993 views24 days ago
Commander
Size: 100Salt sum: 29.74
 avatar

Whitetiger4844

993 views24 days ago
Commander
Size: 100Salt sum: 29.74

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

Commander

Qty: 1 Price: $1.99
Sygg, River Guide
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
: Target Merfolk you control gains protection from the color of your choice until end of turn.
Legendary Creature - Wizard Merfolk
Sygg, River Guide (lrw) 251

Commander

(CTRL to add secondary)

Anthem

Qty: 3 Price: $2.77
Merfolk Sovereign
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
Creature - Merfolk Noble
Merfolk Sovereign (ddt) 11
Merrow Reejerey
Other Merfolk creatures you control get +1/+1.
Whenever you cast a Merfolk spell, you may tap or untap target permanent.
Creature - Soldier Merfolk
Merrow Reejerey (ddt) 13
Rally the Ranks
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Enchantment
Rally the Ranks (khm) 20

Anthem

(CTRL to add secondary)

Copy

Qty: 1 Price: $0.59
Mirror Mockery
Enchant creature
Whenever enchanted creature attacks, you may create a token that's a copy of that creature. Exile that token at end of combat.
Enchantment - Aura
Mirror Mockery (dtk) 62

Copy

(CTRL to add secondary)

Creature

Qty: 6 Price: $2.38
Deepchannel Duelist
At the beginning of your end step, untap target Merfolk you control.
Other Merfolk you control get +1/+1.
Creature - Soldier Merfolk
Deepchannel Duelist (ecl) 213
Disruptor of Currents
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
When this creature enters, return up to one other target nonland permanent to its owner's hand.
Creature - Wizard Merfolk
Disruptor of Currents (ecl) 47
Eclipsed Merrow
When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Scout Merfolk
Eclipsed Merrow (ecl) 221
Meanders Guide
Whenever this creature attacks, you may tap another untapped Merfolk you control. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature - Scout Merfolk
Meanders Guide (ecl) 25
Namor, Atlantean King
Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Legendary Creature - Merfolk Mutant Noble
Namor, Atlantean King (msc) 88
Silvergill Mentor
As an additional cost to cast this spell, behold a Merfolk or pay
. (To behold a Merfolk, choose a Merfolk you control or reveal a Merfolk card from your hand.)
When this creature enters, create a 1/1 white and blue Merfolk creature token.
Creature - Wizard Merfolk
Silvergill Mentor (ecl) 69

Creature

(CTRL to add secondary)

Draw

Qty: 13 Price: $32.13
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (isd) 49
Curse of Verbosity
Enchant player
Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Verbosity (clb) 717
Cut a Deal
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
Sorcery
Cut a Deal (clb) 14
Distant Melody
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Distant Melody (cmm) 846
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Mindspring Merfolk
Exhaust —
,
: Draw X cards. Put a +1/+1 counter on each Merfolk creature you control. (Activate each exhaust ability only once.)
Creature - Wizard Merfolk
Mindspring Merfolk (dft) 51
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (ncc) 229
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (brc) 92
Sage of the Falls
Whenever this creature or another non-Human creature you control enters, you may draw a card. If you do, discard a card.
Creature - Wizard Merfolk
Sage of the Falls (eld) 63
Seafloor Oracle
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Creature - Wizard Merfolk
Seafloor Oracle (rix) 51
Sygg, Wanderwine Wisdom
Sygg can't be blocked.
Whenever this creature enters or transforms into Sygg, Wanderwine Wisdom, target creature gains "Whenever this creature deals combat damage to a player or planeswalker, draw a card" until end of turn.
At the beginning of your first main phase, you may pay
. If you do, transform Sygg.
Legendary Creature - Wizard Merfolk
Sygg, Wanderwine Wisdom // Sygg, Wanderbrine Shield (ecl) 76Sygg, Wanderwine Wisdom // Sygg, Wanderbrine Shield (ecl) 76
Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend
: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
Enchantment
Waterbender Ascension (tla) 79
Wizard Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Enchantment - Class
Wizard Class (afr) 81

Draw

(CTRL to add secondary)

