Merfolk Trickster

Merfolk Trickster

Creature — Merfolk Wizard


When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.

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Set Rarity
Dominaria (DOM) Uncommon

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Merfolk Trickster occurrence in decks from the last year


All decks: 0.25%

Blue: 6.63%


All decks: 0.07%

Blue: 4.28%

Commander / EDH:

All decks: 0.01%

Merfolk Trickster Discussion

Pyromancer999 on Under the Sea

1 day ago

I've always found Merfolk Trickster to be a very valuable two-drop and flash fits with some of the stuff here. I also think Wavebreak Hippocamp could be huge in tandem with Stinging Lionfish and Verity Circle also It might be nice to have a bit more disruption (counters, a bit more removal) because that is a huge resource for blue that feels yet untapped, otherwise love the theme! +1

Meachman on Merfolk

2 weeks ago

Looks like a lot of good card draw, but not seeing much removal or interaction. Merfolk Trickster is a versatile answer to threats. As aggro as you look to be, Sleep could help you out. With the kind of mana you're able to crank out, Mass Manipulation could also help.

Simic Ascendancy could be a nice alternate win condition given the ability to crank out counters.

Magnanimous on U Control

3 months ago

Remove most of your creatures. Most of these decks focus on using small evasive threats to pressure and gain card advantage, by the time you cast your 4+ CMC creatures (or Bident of Thassa ) it will likely be too late to really make an impact, especially for such underwhelming threats compared to Kalitas, Traitor of Ghet , Questing Beast , etc. If you do want bombs, I'd suggest 6 at most that should all be castable on 4 lands or fewer without Thassa, God of the Sea like weaknesses. Your three drop creatures ( Uninvited Geist  Flip and Thassa, God of the Sea ) are at best a 3/3 unblockable and an easily disrupted threat that will most likely not be a creature for most of the game. Departed Deckhand is also way to fragile in my opinion, but if the downside doesn't factor into gameplay often then it could be fine.

This format has two competitive mono-blue decks that I know of, Mono-Blue Devotion in Theros (starring Master of Waves ) and "Burchett Blue"/Mono-Blue Aggro from a relatively recent set. I recommend basing your deck off of one of those lists and adding more powerful cards, making the deck cheaper/faster (standard allows for slower games), and/or changing the deck to suit your metagame ( AEtherize might be a great sideboard card).

I'd prefer to play the Burchett Blue variant but heavier on control with few threats and tons of instants. The threats would likely be a total of around 8 Pteramander , Thing in the Ice  Flip, and Baral, Chief of Compliance . The other direction is a more creature heavy version that wants to end the game quickly with Tempest Djinn and Master of Waves , using tempo creatures and Curious Obsession for value. That version would have few non-creature spells, likely just 4 Curious Obsession and up to 8 counters/interaction cards. This is the only deck where I think Leyline of Anticipation could be good, but I generally dislike the card as most of your threats are cheap (allowing you to easily keep mana up anyway) and there's not a huge advantage to playing creatures at instant speed. You could also do something in the middle, but try to have some idea which side you fall on, spell heavy or creature heavy.

Suggestions/Cards to think about: - Chart a Course - Spectral Sailor - Pteramander - AEtherize - Tempest Djinn - Master of Waves - Tidebinder Mage - Mausoleum Wanderer - Merfolk Trickster - Siren Stormtamer

capriom85 on Mono Blue 3 cmc slot ...

3 months ago

Here is what I am currently working with:

4 Cloudfin Raptor

4 Siren Stormtamer

4 Merfolk Trickster

2 Harbinger of the Tides

4 Thassa, God of the Sea

4 Nightveil Specter or Tempest Djinn

4 Master of Waves

2 Brazen Borrower

4 Smuggler's Copter

23 Island

And I have a non-completed list of a combination of Curious Obsession , Spell Pierce , Dive Down , Stubborn Denial , and Wizard's Retort , which I have not yet finalized. I may even go down to 2 Tricksters and 3 Copters to make room.

