79 views11 days ago
Commander
Size: 100Salt sum: 32.83
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kidtaicho

79 views11 days ago
Commander
Size: 100Salt sum: 32.83

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{"ops":[{"insert":"This is Merfolk typal deck for the EDHREC September 2026 deckbuilding contest.\n\nThe Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It leans into the merfolk sub-theme of wanting your creatures tapped, primarily explored in Lorwyn. Kilo, as the commander, acts as a booster for the deck since it also likes to be tapped, and pulls together the other theme for the deck which is counters. An ideal play pattern is to play out merfolk and use station or crew abilities to tap them for value when you can, then to turn the little merfolk into lethal threats, either using a mass +1/+1 counter effect and proliferate with Kilo or use a damage doubler to pump up the damage.\n\n\nWinning strategies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Besides fairly playing out merfolk and putting counters on them to swing out for lethal, the deck has a couple of other ways to take advantage of tap abilities. \n \n"},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This older card lets you untap or tap a creature (artifact or land), by discarding a card, so with "},{"insert":{"card-link":"Fallowsage"}},{"insert":" we can quite easily draw through our entire deck, then we can win with "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" , which is a merfolk! Notably, you will need a tapper to fully enable this; any of the station cards will work, the vehicles will let you do this at instant speed, and one creature "},{"insert":{"card-link":"Drowner of Secrets"}},{"insert":" which will let us move through the deck even faster. This also gives us tap/untapping triggers for each card in our library, that can combo with "},{"insert":{"card-link":"Deeproot Pilgrimage"}},{"insert":" for an army of 1/1 tokens, or "},{"insert":{"card-link":"Hawkeye's Bow"}},{"insert":" to shoot down our opponents with pings.\n\nMind Over Matter also works as a great tool to just get some extra taps if we need them. If we get counters on our team, we can turn all the cards in our hand into untap triggers for Kilo to grow our board to lethal, or turn them into mana with the "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" or another mana rock or land.\n\n"},{"insert":{"card-link":"Benthic Biomancer"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the strongest +1/+1 counters synergy pieces in the deck, this works as another way to draw through our deck in combination with a fully leveled-up "},{"insert":{"card-link":"Wizard Class"}},{"insert":" or "},{"insert":{"card-link":"Vodalian Wave-Knight"}},{"insert":" . The latter of which will grow our board into a bunch of big boys, however *CAUTION* comboing with Vodalian Wave-Knight will kill you unless you have a way to interrupt the draw, this can be things like "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" "},{"insert":{"card-link":"Disruptor of Currents"}},{"insert":" which will each interrupt it in different ways.\n\n"},{"insert":{"card-link":"Wanderwine Prophets"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is our way of chaining extra turns but, I'd recommend only going for it in emergencies or if you have evasion support alongside something like "},{"insert":{"card-link":"Deeproot Pilgrimage"}},{"insert":" to give you consistent sac fodder. In that way it turns more into an infinite extra combats where you can just attack down whoever you need to.\n\nGeneral Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a typal deck that focuses on Merfolk. It aims to be around bracket 3, usually building up a board slowly with some multi-card combos that could run away with things, including potential extra turn chaining. However, I included no fast mana so the deck does take some time to get online, and the only game changer is "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" because it's also a merfolk so it gets a bit of pass. The deck can be a bit dirdly with the untapping shenanigans but hopefully it floods the board relatively quickly once it gets going to close out the game.\n\nI generally made choices to focus on the typal and tapping synergies over including generically good cards. I wasn't necessarily considering budget, and there's room in the manabase to shave off a lot of the cost and some of power downgrades I suggest below would also remove a number of more expensive cards.\n\nCard choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The merfolk in the deck are those that like to tap or untap themselves or other things as well as a couple of solid support merfolk.\n\nSince we had Kilo at the helm we also aim to take advantage of counter synergies, with spacecraft like "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" getting charge counters and things like "},{"insert":{"card-link":"Door of Destinies"}},{"insert":" and"},{"insert":{"card-link":"Fated Firepower"}},{"insert":" getting stronger the more counters they have on them.\n\nConvoke is our other tapping synergy that works great with what we want to do with "},{"insert":{"card-link":"Collective Inferno"}},{"insert":" as a damage doubler and "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" giving protection as well card draw from things like "},{"insert":{"card-link":"Harmonized Crescendo"}},{"insert":" and finally a couple of utility spells.\n\nI've included a few non-merfolk creatures that are worth talking about, all in support of our tapping plan. "},{"insert":{"card-link":"Captain America, Living Legend"}},{"insert":" gives us extra taps for everything on our turn, enabling double stationing and other double duties. "},{"insert":{"card-link":"Cayth, Famed Mechanist"}},{"insert":" is our backup commander, serving a similar purpose to Kilo, but also providing counters for each new merfolk we play with Fabricate 1. Finally, "},{"insert":{"card-link":"Unctus, Grand Metatect"}},{"insert":" gives most of merfolk (except the white ones) the ability to tap themselves on their own.\n\nMana Base"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mana base doesn't have anything too interesting going on, but since we're so blue heavy we do forgo any red-white dual lands so that most of our lands tap for blue. We do rely heavily on some of the typal lands so you may need to name artificer to get kilo down on time. You generally only need one white source so you should prioritize picking up a couple of extra red sources to get down our pip heavy red cards. \n\nFor utility lands we have "},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":" and "},{"insert":{"card-link":"Uthros, Titanic Godcore"}},{"insert":" to serve as free tapping sources (the red station land isn't really worth it) alongside "},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" which gives us an extra tap of any legends we have. "},{"insert":{"card-link":"Abandoned Air Temple"}},{"insert":" is the other most notable land as it gives counters to our team which can then be proliferated.\n\nExclusions and other options"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've left a number of cards in the Maybeboard that adjust the deck's power level. \n\nIf you want to lean more into a stronger bracket 3, the biggest power add to the deck would be "},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" , which I left out because it combos a little too easily and quickly with a number of token generators in the deck. Adding it back in will almost certainly give you more opportunities to win the game. And if you want to maximize on game changers I'd suggest "},{"insert":{"card-link":"The One Ring"}},{"insert":" , because it works great with some of our untap synergies and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" since we'll often be in a state where if we clear the way we can swing in for lethal. Otherwise there's a couple of additional board wipe options which could be great to slot in over some of the damage doublers or the non-merfolk creatures. \n\nIf you wanted to power down the deck and push it more towards bracket 2, removing "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" , "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , "},{"insert":{"card-link":"Benthic Biomancer"}},{"insert":" and "},{"insert":{"card-link":"Wanderwine Prophets"}},{"insert":" will remove extra turn chaining and reduce the infinite combo potential of the deck. Those can be swapped out with some other good merfolk like "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" ,"},{"insert":{"card-link":"Tishana's Tidebinder"}},{"insert":" or "},{"insert":{"card-link":"Svyelun of Sea and Sky"}},{"insert":" alongside something like "},{"insert":{"card-link":"Winnowing"}},{"insert":" to continue supporting the tap synergies.\n"}]}

