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Commander
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Evangelus

48 views17 days ago
Commander
Size: 100Salt sum: 49.93

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{"ops":[{"attributes":{"bold":true},"insert":"Tuvasa the Sunlit"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bant • Merfolk • Enchantress • Token • Bracket 3 "},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":" "},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Identity"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tuvasa the Sunlit turns a Bant enchantress shell into a Merfolk deck that can generate enormous card advantage while steadily building a threatening board. The deck is deliberately not pure Voltron, pure tribal aggro, or pure pillowfort. Instead, those plans overlap: enchantments draw cards and protect the board, Merfolk create pressure and utility, and token engines turn a modest board into a decisive one.\nThe goal is to establish an engine, accumulate incremental advantages, and then convert a wide Merfolk board into a lethal combat step. The deck also contains several powerful synergy packages that can create explosive turns without requiring a dedicated cEDH-style combo shell.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Core Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"1. Develop Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep opening hands with roughly 2–3 lands and a reliable early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring and Arcane Signet provide efficient acceleration; Nature's Lore, Farseek, and Cultivate provide fixing while putting real lands into play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"35 lands is the current testing point. Selesnya Sanctuary and Simic Growth Chamber are intentionally retained for their interaction with the Freed from the Real/Kiora's Follower package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"2. Establish Card Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tuvasa draws a card whenever you cast an enchantment, turning the enchantment package into a steady source of velocity."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enchantress's Presence and Mesa Enchantress provide redundancy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rhystic Study and Mystic Remora supplement the enchantment-draw plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Estrid's Invocation is a flexible copy engine that can become a draw engine, defensive piece, removal spell, or token-producing enchantment as the board changes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"3. Build the Merfolk Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lord of Atlantis, Master of the Pearl Trident, Merfolk Mistbinder, Merfolk Sovereign, and Merrow Reejerey turn a board of small creatures into a serious combat force."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kumena, Tyrant of Orazca converts a wide Merfolk board into cards, counters, or additional bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hakbal of the Surging Soul improves card quality through Explore and rewards attacks with additional lands or cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nicanzil, Current Conductor gives the Explore package additional payoff and helps turn incremental exploration into permanent board growth."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"4. Snowball Through Tokens"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters creates a Merfolk token whenever you cast a Merfolk."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deeproot Pilgrimage creates additional Merfolk bodies from tapping your creatures and works naturally with Kumena, Lullmage Mentor, Kiora's Follower, and Merrow Commerce."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merrow Commerce untaps Merfolk during each player's untap step, allowing repeated use of tap abilities."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adrix and Nev, Twincasters doubles the output of the token engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kindred Discovery turns a developed Merfolk board into sustained card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Key Synergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tuvasa + Enchantress Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The ideal enchantment sequence is one that both advances the board and replaces itself. Tuvasa, Enchantress's Presence, and Mesa Enchantress make cards such as Ghostly Prison, Sphere of Safety, Darksteel Mutation, and Sigil of the Empty Throne much less costly in terms of card economy.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters + Merfolk"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters is a major bridge between the deck's tribal and enchantment identities. Casting a Merfolk produces another body, which strengthens tribal lords, Kumena, Kindred Discovery, and any effect that cares about a wide board.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Pilgrimage + Tap Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kumena, Lullmage Mentor, and Kiora's Follower give the deck natural reasons to tap Merfolk. Pilgrimage turns those routine activations into additional board development, while Merrow Commerce lets the same creatures be used again on subsequent turns.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Freed from the Real + Kiora's Follower"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Freed from the Real is retained as a potential engine rather than as a card that must be assembled every game. Kiora's Follower can repeatedly untap a permanent, while the remaining bounce lands provide an interesting testing ground for mana-generation lines. If the interaction proves too slow in practice, it is a natural package to revisit.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enchanted Evening + Aura Thief"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enchanted Evening creates one of the deck's most dramatic synergy packages by making permanents into enchantments. Aura Thief can then turn its death trigger into a potentially devastating swing in control of the battlefield. This is a high-impact payoff that fits the deck's identity rather than functioning as an unrelated combo.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Adrix and Nev + Token Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Adrix and Nev is substantially better here now that the deck contains multiple genuine token engines. Doubling Deeproot Waters, Deeproot Pilgrimage, or Sigil of the Empty Throne can rapidly move the deck from a respectable board to an overwhelming one.\n\n\nDefensive Architecture"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ghostly Prison and Sphere of Safety make attacks against you increasingly unattractive as your enchantment count rises."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spear of Heliod provides another deterrent: opponents know that damaging you can leave their attackers vulnerable to punishment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aura of Silence taxes opposing artifacts and enchantments while retaining the ability to destroy a problematic permanent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Grasp of Fate, Darksteel Mutation, and Kenrith's Transformation answer difficult permanents while remaining compatible with the enchantress plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heroic Intervention, Swiftfoot Boots, and Lightning Greaves protect the creatures that make the engine work."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The defensive package is intended to buy time rather than lock the table. The deck wants opponents to have meaningful interaction while making attacking you an inefficient proposition.