Evasion

Qty: 5 Price: $2.67
Aether Tunnel
Enchant creature
Enchanted creature gets +1/+0 and can't be blocked.
Enchantment - Aura
Aether Tunnel (m19) 43
Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (cmr) 56
River Sneak
This creature can't be blocked.
Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
Creature - Warrior Merfolk
River Sneak (xln) 70
Streambed Aquitects
: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
: Target land becomes an Island until end of turn.
Creature - Scout Merfolk
Streambed Aquitects (ddt) 18
Umara Wizard
Whenever you cast an instant, sorcery, or Wizard spell, this creature gains flying until end of turn.
Creature - Wizard Merfolk
Umara Wizard // Umara Skyfalls (znr) 86Umara Wizard // Umara Skyfalls (znr) 86

Evasion

(CTRL to add secondary)

Finisher

Qty: 1 Price: $12.99
Wanderwine Prophets
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Creature - Wizard Merfolk
Wanderwine Prophets (lrw) 95

Finisher

(CTRL to add secondary)

Infect

Qty: 1 Price: $1.29
Corrupted Conscience
Enchant creature
You control enchanted creature.
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Enchantment - Aura
Corrupted Conscience (plst) MBS-22

Infect

(CTRL to add secondary)

Land

Qty: 35 (36 w/ MDFC)Price: $18.27
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (blc) 291
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (dsc) 261
Blighted Cataract
: Add
.
,
, Sacrifice this land: Draw two cards.
Land
Blighted Cataract (c21) 279
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tdc) 107
Cryptic Caves
: Add
.
,
, Sacrifice this land: Draw a card. Activate only if you control five or more lands.
Land
Cryptic Caves (khc) 109
Flood Plain
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flood Plain (ddi) 34
Gates of Istfell
This land enters tapped.
: Add
.
,
, Sacrifice this land: You gain 2 life and draw two cards.
Land
Gates of Istfell (khm) 256
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (blc) 307
Halimar Depths
This land enters tapped.
When this land enters, look at the top three cards of your library, then put them back in any order.
: Add
.
Land
Halimar Depths (afc) 244
Island
(
: Add
.)
Basic Land - Island
Island (10e) 369
Island
(
: Add
.)
Basic Land - Island
Island (lrw) 286
Island
(
: Add
.)
Basic Land - Island
Island (ddf) 78
Island
(
: Add
.)
Basic Land - Island
Island (ddh) 79
Island
(
: Add
.)
Basic Land - Island
Island (jvc) 32
Island
(
: Add
.)
Basic Land - Island
Island (dds) 28
Island
(
: Add
.)
Basic Land - Island
Island (cma) 295
Island
(
: Add
.)
Basic Land - Island
Island (m19) 266
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (j25) 769
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (tdc) 382
Plains
(
: Add
.)
Basic Land - Plains
Plains (10e) 366
Plains
(
: Add
.)
Basic Land - Plains
Plains (hop) 146
Plains
(
: Add
.)
Basic Land - Plains
Plains (dvd) 26
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (blc) 323
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Sejiri Refuge
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Sejiri Refuge (khc) 118
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (40k) 294
Skyline Cascade
This land enters tapped.
When this land enters, target creature an opponent controls doesn't untap during its controller's next untap step.
: Add
.
Land
Skyline Cascade (bfz) 246
Study
This land enters tapped.
: Add
or
.
,
: Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Land
Study (clu) 21
The Fair Basilica
This land enters tapped.
: Add
.
,
, Sacrifice this land: Draw a card.
Land - Sphere
The Fair Basilica (one) 252
Tranquil Cove
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Tranquil Cove (khc) 119

Land

(CTRL to add secondary)

Lifegain

Qty: 3 Price: $1.19
Judge of Currents
Whenever a Merfolk you control becomes tapped, you may gain 1 life.
Creature - Wizard Merfolk
Judge of Currents (lrw) 22
Sejiri Merfolk
As long as you control a Plains, this creature has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Creature - Soldier Merfolk
Sejiri Merfolk (wwk) 36
Sygg's Command
Choose two —
• Create a token that's a copy of target Merfolk you control.
• Creatures target player controls gain lifelink until end of turn.
• Target player draws a card.
• Tap target creature. Put a stun counter on it.
Sorcery Kindred - Merfolk
Sygg's Command (ecl) 244

Lifegain

(CTRL to add secondary)

Mill

Qty: 1 Price: $0.35
Ink Dissolver
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each opponent mills three cards.
Creature - Wizard Merfolk
Ink Dissolver (mor) 36

Mill

(CTRL to add secondary)