Commander

Qty: 1 Price: $2.49
Kilo, Apogee Mind
Haste
Whenever Kilo becomes tapped, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature Artifact - Artificer Robot
Kilo, Apogee Mind (eoc) 3

Commander

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Artifact

Qty: 9 Price: $64.27
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
Door of Destinies
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
Artifact
Door of Destinies (sld) 1631
Hawkeye's Bow
Equipped creature gets +1/+0 and has reach.
Whenever equipped creature becomes tapped, it deals 1 damage to each opponent.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Hawkeye's Bow (msh) 132
Lifecraft Engine
As this Vehicle enters, choose a creature type.
Vehicle creatures you control are the chosen creature type in addition to their other types.
Each creature you control of the chosen type other than this Vehicle gets +1/+1.
Crew 3
Artifact - Vehicle
Lifecraft Engine (dft) 234
Lumen-Class Frigate
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
2+ | Other creatures you control get +1/+1.
12+ | Flying, lifelink
Artifact - Spacecraft
Lumen-Class Frigate (eoe) 25
Shorikai, Genesis Engine
,
: Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Shorikai, Genesis Engine (nec) 4
The Eternity Elevator
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ |
: Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft
The Eternity Elevator (eoe) 241
The Indomitable
Trample
Whenever a creature you control deals combat damage to a player, draw a card.
Crew 3
You may cast this card from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.
Legendary Artifact - Vehicle
The Indomitable (lcc) 75
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (c21) 271

