead of 4. Running a 4th Lord of Atlantis feels better imo

Gidgetimer on I don't think this deck …

7 months ago

Legacy Merfolk is definitely a thing. Though "I am a relatively new player and that is just what me and my friends play" leads me to believe that maybe the deck is Legacy legal, not competitive Legacy. I might be wrong, but I don't think this is a case of "go spend $700 on playsets of Force of Wills and Chalice of the Voids". You could take a cue from the legacy list and run playsets of True-Name Nemesis, Lord of Atlantis, and Master of the Pearl Trident as a basis for the deck though.

TypicalTimmy on Unique Commanders

1 year ago

Lord of Atlantis, Stormtide Leviathan and Arcane Adaptation, Conspiracy or Maskwood Nexus make your entire fleet unblockable as well and would leave you relatively free from krackbacks.

Pheardemons on Kumena, Just Tap It In

1 year 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?

Do you feel like Cauldron of Souls and Herald's Horn have earned their place? Are they things your usually happy to see?

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?

Are the colorless lands ( Winding Canyons , Yavimaya Hollow , and Alchemist's Refuge ) worthwhile because of their utility? Have you run into any color problems because of them?

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.

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