143
12/18/2020
Budget Kumena Merfolk
Deck Size: 100
Commander
Est deck cost: $124.15
Salt sum: 31.38
No deck tags
143
12/18/2020
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Qty: 1 Price: $1.29
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.

Creature
Kumena, Tyrant of Orazca (rix) 162

Commander

(CTRL to add secondary)

Artifact

Qty: 6 Price: $20.56
Commander's Sphere

{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

Artifact
Commander's Sphere (cmr) 306
Mirror Shield

Equipped creature gets +0/+2 and has hexproof and "Whenever a creature with deathtouch blocks or becomes blocked by this creature, destroy that creature." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Mirror Shield (thb) 234
Simic Locket

{T}: Add {G} or {U}. {G/U}{G/U}{G/U}{G/U}, {T}, Sacrifice this artifact: Draw two cards.

Artifact
Simic Locket (rna) 240
Simic Signet

{1}, {T}: Add {G}{U}.

Artifact
Simic Signet (cmr) 471
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (cc1) 7
Throne of the God-Pharaoh

At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.

Artifact
Throne of the God-Pharaoh (akh) 237

Artifact

(CTRL to add secondary)

Creature

Qty: 28 Price: $25.31
Acidic Slime

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, destroy target artifact, enchantment, or land.

Creature
Acidic Slime (c18) 127
Benthic Biomancer

{1}{U}: 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
Benthic Biomancer (rna) 32
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
Cold-Eyed Selkie (c20) 204
Deeproot Elite

Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.

Creature
Deeproot Elite (prix) 127p
Harbinger of the Tides

You may cast this card as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.

Creature
Harbinger of the Tides (ddt) 7
Herald of Secret Streams

Creatures you control with +1/+1 counters on them can't be blocked.

Creature
Herald of Secret Streams (xln) 59
Kopala, Warden of Waves

Spells your opponents cast that target a Merfolk you control cost {2} more to cast. Abilities your opponents activate that target a Merfolk you control cost {2} more to activate.

Creature
Kopala, Warden of Waves (xln) 61
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
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
Master of the Pearl Trident (ddt) 9
Merfolk Branchwalker

When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)

Creature
Merfolk Branchwalker (xln) 197
Merfolk Mistbinder

Other Merfolk you control get +1/+1.

Creature
Merfolk Mistbinder (rix) 164
Merfolk Skydiver

Flying When this creature enters, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Merfolk Skydiver (war) 205
Merfolk Sovereign

Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn.

Creature
Merfolk Sovereign (e02) 10
Merfolk Trickster

Flash When this creature enters, tap target creature an opponent controls. It loses all abilities until end of turn.

Creature
Merfolk Trickster (dom) 56
Mistcaller

Sacrifice this creature: Until end of turn, if a nontoken creature would enter and it wasn't cast, exile it instead.

Creature
Mistcaller (m19) 62
Reclamation Sage

When this creature enters, you may destroy target artifact or enchantment.

Creature
Reclamation Sage (cmr) 434
Seafloor Oracle

Whenever a Merfolk you control deals combat damage to a player, draw a card.

Creature
Seafloor Oracle (rix) 51
Shapers of Nature

{3}{G}: Put a +1/+1 counter on target creature. {2}{U}, Remove a +1/+1 counter from a creature you control: Draw a card.

Creature
Shapers of Nature (xln) 228
Silvergill Adept

As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}. When this creature enters, draw a card.

Creature
Silvergill Adept (plst) RIX-53
Slinn Voda, the Rising Deep

Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) When Slinn Voda enters, if it was kicked, return all creatures to their owners' hands except for Merfolk, Krakens, Leviathans, Octopuses, and Serpents.

Creature
Slinn Voda, the Rising Deep (cmr) 405
Stonybrook Banneret

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.

Creature
Stonybrook Banneret (plst) MOR-51
Streambed Aquitects

{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) {T}: Target land becomes an Island until end of turn.

Creature
Streambed Aquitects (ddt) 18
Surgespanner

Whenever this creature becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand.

Creature
Surgespanner (lrw) 92
Swift Warden

Flash When this creature enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Creature
Swift Warden (rix) 146
Tempest Caller

When this creature enters, tap all creatures target opponent controls.

Creature
Tempest Caller (xln) 86
Trygon Predator

Flying Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.

Creature
Trygon Predator (c20) 232
Wake Thrasher

Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.

Creature
Wake Thrasher (ddt) 24
Zegana, Utopian Speaker

When Zegana enters, if you control another creature with a +1/+1 counter on it, draw a card. {4}{G}{U}: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.) Each creature you control with a +1/+1 counter on it has trample.

Creature
Zegana, Utopian Speaker (rna) 214

Creature

(CTRL to add secondary)

Enchantment

Qty: 6 Price: $7.16
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 (xln) 51
Path of Discovery

Whenever a creature you control enters, it 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 creature, then put the card back or put it into your graveyard.)

Enchantment
Path of Discovery (prix) 142p
Reconnaissance Mission

Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.)

Enchantment
Reconnaissance Mission (iko) 65
Simic Ascendancy

{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.