Artifact

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Creature

Qty: 35 Price: $98.75
Adept Watershaper
Other tapped creatures you control have indestructible.
Creature - Cleric Merfolk
Adept Watershaper (ecl) 3
Benthic Biomancer
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
Creature - Wizard Merfolk Mutant
Benthic Biomancer (lcc) 145
Captain America, Living Legend
Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it.
Legendary Creature - Human Soldier Hero
Captain America, Living Legend (msh) 210
Cayth, Famed Mechanist
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Other nontoken creatures you control have fabricate 1.
,
: Choose one —
• Populate.
• Proliferate.
Legendary Creature - Artificer Dwarf
Cayth, Famed Mechanist (m3c) 6
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) 213
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) 47
Drowner of Secrets
Tap an untapped Merfolk you control: Target player mills a card.
Creature - Wizard Merfolk
Drowner of Secrets (lrw) 58
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
Fallowsage
Whenever this creature becomes tapped, you may draw a card.
Creature - Wizard Merfolk
Fallowsage (moc) 223
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) 52
Herald of Secret Streams
Creatures you control with +1/+1 counters on them can't be blocked.
Creature - Warrior Merfolk
Herald of Secret Streams (lcc) 158
Jori En, Ruin Diver
Whenever you cast your second spell each turn, draw a card.
Legendary Creature - Wizard Merfolk
Jori En, Ruin Diver (dds) 23
Judge of Currents
Whenever a Merfolk you control becomes tapped, you may gain 1 life.
Creature - Wizard Merfolk
Judge of Currents (lrw) 22
Leech Bonder
This creature enters with two -1/-1 counters on it.
,
: Move a counter from target creature onto a second target creature. (
is the untap symbol.)
Creature - Soldier Merfolk
Leech Bonder (shm) 43
Lullmage Mentor
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token.
Tap seven untapped Merfolk you control: Counter target spell.
Creature - Wizard Merfolk
Lullmage Mentor (zen) 54
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
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 (lcc) 165
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
Neerdiv, Devious Diver
Whenever Neerdiv becomes tapped, target player mills cards equal to its power.
Whenever you cast a spell from your graveyard or activate an ability of a card in your graveyard, draw a card and put a +1/+1 counter on Neerdiv.
Legendary Creature - Merfolk Rogue
Neerdiv, Devious Diver (j25) 36
Omni-Changeling
Changeling (This card is every creature type.)
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.)
You may have this creature enter as a copy of any creature on the battlefield, except it has changeling.
Creature - Shapeshifter
Omni-Changeling (ecl) 62
Pestered Wellguard
Whenever this creature becomes tapped, create a 1/1 blue and black Faerie creature token with flying.
Creature - Soldier Merfolk
Pestered Wellguard (ecl) 63
Silvergill Peddler
Whenever this creature becomes tapped, draw a card, then discard a card.
Creature - Merfolk Citizen
Silvergill Peddler (ecl) 70
Stonybrook Angler
,
: You may tap or untap target creature.
Creature - Wizard Merfolk
Stonybrook Angler (lrw) 90
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
Surgespanner
Whenever this creature becomes tapped, you may pay
. If you do, return target permanent to its owner's hand.
Creature - Wizard Merfolk
Surgespanner (lcc) 174
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
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each
in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk
Thassa's Oracle (thb) 73
Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. (
can be paid with either
or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian
Unctus, Grand Metatect (one) 75
Veteran of the Depths
Whenever this creature becomes tapped, you may put a +1/+1 counter on it.
Creature - Soldier Merfolk
Veteran of the Depths (lrw) 46
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
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
Wake Thrasher
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
Creature - Soldier Merfolk
Wake Thrasher (ddt) 24
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

Creature

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Enchantment

Qty: 9 Price: $105.21
Collective Inferno
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.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment
Collective Inferno (ecl) 132
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
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment
Fated Firepower (tla) 132
Felidar Retreat
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Enchantment
Felidar Retreat (fdn) 574
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (fdn) 717
Merrow Commerce
At the beginning of your end step, untap all Merfolk you control.
Enchantment Kindred - Merfolk
Merrow Commerce (lrw) 72
Mind Over Matter
Discard a card: You may tap or untap target artifact, creature, or land.
Enchantment
Mind Over Matter (exo) 40
Shared Animosity
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
Enchantment
Shared Animosity (lcc) 231
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

Enchantment

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Instant

Qty: 6 Price: $46.84
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
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (onc) 5
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) 54
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Spider-Sense
Web-slinging
(You may cast this spell for
if you also return a tapped creature you control to its owner's hand.)
Counter target instant spell, sorcery spell, or triggered ability.
Instant
Spider-Sense (spm) 46
Transcendent Message
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.)
Draw X cards.
Instant
Transcendent Message (mom) 83

