Merfolk Mesmerist

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Legality

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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Merfolk Mesmerist

Creature — Merfolk Wizard

{U},{T}: Taget player puts the top two cards of his or her library into his or her graveyard.

Gattison on PDH(U) - Hedron Crab

5 years ago

Jace's Erasure should help a little. And what about Merfolk Mesmerist because it's repeatable? And finally, Warped Landscape is another way to fetch a land.

DrkNinja on Army of Atlantis

6 years ago

Tamiyo doesn't really do anything in this deck; Play Future Sight instead of Magus, it's harder to deal with; Run counter spell instead of Hindering light, you know you'd rather counter that Wrath; Riptide Director is a worse Azami, Sage of Fables however buffs most of your dudes and allows for some interesting things; If you are gonna run Mystical tutor play an instant or sorcery worth it being in the deck for.

Cards worth adding:

Some cards that are maybes:

greatdevourer on Tips for Momir Vig? 3rd iteration

6 years ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

Tortuous_TG18 on Secrets of the Deep (Merfolk Wizard Tribal Mill)

7 years ago

Might I recommend things like Merfolk Mesmerist and Evanescent Intellect for your SB. If your opponent is like one of mine (who runs a very large Modern deck, somewhere on the lines of 200 cards), then you'll ned more options for the VERY LATE game. If you have bunches of Merfolk that are just kinda there (tokens?) just label a few of them as mill support with the Intellect, and the Mesmerist for obvious reasons. To be honest, I don't think you need these, even somewhat on the sideboard. How does this deck stand against aggro, like Kithkin tribal?

QuantumSkies on License to Mill!

7 years ago

Your Vedalken Entrancer could be replaced by Merfolk Mesmerist. It is essentially the same but you can get Merfolk Mesmerist out two turns earlier for some more mill. Perhaps removing Altar of the Brood for Sands of Delirium because I think Sands of Delirium would be faster. Your Jace, Unraveler of Secrets is good but if you really want to stick to the theme, Jace, Memory Adept would be better because of his boss second ability. Flame Slash can replace your Bathe in Dragonfire. I see that this is budget and Visions of Beyond is a little pricey but it could replace some of your investigate mechanics, I don't think you will do that though. Dream Twist could be replaced with Startled Awake  Flip, and Traumatize is a really good card so any could go. All the suggestions require more land however...

Lord_Rakdos73 on Undead Llamas

8 years ago

Drop confiscate, mind control, volition reins, and take out some "tap" cards. Add Merfolk Mesmerist and Vedalken Entrancer and Jace's Erasure. For mill.

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