141 views43 hrs ago
Commander
Size: 100Salt sum: 36.47
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Taustin_b

141 views43 hrs ago
Commander
Size: 100Salt sum: 36.47

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Commander

Qty: 1 Price: $0.49
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) 288Sygg, Wanderwine Wisdom // Sygg, Wanderbrine Shield (ecl) 288

Commander

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Anthem

Qty: 5 Price: $30.45
Lord of Atlantis
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature - Merfolk
Lord of Atlantis (spg) 1
Master of the Pearl Trident
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature - Merfolk
Master of the Pearl Trident (lcc) 162
Merfolk Sovereign
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
Creature - Merfolk Noble
Merfolk Sovereign (lcc) 164
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 (j22) 61
Vodalian Wave-Knight
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.
Creature - Knight Merfolk
Vodalian Wave-Knight (moc) 43

Anthem

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Artifact

Qty: 2 Price: $1.84
Dawn-Blessed Pennant
As this artifact enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk.
Whenever a permanent you control of the chosen type enters, you gain 1 life.
,
, Sacrifice this artifact: Return target card of the chosen type from your graveyard to your hand.
Artifact
Dawn-Blessed Pennant (ecl) 254
Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost
less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact
Gathering Stone (ecl) 257

Artifact

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Copy

Qty: 1 Price: $2.79
Reflections of Littjara
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Enchantment
Reflections of Littjara (khm) 73

Copy

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Creature

Qty: 10 Price: $5.94
Adept Watershaper
Other tapped creatures you control have indestructible.
Creature - Cleric Merfolk
Adept Watershaper (ecl) 297
Champions of the Shoal
As an additional cost to cast this spell, behold a Merfolk and exile it. (Exile a Merfolk you control or a Merfolk card from your hand.)
Whenever this creature enters or becomes tapped, tap up to one target creature and put a stun counter on it.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Creature - Soldier Merfolk
Champions of the Shoal (ecl) 46
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) 333
Deepway Navigator
Flash
When this creature enters, untap each other Merfolk you control.
As long as you attacked with three or more Merfolk this turn, Merfolk you control get +1/+0.
Creature - Wizard Merfolk
Deepway Navigator (ecl) 214
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) 303
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) 339
Harmonized Trio
, Tap two untapped creatures you control: This creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Merfolk Bard
Harmonized Trio // Brainstorm (sos) 317
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
Wanderbrine Trapper
,
, Tap another untapped creature you control: Tap target creature an opponent controls.
Creature - Scout Merfolk
Wanderbrine Trapper (ecl) 42

Creature

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Draw

Qty: 11 Price: $44.47
Attuma, Atlantean Warlord
Other Merfolk you control get +1/+1.
Whenever one or more Merfolk you control attack a player, draw a card.
Legendary Creature - Warrior Merfolk Villain
Attuma, Atlantean Warlord (msh) 47
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (blc) 162
Distant Melody
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Distant Melody (cmm) 846
Emperor Mihail II
You may look at the top card of your library any time.
You may cast Merfolk spells from the top of your library.
Whenever you cast a Merfolk spell, you may pay
. If you do, create a 1/1 blue Merfolk creature token.
Legendary Creature - Merfolk Noble
Emperor Mihail II (lcc) 155
Harmonized Crescendo
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.)
Choose a creature type. Draw a card for each permanent you control of that type.
Instant
Harmonized Crescendo (ecl) 384
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (wot) 22
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (iko) 65
Seafloor Oracle
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Creature - Wizard Merfolk
Seafloor Oracle (lcc) 170
Spreading Seas
Enchant land
When this Aura enters, draw a card.
Enchanted land is an Island.
Enchantment - Aura
Spreading Seas (wot) 26
Staggering Insight
Enchant creature
Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
Enchantment - Aura
Staggering Insight (scd) 246
Svyelun of Sea and Sky
Svyelun has indestructible as long as you control at least two other Merfolk.
Whenever Svyelun attacks, draw a card.
Other Merfolk you control have ward
. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Legendary Creature - Merfolk God
Svyelun of Sea and Sky (mh2) 310

Draw

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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 (spg) 132

Finisher

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Land

Qty: 36 Price: $94.71
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Eclipsed Realms
As this land enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk.
: Add
.
: Add one mana of any color. Spend this mana only to cast a spell of the chosen type or activate an ability of a source of the chosen type.
Land
Eclipsed Realms (ecl) 263
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (ecl) 275
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 (ecc) 158
Plains
(
: Add
.)
Basic Land - Plains
Plains (ecl) 274
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Port Town (msc) 256
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Enlightenment (eoc) 186
Wanderwine Hub
As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Wanderwine Hub (lrw) 280