Protection

Qty: 5 Price: $9.31
Adept Watershaper
Other tapped creatures you control have indestructible.
Creature - Cleric Merfolk
Adept Watershaper (ecl) 3
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (clb) 864
Make a Stand
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Make a Stand (j25) 222
Wellgabber Apothecary
: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
Creature - Cleric Merfolk
Wellgabber Apothecary (lrw) 47
Your Temple Is Under Attack
Choose one —
• Pray for Protection — Creatures you control gain indestructible until end of turn.
• Strike a Deal — You and target opponent each draw two cards.
Instant
Your Temple Is Under Attack (clb) 52

Protection

(CTRL to add secondary)

Pump

Qty: 1 Price: $0.35
Twinblade Blessing
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Enchantment - Aura
Twinblade Blessing (fdn) 26

Pump

(CTRL to add secondary)

Ramp

Qty: 5 Price: $4.51
Aquitect's Will
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
Sorcery Kindred - Merfolk
Aquitect's Will (lrw) 52
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (arc) 103
Pillar of Origins
As this artifact enters, choose a creature type.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Artifact
Pillar of Origins (xln) 241
Stonybrook Banneret
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Merfolk spells and Wizard spells you cast cost
less to cast.
Creature - Wizard Merfolk
Stonybrook Banneret (mor) 51
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (pip) 252

Ramp

(CTRL to add secondary)

Removal

Qty: 13 Price: $13.11
Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant
Bilbo's Gambit (hob) 5
Celestial Judgment
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
Sorcery
Celestial Judgment (mic) 5
Crashing Tide
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Sorcery
Crashing Tide (rix) 34
Harbinger of the Tides
You may cast this spell as though it had flash if you pay
more to cast it. (You may cast it any time you could cast an instant.)
When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Creature - Wizard Merfolk
Harbinger of the Tides (j22) 306
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (inr) 69
Neutralize
Counter target spell.
Cycling
(
, Discard this card: Draw a card.)
Instant
Neutralize (iko) 59
Refute
Counter target spell. Draw a card, then discard a card.
Instant
Refute (fdn) 48
Saw It Coming
Counter target spell.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Saw It Coming (khm) 76
Split Up
Choose one —
• Destroy all tapped creatures.
• Destroy all untapped creatures.
Sorcery
Split Up (dsk) 32
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (tdc) 132
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (eoc) 45
Wanderwine Farewell
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Sorcery Kindred - Merfolk
Wanderwine Farewell (ecl) 83
Wizard's Retort
This spell costs
less to cast if you control a Wizard.
Counter target spell.
Instant
Wizard's Retort (dom) 75

Removal

(CTRL to add secondary)

Theft

Qty: 1 Price: $17.99
Thada Adel, Acquisitor
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Legendary Creature - Merfolk Rogue
Thada Adel, Acquisitor (wwk) 40

Theft

(CTRL to add secondary)

Tokens

Qty: 3 Price: $5.77
Aquatic Incursion
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.
Enchantment
Aquatic Incursion (rix) 32
Namor the Sub-Mariner
Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.
Legendary Creature - Merfolk Mutant Villain
Namor the Sub-Mariner (msh) 69
Stonybrook Schoolmaster
Whenever this creature becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
Creature - Wizard Merfolk
Stonybrook Schoolmaster (mor) 25

Tokens

(CTRL to add secondary)

Tutor

Qty: 1 Price: $2.49
Merrow Harbinger
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
Creature - Wizard Merfolk
Merrow Harbinger (lrw) 73

Tutor

(CTRL to add secondary)

Untap

Qty: 1 Price: $19.99
Merrow Commerce
At the beginning of your end step, untap all Merfolk you control.
Enchantment Kindred - Merfolk
Merrow Commerce (lrw) 72

Untap

(CTRL to add secondary)