Enchantment
Simic Ascendancy (rna) 207
Song of Freyalise

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.

Enchantment
Song of Freyalise (dom) 179
Spreading Seas

Enchant land When this Aura enters, draw a card. Enchanted land is an Island.

Enchantment
Spreading Seas (zen) 70

Enchantment

(CTRL to add secondary)

Instant

Qty: 9 Price: $12.03
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (cmr) 423
Dissolve

Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Instant
Dissolve (ima) 51
Inspiring Call

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Instant
Inspiring Call (znc) 70
Natural Reclamation

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Destroy target artifact or enchantment.

Instant
Natural Reclamation (cmr) 245
Negate

Counter target noncreature spell.

Instant
Negate (znr) 71
Reality Shift

Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)

Instant
Reality Shift (frf) 46
Setessan Tactics

Strive — This spell costs {G} more to cast for each target beyond the first. Until end of turn, any number of target creatures each get +1/+1 and gain "{T}: This creature fights another target creature."

Instant
Setessan Tactics (jou) 140
Simic Charm

Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.

Instant
Simic Charm (cmr) 451
Wizard's Retort

This spell costs {1} less to cast if you control a Wizard. Counter target spell.

Instant
Wizard's Retort (jmp) 198

Instant

(CTRL to add secondary)

Land

Qty: 35 (36 w/ MDFC)Price: $13.75
Castle Vantress

This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.

Land
Castle Vantress (eld) 242
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cmr) 350
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (cmr) 482
Forest

({T}: Add {G}.)

Land
Forest (cmr) 510
Island

({T}: Add {U}.)

Land
Island (cmr) 507
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (cmr) 487
Path of Ancestry

This land enters tapped. {T}: 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 (cmr) 353
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (c20) 306
Simic Growth Chamber

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.

Land
Simic Growth Chamber (cmr) 492
Simic Guildgate

This land enters tapped. {T}: Add {G} or {U}.

Land
Simic Guildgate (rna) 257
Talisman of Curiosity

{T}: Add {C}. {T}: Add {G} or {U}. This artifact deals 1 damage to you.

Artifact
Talisman of Curiosity (mh1) 232
Terramorphic Expanse

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Terramorphic Expanse (cmr) 357
Thornwood Falls

This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Land
Thornwood Falls (m21) 257
Woodland Stream

This land enters tapped. {T}: Add {G} or {U}.

Land
Woodland Stream (cmr) 503

Land

(CTRL to add secondary)

Merfolk Tutors

Qty: 3 Price: $7.47
Forerunner of the Heralds

When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.

Creature
Forerunner of the Heralds (rix) 129
Merrow Harbinger

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.

Creature
Merrow Harbinger (lrw) 73
Seahunter

{3}, {T}: Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.

Creature
Seahunter (nem) 41

Merfolk Tutors

(CTRL to add secondary)

Sorcery

Qty: 7 Price: $13.43
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
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 (cmr) 424
Kodama's Reach

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
Kodama's Reach (cmr) 429
Overrun

Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)

Sorcery
Overrun (c14) 207
Rampant Growth

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Sorcery
Rampant Growth (cmr) 432
Vastwood Surge

Kicker {4} (You may pay an additional {4} as you cast this spell.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.

Sorcery
Vastwood Surge (znr) 217
Wildest Dreams

Return X target cards from your graveyard to your hand. Exile Wildest Dreams.

Sorcery
Wildest Dreams (kld) 174

Sorcery

(CTRL to add secondary)

Untap Effects

Qty: 5 Price: $23.15
Kiora's Follower

{T}: Untap another target permanent.

Creature
Kiora's Follower (plst) DDO-52
Merrow Commerce

At the beginning of your end step, untap all Merfolk you control.

Enchantment Kindred
Merrow Commerce (lrw) 72
Merrow Reejerey

Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent.

Creature
Merrow Reejerey (ddt) 13
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
Murkfiend Liege (cmr) 448
Quest for Renewal

Whenever a creature you control becomes tapped, you may put a quest counter on this enchantment. As long as there are four or more quest counters on this enchantment, untap all creatures you control during each other player's untap step.

Enchantment
Quest for Renewal (wwk) 110

Untap Effects

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
57 pips - 39 cards
25 mana - 25 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
38 pips - 31 cards
22 mana - 22 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"insert":"Hey there! I built this deck as part of Budget EDH Discords Secret Santa Event. My guidlines were pretty simple: a non-human tribal deck. I landed on Merfolk for the combination of draw power, inevitibilty, and the flexibility the tribe offered. Some of this advice might be more geared towards a newer player, as I'm not sure the experience level of the player receiving the deck!\n\nThis deck is all about grinding out as much value as you can in order to outvalue your opponents, and then running them over with your slippery, river-dwelling friends. Then, go-wide and build a board pressence while maintaining cards in hand. A good draw can quickly rebuild after a boardwipe and strike for 20-40 unblockable damage a turn. Typically you'll want to be able to tap for Kumena's draw ability the turn it comes out, or the turn after.\n\nThe untapping creatures and enchanments reign supreme in this deck, and often make you a target, or themselves a target for removal. Rightfully so, as they act as NOS for the engine, especially in a 4 player game. Of note, Merrow Commerce can tap for, and is affected by, any ability that names \"Merfolk\" without specifying a creature. Most commonly, all three tutors can grab it, it can tap towards Kumena's abilities and untaps itself. It also ends up gaining counters from Kumena's third ability, though largely not relevant, they should be tracked.\n\nSong of Freyalise is also rediculous in the deck, and is likely to eliminate at least one opponent on it's final chapter. The first two chapters also let you safely tap out when combined with an untapper, as you can use your creatures to threaten or cast counterspells.\n\nThrone of the God-Pharoah and Merrow Commerce are NOT a non-bo; simply stack the triggers so that your opponents take damage before you untap the creatures.\n\nMerfolk Trickster is probably the best \"gotchya\" creature in the deck; removing all abilities allows it to take out a surprising amount of creatures, and even take down Gods. Normally, it will be worth keeping in hand to catch an opponent off-guard instead of playing out for more momentum.\n\nLastly, Kumena's:\nKumena's abilities can all be activated at instant speed; use this to your advantage when people swing at you without regard for your ability to tap your creatures after blocks, or tap creatures on their way to their death to draw a card. Also, if you have Merrow Commerce and a card that untaps on opponent's untap steps, you can tap for Kumena's abilities on your end step! Kumena's abilities can also use creatures who are summoning sick; I.e. have entered the battlefield this turn. Kumena is the engine that makes the deck work; try not to play it into obvious removal, and do your best to protect it. It's often worth letting small amounts of damage through to not lose Kumena, despite the generous toughness.\n\nSome shortcomings of the deck that you'll want to adjust based on meta are:\n-Susceptability to fliers. There's not much the deck can to that's dedicated to taking out fliers. Most of the time they aren't a focused strategy, but if you're having trouble with it, adding dedicated flying removal, or just fliers to the deck, will make a big difference.\n-Protection. I've included a few generic protection spells, but I'll go over some suggestions in the next section. As built, the counterspell suite is supposed to count towards the protection for Kumena. \n-The deck is a *little* short on recursion for my liking, I like to be able to recycle cards as needed.\n\nAs far as budget upgrades go, I'd consider these based on the direction you want to take the deck:\n\n-Intruder Alarm should be the first thing you add to the deck. In fact it almost made the final cut despite it's high price tag. It does everything the deck wants, repeatedly untapping your creatures. It's even better when used in lieu with Song of Freyalise, or...\n-Cryptolith Right. I think two is the right amount of effects you want in the deck, though Jiang Yanguu, Wildcrafter deserves special mention for adding to both the ramp and 1/1 counter subthemes. \n-Heroic Intervention. This card is built exactly for a deck like this. Hexproof and indestructible stop 90% of threats to the deck, but it didn't fit well enough to overcome the budget cost of the deck.\n-Blossoming Defence/Veil of Summer/Dive Down/Mizzium Skin/etc.- Depending on how much targeted removal is in your meta, you'll want to adjust the amount of hexproof you'll want to add. Mizzium skin deserves special mention for it's overload ability, and Veil for it's draw ability, though there will be matchups where it's entirely useless. The MOST I would add of these is two, and that would be a targeted-removal heavy meta.\n-Archetype of Imagination is a fantastic finisher in the deck, but I left it out due to it's susceptibility to removal. Normally a wincondition being removed isn't game-ending, but being removed after attackers and before blocks can wipe your entire field. It's up to you to include this powerful, but fragile wincon, and with additional protection it may be worth running.\n-Reliquary Tower, Tishana, Voice of Thunder and Praetor's Council- All of these are worth adding for their no maximum handsize, and the spells make a decent top-end for the deck. Council I'd be a little more on the fence about, but Tishana should slot right in. Especially if you decide to add some more protection.\n-Eternal Witness/Recycle/Noxious Revival- Along with Paetor's Council, these help address the shortage of recursion in the deck. Noteworthy that Eternal Witness can be re-used with surgespanner's ability. \n-Cyclonic Rift- Obvious inclusion if your playgroup and budget allows.\n-Lord of Atlantis; obvious inclusion but simply outside the budget range\n-Jadelight Ranger is a good add if you decide to go more explore-based.\n\nPotential Cuts include:\n-Wildest Dreams; this was the most budget-friendly way I could find to return cards to hand from the graveyard. \n-Spreading Seas; SS was included as a minor inconvenience to other decks while also providing an island for islandwalk. It's also a throwback to classic Modern Merfolk. The card has it's place, but can draw hate if used aggressively and has a low floor of just drawing a card. \n-If you can keep the curve of the deck down, after playing and getting a feel for it, you MAY be able to cut a land, or a ramp spell or two. Personally, I like to make my decks as mana-source light as possible and really push it, but I built this while keeping in mind I wasn't the one playing this deck.\n-Acidic Slime can be cut if your meta doesn't include a lot of important enchantments or artifacts.\n\nThanks for reading this, and I sincerely hope you enjoy the deck!! It's been a blast to build and test.\n"}]}
Unable to load comments
AutoNew CategoryMaybeboardSideboard