Land

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Lifegain

Qty: 1 Price: $0.35
Judge of Currents
Whenever a Merfolk you control becomes tapped, you may gain 1 life.
Creature - Wizard Merfolk
Judge of Currents (lrw) 22

Lifegain

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Protection

Qty: 5 Price: $29.75
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (m3c) 165
Kopala, Warden of Waves
Spells your opponents cast that target a Merfolk you control cost
more to cast.
Abilities your opponents activate that target a Merfolk you control cost
more to activate.
Legendary Creature - Wizard Merfolk
Kopala, Warden of Waves (lcc) 160
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (clb) 730
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fdn) 355
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

Protection

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Ramp

Qty: 7 Price: $14.13
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (cmm) 367
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (blb) 247
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
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 (lcc) 173
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (msc) 221
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (cmm) 414

Ramp

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Removal

Qty: 12 Price: $61.48
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 311
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Counterspell
Counter target spell.
Instant
Counterspell (cmm) 630
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (tsr) 375
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmm) 624
Negate
Counter target noncreature spell.
Instant
Negate (sta) 18
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (otp) 6
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (ltc) 23
Summon: Leviathan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand.
II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card.
Ward
Creature Enchantment - Saga Leviathan
Summon: Leviathan (fin) 361
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (mb2) 153
Tishana's Tidebinder
Flash
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
Creature - Wizard Merfolk
Tishana's Tidebinder (lci) 335
Vodalian Hexcatcher
Flash
Other Merfolk you control get +1/+1.
Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays
.
Creature - Wizard Merfolk
Vodalian Hexcatcher (dmu) 75

Removal

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Sorcery

Qty: 2 Price: $11.48
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) 342
Winnowing
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.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Sorcery
Winnowing (ecl) 382

Sorcery

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Tokens

Qty: 4 Price: $5.12
Deeproot Pilgrimage
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
Enchantment
Deeproot Pilgrimage (lci) 52
Deeproot Waters
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Enchantment
Deeproot Waters (lcc) 152
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
Summon the School
Create two 1/1 blue Merfolk Wizard creature tokens.
Tap four untapped Merfolk you control: Return this card from your graveyard to your hand.
Sorcery Kindred - Merfolk
Summon the School (lrw) 42

Tokens

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Tutor

Qty: 1 Price: $4.49
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

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Untap

Qty: 1 Price: $20.99
Merrow Commerce
At the beginning of your end step, untap all Merfolk you control.
Enchantment Kindred - Merfolk
Merrow Commerce (lrw) 72