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"How the Deck Wins"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primary Win: Wide Merfolk Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The most straightforward finish is a large Merfolk board backed by multiple lords. Lord of Atlantis and Master of the Pearl Trident can make opposing Islands especially punishing, while the accumulated anthem effects turn a token-heavy board into lethal damage.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Token Overrun"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters, Deeproot Pilgrimage, and Sigil of the Empty Throne can produce far more bodies than the initial creature count suggests. Adrix and Nev can double that production, creating a board that becomes lethal once the tribal lords arrive.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Value-Based Finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tishana, Voice of Thunder and Prime Speaker Zegana can refill the hand dramatically once the board is wide. Seafloor Oracle and Cold-Eyed Selkie similarly turn successful attacks into more cards, allowing the deck to keep developing until opponents can no longer keep pace.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Playing Tuvasa"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Do not automatically cast Tuvasa as soon as you can. If the table is representing removal, establish protection or another engine first when possible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When Tuvasa is in play, prioritize enchantments that either affect the battlefield or create lasting value. Avoid spending interaction merely to trigger a draw when the interaction itself is not necessary."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use Kumena according to the board state: draw when you need velocity, create Merfolk when you need bodies, and add counters when combat is already the strongest route."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hakbal rewards attacking, but you do not need to overextend just to trigger him. Protect the board when the table is threatening a wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kindred Discovery is strongest after you have enough Merfolk to make its first few triggers meaningful. It can be correct to deploy other engines first rather than expose a five-mana draw engine to unnecessary removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Save protection for the permanents that represent multiple cards of value: Tuvasa, Kindred Discovery, Deeproot Waters, or a developed Kumena board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Opening Hand Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"A strong opening hand normally contains 2–3 lands, one piece of ramp or efficient development, and either an engine, a useful Merfolk, or interaction.\nExcellent: 2–3 lands + Sol Ring/Arcane Signet/ramp + early Merfolk or enchantment engine + interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Good: 3 lands + Tuvasa support + cheap enchantments + a relevant interaction spell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Risky: 1 land, even if the hand contains powerful payoffs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Risky: 4–5 lands with no meaningful early engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid: hands built around expensive six-mana payoffs with no early development."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nNotable Card Roles"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Role"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Key Cards"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Purpose"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Tribal Core"},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Lord of Atlantis; Master of the Pearl Trident; Mistbinder; Sovereign; Reejerey; Kumena; Svyelun; Hakbal"},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Turn Merfolk into a scalable board."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Enchantress"},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Tuvasa; Enchantress's Presence; Mesa Enchantress; Rhystic Study; Mystic Remora"},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Generate sustained card advantage."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Token Engine"},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Deeproot Waters; Deeproot Pilgrimage; Sigil; Adrix and Nev"},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Multiply bodies and board presence."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Interaction"},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Swords; Path; Counterspell; Arcane Denial; Beast Within; Generous Gift; Grasp of Fate"},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Answer threats efficiently."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Protection / Defense"},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Heroic Intervention; Boots; Greaves; Ghostly Prison; Sphere of Safety; Spear of Heliod"},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Protect the engine and discourage attacks."},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Ramp / Fixing"},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Sol Ring; Arcane Signet; Simic Signet; Nature's Lore; Farseek; Cultivate"},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Reach the deck's midgame while fixing Bant colours."},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Multiple overlapping engines mean the deck can continue functioning after individual pieces are removed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent Bant colour fixing and a healthy combination of land ramp and mana rocks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong card velocity from Tuvasa and the enchantress package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merfolk lords make token production scale dramatically."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Defensive enchantments buy time while contributing to Tuvasa's card engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Several high-impact synergies create explosive turns without requiring the deck to become a dedicated combo deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Pressure Points to Watch in Testing"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Whether 35 lands reliably hits land drops through turns 5–7."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether the two remaining bounce lands create enough upside to justify their tempo cost."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether Freed from the Real + Kiora's Follower produces meaningful engine turns often enough to merit the package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether Adrix and Nev consistently has enough token production to justify its slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether the top end—especially Tishana, Prime Speaker Zegana, and Archetype of Imagination—feels too expensive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether All That Glitters contributes enough outside of a Voltron-style Tuvasa plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Bracket Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This build is intended as a strong Bracket 3 Commander deck. It is tuned for consistency, synergy, and strong board development, but it deliberately stops short of becoming a cEDH list. The deck's power comes from layering Merfolk tribal, enchantress value, token production, and defensive effects rather than simply filling every available slot with the strongest generic staples.\nThe result should feel like a deck that can take over a normal Commander table when its engines survive, while still leaving opponents opportunities to interact with the board and disrupt the plan.\n"}]}