Instant

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Land

Qty: 36 (37 w/ MDFC)Price: $530.60
Abandoned Air Temple
This land enters tapped unless you control a basic land.
: Add
.
,
: Put a +1/+1 counter on each creature you control.
Land
Abandoned Air Temple (tla) 263
Adagia, Windswept Bastion
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet
Adagia, Windswept Bastion (eoe) 250
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (m3c) 319
Castle Vantress
This land enters tapped unless you control an Island.
: Add
.
,
: Scry 2.
Land
Castle Vantress (m3c) 327
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (fic) 385
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
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
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 (mh2) 483
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (m3c) 350
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (chk) 279
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (mh2) 488
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
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 (msc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 482
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Raugrin Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Mountain
Raugrin Triome (iko) 251
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (msc) 265
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (trk) 298
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 260
Thundering Falls
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Mountain
Thundering Falls (mkm) 269
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
Unclaimed Territory
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Unclaimed Territory (msc) 275
Uthros, Titanic Godcore
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each artifact you control.
Land - Planet
Uthros, Titanic Godcore (eoe) 260
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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Planeswalker

Qty: 1 Price: $54.99
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth
Elspeth, Storm Slayer (tdm) 11

Planeswalker

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Sorcery

Qty: 3 Price: $1.33
Requisition Raid
Spree (Choose one or more additional costs.)
+
— Destroy target artifact.
+
— Destroy target enchantment.
+
— Put a +1/+1 counter on each creature target player controls.
Sorcery
Requisition Raid (otj) 26
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
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

Sorcery

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Maybeboard

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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
Astral Cornucopia
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact
Astral Cornucopia (soc) 342
Cathars' Crusade
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Enchantment
Cathars' Crusade (avr) 10
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Damning Verdict
Destroy all creatures with no counters on them.
Sorcery
Damning Verdict (ncc) 15
Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft
Extinguisher Battleship (eoe) 242
Intruder Alarm
Creatures don't untap during their controllers' untap steps.
Whenever a creature enters, untap all creatures.
Enchantment
Intruder Alarm (8ed) 86
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 (lcc) 175
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 246
Thieving Skydiver
Kicker
. X can't be 0. (You may pay an additional
as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue
Thieving Skydiver (otc) 118
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) 81
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) 43