Untap

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Deck Info

Deck stats

23 pips - 20 cards
27 mana - 27 cards
63 pips - 44 cards
31 mana - 31 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck embraces what Merfolk have always done best: work together. Rather than relying on a single explosive combo or one oversized threat, every Merfolk contributes to a growing network of lords, token producers, card draw, and utility effects that steadily overwhelm the table.\nThe deck rewards careful sequencing and patient play. Early creatures establish a board presence, tribal payoffs turn every new Merfolk into additional value, and combat becomes increasingly difficult for opponents to navigate. Protection and efficient interaction keep the engine online while the school continues to grow.\nAlthough the deck is capable of explosive turns, it is designed to win through accumulated advantage. Every creature, every attack, and every new token pushes the board toward an overwhelming position that eventually becomes impossible to answer.\nGame Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Develop mana with rocks like "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Azorius Signet"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Talisman of Progress"},{"insert":" while establishing a board of inexpensive Merfolk.\nEarly lords such as "},{"attributes":{"bold":true},"insert":"Lord of Atlantis"},{"insert":", "},{"attributes":{"bold":true},"insert":"Master of the Pearl Trident"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Merfolk Sovereign"},{"insert":" immediately increase combat pressure, while value pieces like "},{"attributes":{"bold":true},"insert":"Judge of Currents"},{"insert":", "},{"attributes":{"bold":true},"insert":"Stonybrook Banneret"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Merrow Harbinger"},{"insert":" begin building long-term advantages.\nFocus on developing your board rather than becoming the table's biggest threat too early.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is where the deck begins to snowball.\nCard advantage engines like "},{"attributes":{"bold":true},"insert":"Reconnaissance Mission"},{"insert":", "},{"attributes":{"bold":true},"insert":"Bident of Thassa"},{"insert":", "},{"attributes":{"bold":true},"insert":"Seafloor Oracle"},{"insert":", "},{"attributes":{"bold":true},"insert":"Kindred Discovery"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":" ensure that every successful attack replaces itself with even more Merfolk.\nMeanwhile, tribal payoffs such as:\nDeeproot Waters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deeproot Pilgrimage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reflections of Littjara"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merrow Commerce"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"transform each creature into additional creatures, untaps, or extra value.\nAt this stage, protecting your board becomes just as important as expanding it. Counterspells and targeted removal should be saved for effects that would reset your advantage.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once multiple tribal engines are online, the deck becomes extremely difficult to contain.\nYour board naturally widens while lord effects continue increasing damage output. Combat becomes your greatest source of card draw, and every additional Merfolk represents several layers of value.\nFinishers like "},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":" frequently end games on the spot by allowing an alpha strike through stalled board states.\nIf the opportunity presents itself, "},{"attributes":{"bold":true},"insert":"Wanderwine Prophets"},{"insert":" can generate repeated extra turns when supported by a wide board of Merfolk tokens, giving opponents very little opportunity to recover.\nPrimary Win Conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"• Build a wide army backed by multiple Merfolk lords.\n• Generate overwhelming card advantage through combat damage.\n• Protect the board long enough for tribal engines to outvalue opponents.\n• Finish with an unblockable or protected alpha strike using "},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":".\n• Utilize "},{"attributes":{"bold":true},"insert":"Wanderwine Prophets"},{"insert":" to chain extra turns when the board allows.\nKey Synergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Lords"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Multiple anthem effects stack together to quickly turn otherwise small creatures into legitimate threats.\nLord of Atlantis"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Master of the Pearl Trident"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merfolk Sovereign"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Emperor Mihail II"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combat Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Attacking is rarely a downside.\nSeveral enchantments and creatures reward connecting with opponents by continually refilling your hand.\nReconnaissance Mission"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bident of Thassa"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Seafloor Oracle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kindred Discovery"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Token Production"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck rarely runs out of creatures.\nMany cards reward simply casting or attacking with Merfolk by creating additional bodies.\nDeeproot Waters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deeproot Pilgrimage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stonybrook Schoolmaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Summon the School"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your creatures become increasingly difficult to remove thanks to:\nSygg"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kopala"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Svyelun of Sea and Sky"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Swiftfoot Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Countermagic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protecting a developed board is usually stronger than rebuilding one.\nInteraction Suite"},{"attributes":{"header":1},"insert":"\n"},{"insert":"While primarily proactive, the deck carries efficient answers for nearly every situation.\nCountermagic:\nCounterspell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Denial"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Negation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dovin's Veto"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An Offer You Can't Refuse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removal:\nSwords to Plowshares"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Path to Exile"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generous Gift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Raise the Palisade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This allows the deck to continue advancing its own board while preventing opponents from executing game-winning plays.\nMulligan Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Look for hands that contain:\nThree lands or two lands plus ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one early Merfolk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A source of card advantage or a tribal payoff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid hands that contain only expensive cards or interaction without a way to establish board presence.\nPilot Tips"},{"attributes":{"header":1},"insert":"\n"},{"insert":"• Don't overextend into obvious board wipes.\n• Prioritize card draw engines over additional lords if given the choice early.\n• Save counterspells for game-changing spells rather than minor interaction.\n• Sequence token generators before casting multiple Merfolk whenever possible.\n• Politics matter. Your board often appears less threatening than it truly is until multiple lords and draw engines are assembled.\nStrengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Excellent card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Consistent tribal synergies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong protection package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flexible interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can quickly rebuild after spot removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rewards careful sequencing and combat decisions."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Board wipes are the biggest obstacle."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can struggle if repeatedly prevented from attacking."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Relies heavily on maintaining a board presence."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tribal hate can significantly slow the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Final Thoughts"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck isn't trying to win in spectacular fashion—it wins by making every Merfolk matter.\nOne creature becomes two. Two become a school. Every attack draws more cards, every new Merfolk strengthens the tide, and every turn your opponents spend answering one threat leaves three more waiting beneath the surface.\nLike the ocean itself, the strength of the school isn't found in a single wave—it's found in the relentless tide.\n"}]}
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