|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Duel Decks: Merfolk vs. Goblins (DDT)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Tempest Remastered (TPR)||Common|
|2012 Core Set (M12)||Common|
|2010 Core Set (M10)||Common|
|Tenth Edition (10E)||Common|
|Seventh Edition (7ED)||Uncommon|
Combos Browse all
Creature — Merfolk Rogue
: Draw a card, then discard a card.
Merfolk Looter Discussion
1 month ago
Narset, Parter of Veils is quickly becoming a blue EDH staple... she's amazing. If you run her, include Windfall as well -- it refills your hand, but if Narset, Parter of Veils is out, it also reduces your opponents'.
Carpet of Flowers is a good mana source if your meta is like mine and everyone is in blue. If you don't want to run elves, you should at least consider one-mana enchant-lands like Utopia Sprawl or Wild Growth . These are pretty good turn one plays.
Since you're only running a few artifacts with activated abilities, consider Collector Ouphe -- he can be a real pain for decks relying on artifact mana. If you don't put him in, consider Slate of Ancestry as a draw-engine.
I'd run Jace, Wielder of Mysteries instead of Laboratory Maniac if you want to go that route. Generally, you want combo pieces to have a large impact even if you don't have the combo in hand, and Laboratory Maniac is just a bear if you're not going off. Jace, Wielder of Mysteries is a draw engine as well.
Waterlogged Grove is a good land to consider. Also Flooded Grove . If you run Dryad Arbor , you'll be able to fetch it with Green Sun's Zenith . If you want to keep your basic land count high, also consider Back to Basics .
5 months ago
I would definitely drop all copies of Lighthouse Chronologist . I takes Waaay to much mana to be good for anything and if you are playing a control deck, you want your mana available at all times, for a counterspell or some quick removal. I would also look to drop some of your creatures, particularily some of the more expensive ones(mana wise) like Dominus of Fealty . This is Modern and is incredibly fast. I would look at a Snapcaster Mage for an increased threat of control or Torrential Gearhulk for a good end game threat. Counterspells are always something you need so, id suggest dropping Protean Raider for maybe a Mana Leak . Or maybe Opt / Serum Visions because you dont seem to have much card draw. Which brings me to another point. Control decks must, Must, MUST have a fair amount of card draw in them. You need to have your hand stocked with what you need so that you can respond to things when they pop up, not 2 turns later. I would suggest not only Opt / Serum Visions but Chart a Course and maybe Merfolk Looter which can help keep your hand at an even 7, while still making spells available using previously mentioned cards like Snapcaster Mage , Torrential Gearhulk , and Call to Mind .
6 months ago
I love this deck, but I don't think Vector Asp works the way you want it to. Since its name is in its infect ability, Lazav won't gain infect, if I am interpreting the cards correctly.
Also, at a glace, it doesn't seem like there is enough hand-cycling to get the creatures you want in your graveyard out of your hand, but I haven't played this deck so I can't be sure. How does it work out? I would think you'd need a couple more cards that allow you to rummage so that you can get the big boys out of your starting hand and into your graveyard. (I only see three cards that let you do this ( Merfolk Looter , Ancient Excavation , and Sift )... but maybe that is enough? I'm just gonna mention Jace's Archivist , Zephyr Scribe , and Dark Deal to help you do this--two of those cards also disrupt other players' hands, great to play/activate after a player has just tutored. Taigam's Scheming is also a mention, as it is effectively a Surveil 5 at sorcery speed without the keyword, but honestly I think the deck probably does this well enough. I wouldn't know without playing around it myself. But I love this deck, so I think I will :)
6 months ago
Funkydiscogod good point about losing species identity.
cdkime good eye on the druid; I didn't do the math on that. At 3 it's more comparable to a Far Wanderings with threshold, which on turn 2 is downright abusive. As for the blue one, remember it's draw+discard so copare to a Merfolk Looter which is perpetual, I don't think 5 is too high.
As for the green card drawing, to be sure all colors 'ought' to have card drawing. That blue has grown to have a de facto monopoly on card-drawing is a travesty IMHO; not only does it give the color pie imbalance but it also doesn't make sense flavor-wise. Black gets card drawing because it trades anything for power a la Necropotence , Dark Confidant , Minions' Murmurs and the like. Red being the color of power, chaos, and resources has its own mechanics like Wheel of Fortune and Browbeat . White 'ought' to have its own if it reflects the idea of patience being rewarded with blessing or soemthing to that effect. Green has traditionally had its own in cards like Natural Selection , Sylvan Library , Wall of Blossoms , Recycle , Ohran Viper and even Harmonize . The idea being the abundance of resources, renewal, refreshing, and regrowth. It does fit. As for the farmer, I patterned him after Merfolk Looter but I do see your point about the shuffling. Perhaps bottom of library instead.
