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We ARE the power of the sea

Introduction Show

There is an infinite mana combo here, as well as infinite creatures. The base is Kiora's Follower, Freed from the Reel, and Nykthos, Shrine to Nyx.

With Freed from the Reel enchanted onto Kiora's Follower you activate Kiora's Follower's ability to untap Nykthos, Shrine to Nyx. You make mana with Nykthos, use that mana to untap Kiora's Follower with Freed from the Reel's ability, which can then untap Nykthos, then rinse and repeat. With infinite mana you can now untap Kiora's Follower as many times as you want. This allows for infinite draw as long as there are at least three merfolk onto the battlefield including Kumena.

Capsize is not only a great targeted removal spell, but untapping creatures every turn with Seedborn Muse/Murkfiend Liege while Cryptolith Rite and/or Earthcraft means A LOT of mana on multiple turns to take care of problematic permanents not including the infinite mana combo to bounce everyone's permanents at instant speed.

Finale of Devastation - When used as a finisher, this will tutor out one of the lords I have (Lord of Atlantis or Merrow Reejerey) to then swing in with a horde of Merfolk.

I have a couple of "soft locks" in the deck that tends to make my groups scoop once enabled. I'd win eventually, but it just takes a bit of time.

Reflections of Littjara, Venser, Shaper Savant, and Maskwood Nexus

This combo doesnt require Maskwood Nexus, but it will usually include it because it would be rare that I name "Wizard" with Reflections of Littjara. Reflections of Littjara naming Merfolk with Maskwood Nexus on the battlefield means that Venser will be considered a Merfolk when cast. Reflections of Littjara will copy Venser and the token will enter the battlefield. The token will trigger bouncing whatever I believe the problem is. Then, the original will resolve which will target itself, returning the original Venser to my hand to do it again when needed. With enough mana, or untapping every turn, I'm bouncing anything and everything to be able to swing in without hinderance.

Surgespanner bouncing anyone's permanents every turn (with Seedborne Muse and/or Murkfiend Liege) is a way to control the board and make my opponent's scoop.

Lullmage Mentor allows for "free" counterspells untapping every turn. My opponents would be required to cast two or more spells, or something uncounterable, to get past this.

Hullbreaker Horror - This card honestly should not have been printed, but I'll take advantage of it while I can. As long as I keep drawing spells, which is what the deck does anyway, I can keep powerful spells at bay.

This deck's main protection is through counterspells. I have debated on trying things like Asceticism or Swiftfoot Boots/Lightning Greaves, but in the end I can't seem to find a spot.

Force of Will, Mana Drain, Muddle the Mixture, Pact of Negation, Fierce Guardianship, Disallow, and Swan Song are all easily understandable and staple counterspells in EDH with the exception of Muddle the Mixture. This is mainly here for the transmute ability for Earthcraft or Cryptolith Rite. However, it is still a counterspell nonethless.

Another "counterspell" that can be added to this list is Lullmage Mentor. Getting him online to be a free counter once a turn is a great feeling.

Kopala, Warden of Waves is a mere soft counter, but still important. I've seen that the fact that he stops abilities is what helps out the most. He is also beneficial in the fact that he is easily tutorable with the majority of tutors I have in the deck.

Teferi, Mage of Zhalfir - He is definitely considered protection so that I can do the things I need without worrying about interaction.

In Simic colors, there are some standard interactions in the form of Beast Within, Cyclonic Rift, Krosan Grip, and Capsize. However, for the way I have built the deck (and the merfolk aspect) we have access to a couple more that may not be typically used in other Simic decks.

For the merfolk aspect, we have Surgespanner. This card has become targeted immediately in my playgroup because he just doesn't stop when I can untap him every turn. I can use him at instant speed with Earthcraft, Cryptolith Rite, and of course with the commander himself, Kumena. He can also be categorized under protection since he can bounce any permanent which can save my things as well if needed.

