Kumena; Merfolk; Tribal; EDH; Commander.

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EduardoQS avatarEduardoQS 4 years
{"ops":[{"insert":"Hail merfolk players!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI was wondering: what would be the best setup for a merfolk tribal led by "},{"insert":{"card-link":"Kumena, Tyrant of Orazca"}},{"insert":" ?\n\nJimmy and Josh, the guys in the Command zone, say that the general formula for a deck to work well is: 10-12 ramps; 10 draws; 10-12 target removal and 3-4 board wipe effect .... However, jimmy's kumena presents: 8 ramps; 15 draws; 6 target removal and only 2 board wipes...0 ok,. we know that the formula is not a rule, just a suggestion, but based on it, what do you think? what would be the perfect numbers and why?\n\n"},{"attributes":{"italic":true},"insert":"Send your lists! let's think together about the best simic merfolk EDH ever!"},{"insert":"\n"}]}
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ThMadOne avatarThMadOne 4 years
{"ops":[{"attributes":{"link":"https://archidekt.com/decks/570822#Merfolk_in_Golden_Tap_Shoes"},"insert":"My not-budget decklist"},{"insert":". It has only two cards that really come close to wipes, 8 targeted removal, around 10 ramp and some cards that get me big mana as well, and about 14 card draw effects, not including Kumena. In my experience, since Kumena relies on having a large board state, finding wipes that don't also set you back is hard, and finding good wipes in Simic in general. Another thing to note is that my deck does go a bit under the recommended number of lands, but this also ties into why I think ramp is lower in both decklists. Kumena and Merfolk in general are very low to the ground, so to not fall behind, you just really need to hit your land drop every turn, which due to the increased card draw, and Kumena's own ability, is easy. I do think that 6 targeted removal is a bit low, and although I am also under the recommended amount, some of my removal is on creatures that have synergy and can be tutored, making it easier to use. In general, that's one of my strategies for building tribal decks and finding creatures in the tribe that are also ramp, card draw, or removal. I think the idea of perfect numbers is not always the best way to build a commander deck, as depending on the specific deck strategy, your playstyle, and your budget, how you build a given deck is going to be different. Generally, ramp and draw can supplement a lack of removal in a way that removal can't supplement a lack of draw or ramp, so prioritizing those slightly is probably better. What decklist would you build with Kumena, both more as a wish list/experiment like the list I provided here, and as something you could conceivably play in paper?\n"}]}
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EduardoQS avatarEduardoQS 4 years
{"ops":[{"insert":"I played a few times (in paper) using my playlist in the pre-pandemic era. I had good results. I even made some commander matches change format: archenemy. However, joke aside, I feel that the deck can still improve further. Usually either I do very well in a match or very poorly. Never median. It's like the deck lacks consistency. Otherwise, I liked your answer and your question. Makes me think a lot about the weaknesses on my list. Furthermore, I would like to comment that WotC has finally turned its gaze to the merfolks. It was an abandoned tribe. We are seeing the birth of good merfolks to commander, although they are still few in number.\n"}]}
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