Deck Info

Deck stats

25 pips - 20 cards
19 mana - 19 cards
63 pips - 46 cards
31 mana - 31 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
4 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"1. Introduction"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Can’t Touch This"},{"insert":" is an "},{"attributes":{"bold":true},"insert":"Azorius Merfolk tribal"},{"insert":" Commander deck led by "},{"attributes":{"bold":true},"insert":"Sygg, River Guide"},{"insert":". Sygg naturally supports the deck’s game plan in two ways: "},{"attributes":{"bold":true},"insert":"reliable combat access"},{"insert":" (islandwalk) and "},{"attributes":{"bold":true},"insert":"protection-as-evasion"},{"insert":" (giving a Merfolk protection from a chosen color).\nThe deck’s core identity is "},{"attributes":{"bold":true},"insert":"“connect in combat, draw a pile of cards, and keep the board off-balance.”"},{"insert":" Most of your threats are small, but they’re "},{"attributes":{"italic":true},"insert":"hard to interact with"},{"insert":" and "},{"attributes":{"italic":true},"insert":"hard to block"},{"insert":", and your value engines snowball quickly once you start hitting players.\nPrimary win paths:\n"},{"attributes":{"bold":true},"insert":"Unblockable / islandwalk pressure"},{"insert":" backed by lords and +1/+1 counter scaling."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Extra-turn chaining"},{"insert":" with "},{"attributes":{"bold":true},"insert":"Wanderwine Prophets"},{"insert":" plus expendable Merfolk bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Poison (infect) closers"},{"insert":" via "},{"attributes":{"bold":true},"insert":"Corrupted Conscience"},{"insert":" on the right body. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2. Card Choices and Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Commander: Sygg, River Guide (the “can’t touch this” button)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sygg brings two crucial tools:\n"},{"attributes":{"bold":true},"insert":"Islandwalk"},{"insert":" (free combat access against Islands, and a payoff when you “create” Islands)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"{1}{W}: protection"},{"insert":" for any Merfolk you control. That protection is both "},{"attributes":{"italic":true},"insert":"defensive"},{"insert":" (blank targeted removal/combat) and "},{"attributes":{"italic":true},"insert":"offensive"},{"insert":" (a protected attacker can’t be blocked by creatures of that color)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is the backbone of your “safe attacker” plan: commit to combat, keep mana up, and make interaction awkward.\nEvasion suite: unblockable, islandwalk, and “virtual unblockable”"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You have a dense package of ways to ensure damage connects:\n"},{"attributes":{"bold":true},"insert":"Direct “can’t be blocked”"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Aether Tunnel"},{"insert":": +1/+0 and "},{"attributes":{"italic":true},"insert":"can’t be blocked"},{"insert":"—perfect on your best draw-engine attacker. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"insert":": "},{"attributes":{"italic":true},"insert":"can’t be blocked"},{"insert":" plus scry on attacks to smooth draws."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Artful Dodge"},{"insert":": one-shot unblockable with flashback for repeat access."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protective Bubble"},{"insert":": "},{"attributes":{"italic":true},"insert":"can’t be blocked"},{"insert":" "},{"attributes":{"bold":true},"insert":"and shroud"},{"insert":"—this protects the creature, but also stops "},{"attributes":{"bold":true},"insert":"you"},{"insert":" from targeting it later (including Sygg and equips/auras). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Repeatable “make my Merfolk connect”"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Merfolk Sovereign"},{"insert":": lord effect plus "},{"attributes":{"bold":true},"insert":"tap: target Merfolk can’t be blocked"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aquatic Incursion"},{"insert":": makes two hexproof Merfolk bodies, and later "},{"attributes":{"bold":true},"insert":"3U: target Merfolk can’t be blocked"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Waterbender Ascension"},{"insert":": repeatedly accrues quest counters from combat damage and becomes a draw engine; it also has "},{"attributes":{"bold":true},"insert":"Waterbend 4: target creature can’t be blocked this turn"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Islandwalk package (your “secondary unblockable axis”)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Aquitect’s Will"},{"insert":": puts a flood counter on a land, making it an Island as long as it has the counter, and cantrips if you control a Merfolk."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Streambed Aquitects"},{"insert":":"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tap: give a Merfolk +1/+1 and "},{"attributes":{"bold":true},"insert":"islandwalk"},{"insert":" for the turn"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Tap: make a land an Island until end of turn"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Natural islandwalk bodies matter more than they look here:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sygg"},{"insert":" himself."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thada Adel, Acquisitor"},{"insert":" (islandwalk + artifact theft)."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stonybrook Banneret"},{"insert":" (islandwalk + cost reduction for Merfolk and Wizards). "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Merrow Harbinger"},{"insert":" (islandwalk + ETB “tutor to top”). "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"This is one of your most “missable” strengths: "},{"attributes":{"bold":true},"insert":"you don’t just rely on unblockable auras"},{"insert":"—you can pivot to "},{"attributes":{"bold":true},"insert":"islandwalk pressure"},{"insert":" by converting a key defender’s land into an Island.