For the fact that I am untapping as much as possible (plus the "wide" aspect of the deck) Nullmage Shepherd is a great addition. Getting four creatures isn't extremely difficult, but you simply cast her as the fourth or more to get at least one use. If she stays, your opponents won't have much left.

This deck doesn't tend to get far without being able to untap more than the game normally allows. I have included multiple forms of this for redundancy and to ensure that the deck will be able to abuse the combo creatures to take the lead.

Seedborn Muse - Untapping everything is just so powerful. Creatures to continue the combos, and lands to hold up countermagic. She doesn't tend to live long.

Murkfiend Liege - Apart of the redundancy package. He's only creatures, but in this deck that is powerful no matter what. The buff on my creatures is a great bonus as well.

Intruder Alarm - This can make this deck GO OFF with the amount of tokens I make. Even without the tokens, it can untap my creatures multiple times a turn with my opponents playing their creatures.

Merrow Commerce - Even though it only untaps in my end step, that one extra untap has shown its power. It can also be tutored with Seahunter which allows for extra tutors if Maskwood Nexus is on the battlefield.

is known more for draw than tutors. However, there are some staples in these colors.

(Worldly Tutor and Mystical Tutor) are the ones that most likely come to mind immediately, and of course they are in here.

Long-Term Plans - Probably a lesser known tutor in blue. A non-black tutor that can find ANYTHING is rare enough, but the "restriction" isn't a big problem with how much I draw in this deck.

Chord of Calling - I make enough tokens for this to be viable. This usually tutors out Seedborne Muse, but whatever I need in the moment at instant speed.

Seahunter - Combos with Maskwood Nexus to tutor any creature card in the deck. Amazing feeling to tutor a Venser, Shaper Savant and my opponent doesn't see it coming.

Herald of Secret Streams - This card was taken out quite a bit ago because 1) I rarely use the ability for +1/+1 counters with Kumena (my opponents try to wipe my board whenever they see 3+ merfolk) and 2) I tend to wait to attack until I can get Craterhoof Behemoth. I haven't missed him as of yet.

Seafloor Oracle - This one was just taken out as he was one that I tend to hold onto because four mana was more than I liked for a merfolk without an instant board presence. I am keeping him in mind (in case I miss him), but I'll need more playtesting to see whether or not I want him back.

Mystic Remora - This deck doesn't need it. I need my mana to start strong to get my combos up and going. Until late game, I won't have the mana to continuously pay for it, and by then I'm either winning or this won't help me comeback.

Tatyova, Benthic Druid - While a great Merfolk, she is more of a build-around, not an add in. I can draw well enough in this deck and she's an expensive Merfolk that doens't immediately impact the board. I tried her in the past, but I felt like she was too clunky to keep in.

Wanderwine Prophet - I don't attack unless it's to win the game. This card is good, just clunky for the combo-orientated way I built the deck.

Metallic Mimic - This is based on attacking again. I don't need the counters when I can put counters on with Kumena. I wanted it in to be a two mana merfolk, but I have other options with the new set.

Illusionist's Bracers - I make enough tokens and merfolk to continuously draw. This isn't a bad ability, just a win-more. I'd rather use the mana to increase my board, instead of just equipping.

Thanks for taking a look at my merfolk deck! I am more than open to any suggestions, feedback, or criticism.

Suggestions

Updates Add

I went into the deck and added quite a few of the new merfolk that we've seen. I've also tried to increase some consistency in the deck as I have been having problems pulling out the win. I've added some mana dorks and engines like Intruder Alarm and Freed from the Real. Waiting to playtest.

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Revision 33 See all

(4 months ago)

+1 Tradewind Rider maybe
Top Ranked
Date added 5 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

51 - 0 Rares

12 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.83
Tokens Beast 3/3 G, Bird 2/2 U, Copy Clone, Elemental 1/0 U, Merfolk 1/1 U, Merfolk 1/1 U w/ Hexproof, Shapeshifter 2/2 U
Folders EDH, deck one, Edh decks, saved decks, Ideas, My commander folder
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