I forgot about Imperiosaur . It's been a while.
Yes, I agree with you Gleeful Pyre is a terrible way to showcase the design mechanic.
The issue with the book, now that I think about it, is that thi scard doesn't reflect what the thing actually does, from a flavor perspective. The Book of Knowledge was held in the City of Hoffu after the great uprising in which the demon Onawantue was imprisoned and mortals won their freedom. Shortly thereafter, it became lost and at the same time, the Guild grew seemingly out of nowhere. The way it works is that when you read a page, you gain knowledge but you also imprint a page of knowledge onto it, so that anyone who reads the book after you can gain your knowledge. The Guild initially consisted of the Guildmaster and the six Guild Wizards. But they shared the book among themselves and in so doing grew extremely powerful. Too powrerful for the Guildmaster to control and so he sparked division among them that tore the region apart. The most powerful of them all was Meekay (, but he was also profoundly schizophrenic. Meekay had discovered the Guildmaster's plan: to use the Book of Knowledge to gain the key to unlocking Onawantue, the evil nasty demon that he secretly served so that she could re-enslave the mortal world. And so, the Guildmaster destroyed Meekay's thought receptacle which had previously allowed him to function more or less normally.
Centuries later, the original six became known as gods: Raojan the god of Fire, Norina the goddess of deception, you get the idea. The Guildmaster still needed minions to carry out his whims, but instead of talented mages he chose common folk with a propensity to greed and kept their knowledge on a tight leash---allowing them just enough knowledge to spark but not enough to challenge his control.
Boza if the requirement is that the card will eventually see print else don't bother why do we even have this forum? Is this a secret wotc R&D lab that I don't know about? The point is as with anything else with this game: to entertain and have fun.
As for being unreceptive to criticism, please understand that I thank all of you for your feedback. Thank you. Sincerely. If I come across as aggressive that's because I'm an asshole in general and I'm too old to apologize for that.
6 months ago
Draw 1 for 1 mana... like Opt is not super broken.
The card token is just that: a token that acts like a card in your hand. It doesn't do anything. It has no abilities. There's no type or mana cost or anything.
What it 'does' I make you appear to have four 'cards' in your hand instead of three. You can discard it to Ravenous Rats , Merfolk Looter or whatever. It boosts toys like Ivory Tower or Library of Alexandria or something to that effect. If it's the only thing if your library you can draw it and not die. A card token has no intrinsic use, but it can be used by effects that use 'cards' in your hand. That's all.
6 months ago
Most players run sleeves. Put the ad in a sleeve in front of another card.
If not using sleeves find a junk common and write "buy my crap" on it.
I card token is exactly that: a token card. It has no type, no mana cost, nothing. It's just a card. You can ditch it to a Merfolk Looter , gain life from Ivory Tower and that's about it. There is no way of putting it into play.
This card is incredibly obnoxious. Used on an opponent, late in the game you're hoping to topdeck something useful and instead you draw a coupon for a free A/C check (freon not included). Use it on yourself after you been hit by Brain Freeze and you can't lose.
As for it being red, it 'felt' like a goblin to me. The chaotic nature of the ability fits in red, no other reason.
7 months ago
zrob: Thanks for the comment! In order:
1) Stranglehold is in there, no complaints so far ;)
4) ...yeah, I probably should have Copy Artifact in here. My only reluctance was that I can't tutor it with my artifact tutors.
7 months ago
Creatures to cut:
Merfolk Looter - doesnt give overall card advantage for 2 mana + only once each turn
Seafloor Oracle - not that many merfolk attacking
Merfolk Branchwalker - doesnt drop a land and only draws if land revealed
Deep-Sea Kraken - only a 6/6 for either 10 mana or a long delay that can be prepared for
Merfolk Mistbinder - not enough merfolk to make the +1/+1 impactful
Inkwell Leviathan - 9 mana for a beatstick, no real extra effects but several keywords
Cursecatcher - 1 drop potential counter, but only costs 1 to stop it
Reef Worm - useful blocker but requires dying to be highly useful - could be better to use for 3 mana
Merfolk Trickster - can stop ability based creature going off in a turn, but only once till end of turn - situationally useful
instants to cut:
Grapple with the Past - not much other non-land graveyard interaction so limiting
debate on most the counterspells - better ones in slot but depends on price/availability
enchantments to cut:
The Mending of Dominaria - not enough sacking of lands to make value, can lose you other cards
Curse of Verbosity - helps opponents too, may be better in slot but still potentially decent card draw
Ordeal of Nylea - 3 turns to activate so slow but gives double land drop
maybe sorceries to cut:
Beneath the Sands - better in slot for 3 mana maybe
Karn's Temporal Sundering - again, better extra turns in slot - depends on price/availability
Merfolk Looter occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%