Commander

Qty: 1 Price: $2.99
Tuvasa the Sunlit
Tuvasa gets +1/+1 for each enchantment you control.
Whenever you cast your first enchantment spell each turn, draw a card.
Legendary Creature - Merfolk Shaman
Tuvasa the Sunlit (c18) 47

Commander

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Anthem

Qty: 7 Price: $21.09
Coralhelm Commander
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
3/3
Flying
LEVEL 4+
4/4
Flying
Other Merfolk creatures you control get +1/+1.
Creature - Soldier Merfolk
Coralhelm Commander (lcc) 148
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 Mistbinder
Other Merfolk you control get +1/+1.
Creature - Merfolk Shaman
Merfolk Mistbinder (lcc) 276
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 (lcc) 165
Spear of Heliod
Creatures you control get +1/+1.
,
: Destroy target creature that dealt damage to you this turn.
Legendary Artifact Enchantment
Spear of Heliod (ths) 33

Anthem

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Copy

Qty: 1 Price: $0.79
Estrid's Invocation
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
Enchantment
Estrid's Invocation (mh3) 269

Copy

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Creature

Qty: 1 Price: $0.59
Adept Watershaper
Other tapped creatures you control have indestructible.
Creature - Cleric Merfolk
Adept Watershaper (ecl) 3

Creature

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Draw

Qty: 14 Price: $126.88
Cold-Eyed Selkie
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
Creature - Merfolk Rogue
Cold-Eyed Selkie (otc) 218
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (woc) 125
Hakbal of the Surging Soul
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.)
Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Legendary Creature - Scout Merfolk
Hakbal of the Surging Soul (lcc) 3
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 (msc) 150
Kumena, Tyrant of Orazca
Tap another untapped Merfolk you control: Kumena can't be blocked this turn.
Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
Legendary Creature - Merfolk Shaman
Kumena, Tyrant of Orazca (lcc) 274
Mesa Enchantress
Whenever you cast an enchantment spell, you may draw a card.
Creature - Human Druid
Mesa Enchantress (dsc) 68
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 59
Prime Speaker Zegana
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters, draw cards equal to its power.
Legendary Creature - Wizard Merfolk
Prime Speaker Zegana (fdn) 664
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Seafloor Oracle
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Creature - Wizard Merfolk
Seafloor Oracle (lcc) 170
Silvergill Adept
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay
.
When this creature enters, draw a card.
Creature - Wizard Merfolk
Silvergill Adept (plst) RIX-53
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
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
Legendary Creature - Druid Merfolk
Tatyova, Benthic Druid (fdn) 247
Tishana, Voice of Thunder
Tishana's power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
When Tishana enters, draw a card for each creature you control.
Legendary Creature - Merfolk Shaman
Tishana, Voice of Thunder (lcc) 291

Draw

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Evasion

Qty: 1 Price: $1.29
Archetype of Imagination
Creatures you control have flying.
Creatures your opponents control lose flying and can't have or gain flying.
Creature Enchantment - Human Wizard
Archetype of Imagination (dsc) 111

