Whitetiger4844
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Commander
Size: 100Salt sum: 29.74
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Anthem
Anthem
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Creature
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.
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

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.
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

Creature
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Draw
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.
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


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 .)
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

Draw
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Evasion
Evasion
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Finisher
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.
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

Finisher
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Land
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.)
: 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

Land
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Lifegain
Lifegain
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Protection
Protection
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Ramp
Ramp
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Removal
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.
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant

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.
When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Creature - Wizard Merfolk

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.
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

Removal
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Theft
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.
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

Theft
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Tokens
Tokens
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Tutor
Tutor
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Deck Info
Deck stats
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"}]}





















































