Maybeboard

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Deck Info

Deck stats

21 pips - 19 cards
18 mana - 18 cards
62 pips - 43 cards
31 mana - 30 cards
0 pips - 0 cards
0 mana - 9 cards
11 pips - 8 cards
15 mana - 15 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
9 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is Merfolk typal deck for the EDHREC September 2026 deckbuilding contest.\n\nThe Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It leans into the merfolk sub-theme of wanting your creatures tapped, primarily explored in Lorwyn. Kilo, as the commander, acts as a booster for the deck since it also likes to be tapped, and pulls together the other theme for the deck which is counters. An ideal play pattern is to play out merfolk and use station or crew abilities to tap them for value when you can, then to turn the little merfolk into lethal threats, either using a mass +1/+1 counter effect and proliferate with Kilo or use a damage doubler to pump up the damage.\n\n\nWinning strategies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Besides fairly playing out merfolk and putting counters on them to swing out for lethal, the deck has a couple of other ways to take advantage of tap abilities. \n \n"},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This older card lets you untap or tap a creature (artifact or land), by discarding a card, so with "},{"insert":{"card-link":"Fallowsage"}},{"insert":" we can quite easily draw through our entire deck, then we can win with "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" , which is a merfolk! Notably, you will need a tapper to fully enable this; any of the station cards will work, the vehicles will let you do this at instant speed, and one creature "},{"insert":{"card-link":"Drowner of Secrets"}},{"insert":" which will let us move through the deck even faster. This also gives us tap/untapping triggers for each card in our library, that can combo with "},{"insert":{"card-link":"Deeproot Pilgrimage"}},{"insert":" for an army of 1/1 tokens, or "},{"insert":{"card-link":"Hawkeye's Bow"}},{"insert":" to shoot down our opponents with pings.\n\nMind Over Matter also works as a great tool to just get some extra taps if we need them. If we get counters on our team, we can turn all the cards in our hand into untap triggers for Kilo to grow our board to lethal, or turn them into mana with the "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" or another mana rock or land.\n\n"},{"insert":{"card-link":"Benthic Biomancer"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the strongest +1/+1 counters synergy pieces in the deck, this works as another way to draw through our deck in combination with a fully leveled-up "},{"insert":{"card-link":"Wizard Class"}},{"insert":" or "},{"insert":{"card-link":"Vodalian Wave-Knight"}},{"insert":" . The latter of which will grow our board into a bunch of big boys, however *CAUTION* comboing with Vodalian Wave-Knight will kill you unless you have a way to interrupt the draw, this can be things like "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" "},{"insert":{"card-link":"Disruptor of Currents"}},{"insert":" which will each interrupt it in different ways.\n\n"},{"insert":{"card-link":"Wanderwine Prophets"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is our way of chaining extra turns but, I'd recommend only going for it in emergencies or if you have evasion support alongside something like "},{"insert":{"card-link":"Deeproot Pilgrimage"}},{"insert":" to give you consistent sac fodder. In that way it turns more into an infinite extra combats where you can just attack down whoever you need to.\n\nGeneral Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a typal deck that focuses on Merfolk. It aims to be around bracket 3, usually building up a board slowly with some multi-card combos that could run away with things, including potential extra turn chaining. However, I included no fast mana so the deck does take some time to get online, and the only game changer is "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" because it's also a merfolk so it gets a bit of pass. The deck can be a bit dirdly with the untapping shenanigans but hopefully it floods the board relatively quickly once it gets going to close out the game.\n\nI generally made choices to focus on the typal and tapping synergies over including generically good cards. I wasn't necessarily considering budget, and there's room in the manabase to shave off a lot of the cost and some of power downgrades I suggest below would also remove a number of more expensive cards.\n\nCard choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The merfolk in the deck are those that like to tap or untap themselves or other things as well as a couple of solid support merfolk.\n\nSince we had Kilo at the helm we also aim to take advantage of counter synergies, with spacecraft like "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" getting charge counters and things like "},{"insert":{"card-link":"Door of Destinies"}},{"insert":" and"},{"insert":{"card-link":"Fated Firepower"}},{"insert":" getting stronger the more counters they have on them.\n\nConvoke is our other tapping synergy that works great with what we want to do with "},{"insert":{"card-link":"Collective Inferno"}},{"insert":" as a damage doubler and "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" giving protection as well card draw from things like "},{"insert":{"card-link":"Harmonized Crescendo"}},{"insert":" and finally a couple of utility spells.\n\nI've included a few non-merfolk creatures that are worth talking about, all in support of our tapping plan. "},{"insert":{"card-link":"Captain America, Living Legend"}},{"insert":" gives us extra taps for everything on our turn, enabling double stationing and other double duties. "},{"insert":{"card-link":"Cayth, Famed Mechanist"}},{"insert":" is our backup commander, serving a similar purpose to Kilo, but also providing counters for each new merfolk we play with Fabricate 1. Finally, "},{"insert":{"card-link":"Unctus, Grand Metatect"}},{"insert":" gives most of merfolk (except the white ones) the ability to tap themselves on their own.\n\nMana Base"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mana base doesn't have anything too interesting going on, but since we're so blue heavy we do forgo any red-white dual lands so that most of our lands tap for blue. We do rely heavily on some of the typal lands so you may need to name artificer to get kilo down on time. You generally only need one white source so you should prioritize picking up a couple of extra red sources to get down our pip heavy red cards. \n\nFor utility lands we have "},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":" and "},{"insert":{"card-link":"Uthros, Titanic Godcore"}},{"insert":" to serve as free tapping sources (the red station land isn't really worth it) alongside "},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" which gives us an extra tap of any legends we have. "},{"insert":{"card-link":"Abandoned Air Temple"}},{"insert":" is the other most notable land as it gives counters to our team which can then be proliferated.\n\nExclusions and other options"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've left a number of cards in the Maybeboard that adjust the deck's power level. \n\nIf you want to lean more into a stronger bracket 3, the biggest power add to the deck would be "},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" , which I left out because it combos a little too easily and quickly with a number of token generators in the deck. Adding it back in will almost certainly give you more opportunities to win the game. And if you want to maximize on game changers I'd suggest "},{"insert":{"card-link":"The One Ring"}},{"insert":" , because it works great with some of our untap synergies and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" since we'll often be in a state where if we clear the way we can swing in for lethal. Otherwise there's a couple of additional board wipe options which could be great to slot in over some of the damage doublers or the non-merfolk creatures. \n\nIf you wanted to power down the deck and push it more towards bracket 2, removing "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" , "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , "},{"insert":{"card-link":"Benthic Biomancer"}},{"insert":" and "},{"insert":{"card-link":"Wanderwine Prophets"}},{"insert":" will remove extra turn chaining and reduce the infinite combo potential of the deck. Those can be swapped out with some other good merfolk like "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" ,"},{"insert":{"card-link":"Tishana's Tidebinder"}},{"insert":" or "},{"insert":{"card-link":"Svyelun of Sea and Sky"}},{"insert":" alongside something like "},{"insert":{"card-link":"Winnowing"}},{"insert":" to continue supporting the tap synergies.\n"}]}
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