\nCard draw engines: turning combat into inevitability"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This list is built to "},{"attributes":{"italic":true},"insert":"hit players"},{"insert":" and "},{"attributes":{"italic":true},"insert":"refill constantly"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Combat-trigger draw (best with unblockable/islandwalk)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Seafloor Oracle"},{"insert":": whenever a Merfolk you control deals combat damage to a player, draw a card (this scales with "},{"attributes":{"italic":true},"insert":"each"},{"insert":" Merfolk that connects)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Curiosity"},{"insert":": draws off damage from the enchanted creature (great on your most consistent unblockable). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rogue’s Gloves"},{"insert":": equipment version of combat-damage draw. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Curse of Verbosity"},{"insert":": political draw engine that rewards attacking the cursed player (you draw, and other attackers draw too). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Noncombat / scaling tribal draw"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":": a classic “choose Merfolk, draw a million” payoff once you’ve built a board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mindspring Merfolk"},{"insert":": a "},{"attributes":{"italic":true},"insert":"huge"},{"insert":" refill that also distributes +1/+1 counters to your Merfolk—use it as your mid/late-game “reload + threaten lethal next turn” button. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Wizard Class"},{"insert":": once leveled, it turns every draw into +1/+1 counters, letting your draw engines become a real clock."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sage of the Falls"},{"insert":": loots (draw then discard) whenever it or another "},{"attributes":{"bold":true},"insert":"non-Human"},{"insert":" creature enters under your control—your Merfolk density makes this trigger constantly and fixes hands after big draw bursts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sage of Fables"},{"insert":": gives your Wizards extra +1/+1 counters and lets you convert counters into cards later (very relevant when Wizard Class and other counter sources start stacking)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Utility lands that quietly matter"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Study"},{"insert":" (land): taps for W/U and later turns mana into Investigate (Clues) for grindy games. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plus your other “mana-into-cards” lands (e.g., cycling/utility draw lands) help you stay live without overcommitting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tribal acceleration and “tempo mana”"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your ramp is intentionally modest, but you get "},{"attributes":{"bold":true},"insert":"pseudo-mana"},{"insert":" from tribal synergies:\n"},{"attributes":{"bold":true},"insert":"Stonybrook Banneret"},{"insert":" reduces Merfolk/Wizard costs, making multi-spell turns easier while staying interactive. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Merrow Reejerey"},{"insert":" is one of the most important cards in the deck:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lord effect (+1/+1)"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Whenever you cast a Merfolk spell, tap or untap target permanent"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" This means your Merfolk spells can “refund” mana by untapping lands/rocks, or can produce tempo by tapping down blockers."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Control suite: protect the plan, keep lanes open"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your interaction is largely "},{"attributes":{"bold":true},"insert":"tempo-positive"},{"insert":": bounce, detain, and counterspells that keep combat flowing.\n"},{"attributes":{"bold":true},"insert":"Tempo removal / disruption"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Crashing Tide"},{"insert":": bounce that can be cast at instant speed if you control a Merfolk, and it replaces itself (this is "},{"attributes":{"italic":true},"insert":"perfect"},{"insert":" for “hold up interaction while attacking”)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Vacuumelt"},{"insert":": scalable bounce via replicate—excellent at clearing multiple blockers or resetting multiple problems when you have spare mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lavinia of the Tenth"},{"insert":": a legendary “freeze” effect that detains many low-cost permanents on entry (great tempo swing). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Hard answers"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Celestial Judgment"},{"insert":" can function as a “selective wipe” that punishes go-wide boards by keeping only one creature per power value. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Your commander-friendly permanent answers (e.g., moon-style effects, exile enchantments, and Swords) give you tools for commanders and must-answer threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Countermagic (protect your key turn cycle)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Wizard’s Retort"},{"insert":" is frequently discounted in a Merfolk/Wizard shell and keeps you mana-efficient. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Refute"},{"insert":" counters and then loots (draw then discard), keeping your hand quality high. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection: making interaction awkward"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck wins a lot of games by making opponents’ answers line up poorly.