Evasion

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Land

Qty: 35 Price: $180.18
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (trk) 279
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
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
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
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
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (vma) 311
Seaside Citadel
This land enters tapped.
: Add
,
, or
.
Land
Seaside Citadel (ecc) 166
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (clu) 246
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (dsc) 298
Spara's Headquarters
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Forest
Spara's Headquarters (snc) 257
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (trk) 301
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (vma) 321
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (vma) 322
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 440
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (soc) 425

Land

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Protection

Qty: 6 Price: $47.44
Enchanted Evening
All permanents are enchantments in addition to their other types.
Enchantment
Enchanted Evening (plst) SHM-140
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (soc) 146
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (dsc) 104
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 (msc) 216

Protection

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Pump

Qty: 1 Price: $0.69
All That Glitters
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Enchantment - Aura
All That Glitters (pip) 155

Pump

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Ramp

Qty: 9 Price: $20.58
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 192
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 815
Kiora's Follower
: Untap another target permanent.
Creature - Merfolk
Kiora's Follower (lcc) 273
Mirari's Wake
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
Mirari's Wake (cmm) 928
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Nicanzil, Current Conductor
Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped.
Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil.
Legendary Creature - Scout Merfolk
Nicanzil, Current Conductor (lci) 236
Simic Signet
,
: Add
.
Artifact
Simic Signet (dsc) 252
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 214

Ramp

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Removal

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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
Aura of Silence
Artifact and enchantment spells your opponents cast cost
more to cast.
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Aura of Silence (plst) C15-60
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (msc) 121
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (who) 208
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (woc) 128
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
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 (msc) 141
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
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
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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Theft

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Aura Thief
Flying
When this creature dies, you gain control of all enchantments. (You don't get to move Auras.)
Creature - Illusion
Aura Thief (plst) UDS-26
Thada Adel, Acquisitor
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Legendary Creature - Merfolk Rogue
Thada Adel, Acquisitor (wwk) 40

Theft

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Tokens

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Adrix and Nev, Twincasters
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk
Adrix and Nev, Twincasters (mkc) 198
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
Sigil of the Empty Throne
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Enchantment
Sigil of the Empty Throne (dsc) 103

Tokens

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Tutor

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Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24

Tutor

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Untap

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Freed from the Real
Enchant creature
: Tap enchanted creature.
: Untap enchanted creature.
Enchantment - Aura
Freed from the Real (plst) SOK-38
Merrow Commerce
At the beginning of your end step, untap all Merfolk you control.
Enchantment Kindred - Merfolk
Merrow Commerce (lrw) 72
Murkfiend Liege
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Creature - Horror
Murkfiend Liege (2x2) 259

Untap

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Maybeboard

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Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 166
Grand Arbiter Augustin IV
White spells you cast cost
less to cast.
Blue spells you cast cost
less to cast.
Spells your opponents cast cost
more to cast.
Legendary Creature - Human Advisor
Grand Arbiter Augustin IV (2x2) 221
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32

Maybeboard

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Deck Info

Deck stats

25 pips - 18 cards
17 mana - 17 cards
53 pips - 37 cards
21 mana - 21 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
24 pips - 20 cards
20 mana - 20 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Tuvasa the Sunlit"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bant • Merfolk • Enchantress • Token • Bracket 3 "},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":" "},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Identity"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tuvasa the Sunlit turns a Bant enchantress shell into a Merfolk deck that can generate enormous card advantage while steadily building a threatening board. The deck is deliberately not pure Voltron, pure tribal aggro, or pure pillowfort. Instead, those plans overlap: enchantments draw cards and protect the board, Merfolk create pressure and utility, and token engines turn a modest board into a decisive one.\nThe goal is to establish an engine, accumulate incremental advantages, and then convert a wide Merfolk board into a lethal combat step. The deck also contains several powerful synergy packages that can create explosive turns without requiring a dedicated cEDH-style combo shell.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Core Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"1. Develop Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep opening hands with roughly 2–3 lands and a reliable early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring and Arcane Signet provide efficient acceleration; Nature's Lore, Farseek, and Cultivate provide fixing while putting real lands into play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"35 lands is the current testing point. Selesnya Sanctuary and Simic Growth Chamber are intentionally retained for their interaction with the Freed from the Real/Kiora's Follower package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"2. Establish Card Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tuvasa draws a card whenever you cast an enchantment, turning the enchantment package into a steady source of velocity."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enchantress's Presence and Mesa Enchantress provide redundancy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rhystic Study and Mystic Remora supplement the enchantment-draw plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Estrid's Invocation is a flexible copy engine that can become a draw engine, defensive piece, removal spell, or token-producing enchantment as the board changes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"3. Build the Merfolk Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lord of Atlantis, Master of the Pearl Trident, Merfolk Mistbinder, Merfolk Sovereign, and Merrow Reejerey turn a board of small creatures into a serious combat force."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kumena, Tyrant of Orazca converts a wide Merfolk board into cards, counters, or additional bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hakbal of the Surging Soul improves card quality through Explore and rewards attacks with additional lands or cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nicanzil, Current Conductor gives the Explore package additional payoff and helps turn incremental exploration into permanent board growth."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"4. Snowball Through Tokens"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters creates a Merfolk token whenever you cast a Merfolk."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deeproot Pilgrimage creates additional Merfolk bodies from tapping your creatures and works naturally with Kumena, Lullmage Mentor, Kiora's Follower, and Merrow Commerce."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merrow Commerce untaps Merfolk during each player's untap step, allowing repeated use of tap abilities."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adrix and Nev, Twincasters doubles the output of the token engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kindred Discovery turns a developed Merfolk board into sustained card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Key Synergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tuvasa + Enchantress Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The ideal enchantment sequence is one that both advances the board and replaces itself. Tuvasa, Enchantress's Presence, and Mesa Enchantress make cards such as Ghostly Prison, Sphere of Safety, Darksteel Mutation, and Sigil of the Empty Throne much less costly in terms of card economy.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters + Merfolk"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters is a major bridge between the deck's tribal and enchantment identities. Casting a Merfolk produces another body, which strengthens tribal lords, Kumena, Kindred Discovery, and any effect that cares about a wide board.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Pilgrimage + Tap Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kumena, Lullmage Mentor, and Kiora's Follower give the deck natural reasons to tap Merfolk. Pilgrimage turns those routine activations into additional board development, while Merrow Commerce lets the same creatures be used again on subsequent turns.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Freed from the Real + Kiora's Follower"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Freed from the Real is retained as a potential engine rather than as a card that must be assembled every game. Kiora's Follower can repeatedly untap a permanent, while the remaining bounce lands provide an interesting testing ground for mana-generation lines. If the interaction proves too slow in practice, it is a natural package to revisit.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enchanted Evening + Aura Thief"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enchanted Evening creates one of the deck's most dramatic synergy packages by making permanents into enchantments. Aura Thief can then turn its death trigger into a potentially devastating swing in control of the battlefield. This is a high-impact payoff that fits the deck's identity rather than functioning as an unrelated combo.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Adrix and Nev + Token Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Adrix and Nev is substantially better here now that the deck contains multiple genuine token engines. Doubling Deeproot Waters, Deeproot Pilgrimage, or Sigil of the Empty Throne can rapidly move the deck from a respectable board to an overwhelming one.\n\n\nDefensive Architecture"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ghostly Prison and Sphere of Safety make attacks against you increasingly unattractive as your enchantment count rises."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spear of Heliod provides another deterrent: opponents know that damaging you can leave their attackers vulnerable to punishment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aura of Silence taxes opposing artifacts and enchantments while retaining the ability to destroy a problematic permanent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Grasp of Fate, Darksteel Mutation, and Kenrith's Transformation answer difficult permanents while remaining compatible with the enchantress plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heroic Intervention, Swiftfoot Boots, and Lightning Greaves protect the creatures that make the engine work."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The defensive package is intended to buy time rather than lock the table. The deck wants opponents to have meaningful interaction while making attacking you an inefficient proposition.