BLOODGUILT on mono blue mill

6 months ago

Lonelyyoshi1 The reason Mill decks work is because you strip your opponent's resources away from them before they can ever draw them. Basically, making someone mill is control. You want to be milling cards from your opponent every turn and right now you have two strategies in your deck. Creature and draw. the two strategies cross over with Psychic Corrosion , Hedron Crab , because both of those say "do something you're gonna do every turn and mill your opponent" Now the Creature strategy would be a focus on Sage's Row Denizen . Fewer spells and add value creatures. Merfolk Trickster , Cloudkin Seer , Frost Lynx , Fblthp, the Lost . I'm sure the great minds of this forum can list much better versions then i can but those are the few i know right now without google. The whole goal of this version would be to get Sage's Row Denizen out and play a "draw go" style unless you need to play a value creature. I would even run creature copying effects to really abuse the sage like Quasiduplicate , Mirror Image , Spark Double , Rite of Replication . you would have to drop most of your planeswalkers and maybe only keep Kasmina, Enigmatic Mentor and run other effects like Blink of an Eye , Callous Dismissal to out value your opponent until you can go nuclear with your sages. at least thats how i would do a creature version. The draw version focuses more on Psychic Corrosion and control. You would run instant speed draw spells like Opt , Radical Idea , Chemister's Insight so you can keep mana open to counter your opponent with Negate , Cancel , Wizard's Retort , Counterspell . You would be 100% draw go. Your turns would more or less be draw, play a land, trigger Hedron Crab , pass. then you counter your opponents spells. if they don't play anything scary you use all your mana at the end of their turn to use your draw spells and make them mill with Psychic Corrosion . you would want to play a bounce spell, recommend Unsummon and your Jace package to get free draws for the mill. Again, I've already shown i don't know the meta for modern so listen to the other guys commenting. The reason i don't like Jace, Arcane Strategist is because he's 6 cmc and doesn't really move you towards your game plan as fast as the other Jaces do. That is also giving your opponent a free turn with 6-7 mana where they don't have to worry about a counter spell. You could run Force of Negation but you are really taking a risk relying on 1 card to protect you so you can play a Jace that has 30% synergy with your deck. I'd rather play my second Psychic Corrosion and have mana up for Thought Collapse or Opt and Radical Idea . Ultimately it is your deck so have fun with it but these are my thoughts. If you would like i could probably use your card list to build two version of your deck and you can try both out.

ChrisHansonBiomancin on UG Flash

8 months ago

This is a cool list, & I'm honestly not surprised to see someone as decorated as LSV saying that it could be a good archetype. I've played a few Flash decks over the years, and I honestly feel like Nightpack Ambusher is the best win con for that kind of deck that I've seen in Standard. IMHO a lot of people are underestimating it since it first stands out as a Wolf lord, versus looking at it as a 4/4 that makes a 3/3 every turn. Add in the fact that we have Frilled Mystic and you have a pretty disgusting 4-drop Flash option to serve as the backbone of the deck. The only problem is T3feri.

That all said, having tried to do straight Simic Flash multiple times in the past, I'm skeptical that Green & Blue can do it alone since they have such limited removal & rely so heavily on counterspells & bounces, which create card disadvantage. If that kind of deck gets behind in tempo, it can have a hard time catching up. I'm looking at these low-CMC creatures like Spectral Sailor , Merfolk Trickster , and even Brineborn Cutthroat (which takes a few turns to get going), and it's just hard to see how it keeps up with a fast aggro deck. I've always leaned toward Bant for a Flash deck since White offers good removal & usually some solid instant-speed creature options, though currently I could also see BUG being good with Assassin's Trophy for removal.

I brewed a Bant version & it feels pretty consistent in playtesting. Settle the Wreckage is the perfect card for regaining the tempo advantage & hosing the go-wide strategies that can give Flash decks problems. Seal Away is nice cheap instant-speed spot removal. Angel of Grace is a great top-of-curve option that can go above the fray while Ambusher mucks up the ground, and its trigger is surprisingly useful for enabling aggressive attacks to close out games.

Additionally, I've beefed up the low-CMC creatures by including Growth-Chamber Guardian & Incubation Druid . They aren't Flash creatures, but they are cheap to play & their ability to Adapt at instant speed means that your opponent has to treat them as though they are bigger than they really are if you have mana up, while also offering a nice mana-dump in case you don't need to counter anything. During playtesting, GCG has really shined in the midgame when you have 5-6 mana & can continually tutor a friend while showing counterspell mana. The Druid is the card you always want to see in your opening hand, as hitting the 4 drops on turn 3 is where you really want to be.

Sorry for writing a novel but this has always been one of my favorite archetypes to play, so it's exciting to see it have some real viability. Here's my Bant list if you want to check it out: M20 Flash

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