\nKey pieces:\n"},{"attributes":{"bold":true},"insert":"Sygg"},{"insert":" is repeatable protection on a commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" provides haste + shroud (excellent protection, but remember the targeting tension with auras/Sygg)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Your Temple Is Under Attack"},{"insert":": either team indestructible or a political draw mode. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Azorius Ploy"},{"insert":" prevents all combat damage to and from a creature—this can “win” combat steps while preserving your best attacker. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finishers and “I didn’t realize that worked” lines"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1) Wanderwine Prophets: extra-turn engine (your scariest endgame)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Wanderwine Prophets"},{"insert":" has "},{"attributes":{"bold":true},"insert":"Champion a Merfolk"},{"insert":" and, on combat damage to a player, you may "},{"attributes":{"bold":true},"insert":"sacrifice a Merfolk"},{"insert":" to take an extra turn.\n Your deck is well set up to feed it:\nToken makers (Aquatic Incursion, Schoolmaster) give you sacrifice bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Your evasion suite ensures Prophets connects (Sovereign/Ascension/Auras/Islandwalk setup). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Huge “missable” synergy:"},{"insert":" "},{"attributes":{"bold":true},"insert":"Twinblade Blessing"},{"insert":" gives "},{"attributes":{"bold":true},"insert":"double strike"},{"insert":" (and has flash). \n If Prophets has double strike and connects, it will deal combat damage "},{"attributes":{"bold":true},"insert":"twice"},{"insert":", creating "},{"attributes":{"bold":true},"insert":"two sacrifice/extra-turn opportunities"},{"insert":" in a single combat—this can let you jump multiple turns ahead if you have enough expendable Merfolk.\n2) Corrupted Conscience: steal + infect = sudden lethal"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Corrupted Conscience"},{"insert":" lets you control the enchanted creature and gives it infect. \n In practice, this can:\nTurn a single evasive attacker into a "},{"attributes":{"bold":true},"insert":"10-poison clock"},{"insert":" (often 1–2 hits if you’ve pumped it)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Convert an opponent’s best creature into "},{"attributes":{"italic":true},"insert":"your"},{"insert":" finisher immediately."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"3) Counter-based scaling: draw → counters → lethal"},{"attributes":{"header":4},"insert":"\n"},{"insert":"Once "},{"attributes":{"bold":true},"insert":"Wizard Class"},{"insert":" is leveled to the “draw = +1/+1 counter” mode, your combat-draw engines convert directly into a fast lethal clock.\n Layer that with "},{"attributes":{"bold":true},"insert":"Mindspring Merfolk"},{"insert":" as a refill/pump button and your “small evasive creatures” become real finishers. \n4) Merrow Reejerey engines"},{"attributes":{"header":4},"insert":"\n"},{"insert":"Reejerey’s tap/untap trigger isn’t just “cute”—it’s a flexible toolkit:\n"},{"attributes":{"bold":true},"insert":"Tap down blockers"},{"insert":" to force through combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Untap mana"},{"insert":" (lands/rocks) to chain Merfolk while holding up interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tap Stonybrook Schoolmaster repeatedly"},{"insert":" during multi-spell turns to generate extra Merfolk bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"5) Thada Adel + Cosi’s Trickster (small synergy, real payoff)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thada Adel"},{"insert":" searches an opponent’s library for an artifact, then that player shuffles."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cosi’s Trickster"},{"insert":" grows whenever an opponent shuffles their library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" If Thada is reliably connecting, Trickster becomes a legitimate growing threat “for free.”"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6) Mirror Mockery: powerful, but mind the legend rule"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mirror Mockery"},{"insert":" makes a token copy of the enchanted attacker each time it attacks. \n Two important notes in this deck:\nIt’s "},{"attributes":{"bold":true},"insert":"excellent"},{"insert":" on "},{"attributes":{"italic":true},"insert":"nonlegendary"},{"insert":" ETB/utility attackers (extra bodies, extra triggers, extra pressure)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It’s a "},{"attributes":{"bold":true},"insert":"nonbo on legendary creatures"},{"insert":" (like Sygg, Thada Adel, Lavinia), because the token is legendary too and will die to the legend rule before it matters. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"3. Gameplay Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Keep hands that do "},{"attributes":{"bold":true},"insert":"at least two"},{"insert":" of these:\nEarly Merfolk + an evasion plan (or an islandwalk plan)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A draw engine (Seafloor Oracle / Curiosity / Gloves / Class-style setup)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Interaction you can realistically hold up (a counter or bounce) while progressing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands that are “all payoffs, no enablers” tend to stall—this deck wants to "},{"attributes":{"italic":true},"insert":"start connecting early"},{"insert":".\nEarly game (turns 1–3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Deploy cheap Merfolk and establish a first “guaranteed hit” line (unblockable aura/spell, or islandwalk setup)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sygg often comes down early if you can keep mana up to protect the first key attacker cycle."