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"How the Deck Wins"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primary Win: Wide Merfolk Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The most straightforward finish is a large Merfolk board backed by multiple lords. Lord of Atlantis and Master of the Pearl Trident can make opposing Islands especially punishing, while the accumulated anthem effects turn a token-heavy board into lethal damage.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Token Overrun"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deeproot Waters, Deeproot Pilgrimage, and Sigil of the Empty Throne can produce far more bodies than the initial creature count suggests. Adrix and Nev can double that production, creating a board that becomes lethal once the tribal lords arrive.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Value-Based Finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tishana, Voice of Thunder and Prime Speaker Zegana can refill the hand dramatically once the board is wide. Seafloor Oracle and Cold-Eyed Selkie similarly turn successful attacks into more cards, allowing the deck to keep developing until opponents can no longer keep pace.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Playing Tuvasa"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Do not automatically cast Tuvasa as soon as you can. If the table is representing removal, establish protection or another engine first when possible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When Tuvasa is in play, prioritize enchantments that either affect the battlefield or create lasting value. Avoid spending interaction merely to trigger a draw when the interaction itself is not necessary."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use Kumena according to the board state: draw when you need velocity, create Merfolk when you need bodies, and add counters when combat is already the strongest route."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hakbal rewards attacking, but you do not need to overextend just to trigger him. Protect the board when the table is threatening a wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kindred Discovery is strongest after you have enough Merfolk to make its first few triggers meaningful. It can be correct to deploy other engines first rather than expose a five-mana draw engine to unnecessary removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Save protection for the permanents that represent multiple cards of value: Tuvasa, Kindred Discovery, Deeproot Waters, or a developed Kumena board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Opening Hand Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"A strong opening hand normally contains 2–3 lands, one piece of ramp or efficient development, and either an engine, a useful Merfolk, or interaction.\nExcellent: 2–3 lands + Sol Ring/Arcane Signet/ramp + early Merfolk or enchantment engine + interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Good: 3 lands + Tuvasa support + cheap enchantments + a relevant interaction spell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Risky: 1 land, even if the hand contains powerful payoffs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Risky: 4–5 lands with no meaningful early engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid: hands built around expensive six-mana payoffs with no early development."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nNotable Card Roles"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Role"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Key Cards"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Purpose"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Tribal Core"},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Lord of Atlantis; Master of the Pearl Trident; Mistbinder; Sovereign; Reejerey; Kumena; Svyelun; Hakbal"},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Turn Merfolk into a scalable board."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Enchantress"},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Tuvasa; Enchantress's Presence; Mesa Enchantress; Rhystic Study; Mystic Remora"},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Generate sustained card advantage."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Token Engine"},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Deeproot Waters; Deeproot Pilgrimage; Sigil; Adrix and Nev"},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Multiply bodies and board presence."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Interaction"},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Swords; Path; Counterspell; Arcane Denial; Beast Within; Generous Gift; Grasp of Fate"},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Answer threats efficiently."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91","bold":true},"insert":"Protection / Defense"},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Heroic Intervention; Boots; Greaves; Ghostly Prison; Sphere of Safety; Spear of Heliod"},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"background":"#d3dfee","color":"#365f91"},"insert":"Protect the engine and discourage attacks."},{"attributes":{"table":"6"},"insert":"\n"},{"attributes":{"color":"#365f91","bold":true},"insert":"Ramp / Fixing"},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Sol Ring; Arcane Signet; Simic Signet; Nature's Lore; Farseek; Cultivate"},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"color":"#365f91"},"insert":"Reach the deck's midgame while fixing Bant colours."},{"attributes":{"table":"7"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Multiple overlapping engines mean the deck can continue functioning after individual pieces are removed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent Bant colour fixing and a healthy combination of land ramp and mana rocks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong card velocity from Tuvasa and the enchantress package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merfolk lords make token production scale dramatically."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Defensive enchantments buy time while contributing to Tuvasa's card engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Several high-impact synergies create explosive turns without requiring the deck to become a dedicated combo deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Pressure Points to Watch in Testing"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Whether 35 lands reliably hits land drops through turns 5–7."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether the two remaining bounce lands create enough upside to justify their tempo cost."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether Freed from the Real + Kiora's Follower produces meaningful engine turns often enough to merit the package."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether Adrix and Nev consistently has enough token production to justify its slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether the top end—especially Tishana, Prime Speaker Zegana, and Archetype of Imagination—feels too expensive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whether All That Glitters contributes enough outside of a Voltron-style Tuvasa plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Bracket Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This build is intended as a strong Bracket 3 Commander deck. It is tuned for consistency, synergy, and strong board development, but it deliberately stops short of becoming a cEDH list. The deck's power comes from layering Merfolk tribal, enchantress value, token production, and defensive effects rather than simply filling every available slot with the strongest generic staples.\nThe result should feel like a deck that can take over a normal Commander table when its engines survive, while still leaving opponents opportunities to interact with the board and disrupt the plan.\n"}]}
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