kidtaicho
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Commander
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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"}]}
Artifact
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.)
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

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.
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

Artifact
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Creature
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.
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

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

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.
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

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


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

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.)
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

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

Creature
(CTRL to add secondary)
Enchantment
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.
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment

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.
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

Enchantment
(CTRL to add secondary)
Instant
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.
• 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

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.)
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

Instant
(CTRL to add secondary)
Land
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.
: 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

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.
, , 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

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
(CTRL to add secondary)
Planeswalker
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.
+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

Planeswalker
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Sorcery
Sorcery
(CTRL to add secondary)
Maybeboard
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
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

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 .)
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

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.
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

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.
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

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.)
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

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.
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

Maybeboard
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Deck Info
Deck stats
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"}]}






















































