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mid game (turns 4–7)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aim to land a "},{"attributes":{"bold":true},"insert":"repeatable draw engine"},{"insert":" (Seafloor Oracle / Wizard Class path / Ascension if your group allows it). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play “tempo control”: bounce blockers, counter blowouts, and keep combat flowing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Late game (closing)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Pick the finish line that matches the table:\nIf the table is stabilized but low on answers: "},{"attributes":{"bold":true},"insert":"Prophets"},{"insert":" + evasion + token fodder is your highest-ceiling close."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If one player is far ahead on board: "},{"attributes":{"bold":true},"insert":"Corrupted Conscience"},{"insert":" can immediately reverse who has the biggest threat. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you’re drawing a lot but need damage: use Wizard Class counters and tribal lords to convert cards into lethal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sequencing tips (important in this list)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Shroud matters."},{"insert":" If you plan to use Sygg’s protection or add more auras/equipment to a creature, don’t give it shroud first (Greaves/Bubble). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aquitect’s Will"},{"insert":" is a “set and forget” Island-maker (flood counter), which can quietly turn on islandwalk for the rest of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Curse of Verbosity"},{"insert":" is strongest when placed on the player your table is already incentivized to attack—this keeps heat off you while you profit. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4. Common Matchups"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Creature swarms / go-wide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your plan:\nKeep lanes open with bounce and selective wipes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Celestial Judgment"},{"insert":" is a major stabilizer here, often “undoing” a wide board while leaving you with something relevant. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Then pivot into unblockable pressure, since wide decks often struggle to stop non-blockable threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Control / board-wipe heavy pods"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your plan:\nDon’t overcommit; you can win with "},{"attributes":{"bold":true},"insert":"one"},{"insert":" protected attacker plus draw engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hold counters for the wipe that matters, and keep protection spells available for the turns you need to force damage through."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fast combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your plan:\nYou’re not racing with raw speed—you’re racing by "},{"attributes":{"bold":true},"insert":"pressuring life totals"},{"insert":" while holding up interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Prioritize countermagic and keep your clock consistent (unblockable attackers + draw to find more interaction)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Artifact-centric decks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your plan:\n"},{"attributes":{"bold":true},"insert":"Thada Adel"},{"insert":" is a real weapon here; connecting even once can steal a key mana rock or engine piece and swing tempo dramatically."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"5. Strengths and Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths"},{"insert":"\nExtremely consistent at "},{"attributes":{"bold":true},"insert":"forcing combat damage"},{"insert":" (unblockable + islandwalk infrastructure)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Snowballs via "},{"attributes":{"bold":true},"insert":"combat-driven card advantage"},{"insert":" (Seafloor Oracle, Curiosity/Gloves, etc.). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong “protect the queen” gameplay with Sygg and flexible protection tools. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"High-ceiling endgame via "},{"attributes":{"bold":true},"insert":"extra turns"},{"insert":" (Prophets) that your token package supports well."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":"\nSome of your best “can’t touch this” tools grant "},{"attributes":{"bold":true},"insert":"shroud"},{"insert":", which can shut off your own targeting lines if sequenced poorly. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reliant on combat steps; fog-heavy metas or repeated mass bounce can be annoying."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Prophets line is powerful but "},{"attributes":{"bold":true},"insert":"mana- and setup-dependent"},{"insert":" (needs evasion + fodder + a safe window)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6. Conclusion (and power level)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Can’t Touch This"},{"insert":" is a classic “tempo tribal” Commander deck: it wins by making combat inevitable, turning those hits into cards, and using that advantage to keep opponents from ever stabilizing. Sygg’s protection plus your density of unblockable/islandwalk enablers makes your key attackers difficult to interact with, while your control package buys the time you need to snowball into a finishing sequence.\n"},{"attributes":{"bold":true},"insert":"Power level assessment:"},{"insert":" "},{"attributes":{"bold":true},"insert":"Mid-power casual (~6.5/10)"},{"insert":".\n It has a strong, coherent plan and a real “close the game” engine with Wanderwine Prophets, but it isn’t built with cEDH speed (fast mana/tutors/dense free interaction). In pods where combat matters and people aren’t consistently winning before turn 6–7, this deck should feel threatening without being oppressive.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards