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Size: 100Est cost: $2765.45
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Commander
Atraxa, Grand Unifier
Flying, vigilance, deathtouch, lifelink
When Atraxa enters, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
When Atraxa enters, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
Legendary Creature - Angel Phyrexian

Commander
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𝔞𝔯𝔱𝔦𝔣𝔞𝔠𝔱𝔰
𝔞𝔯𝔱𝔦𝔣𝔞𝔠𝔱𝔰
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𝔢𝔫𝔡𝔦𝔫𝔤 𝔱𝔦𝔡𝔢
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

𝔢𝔫𝔡𝔦𝔫𝔤 𝔱𝔦𝔡𝔢
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𝔣𝔯𝔦𝔢𝔫𝔡𝔰 𝔬𝔣 𝔱𝔥𝔢 𝔡𝔢𝔢𝔭
Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

𝔣𝔯𝔦𝔢𝔫𝔡𝔰 𝔬𝔣 𝔱𝔥𝔢 𝔡𝔢𝔢𝔭
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𝔪𝔢𝔯𝔪𝔞𝔦𝔡𝔰
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.
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

Jadelight Ranger
When this creature enters, it explores, then it explores again. (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. Then repeat this process.)
Creature - Scout Merfolk Ranger

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

Zegana, Utopian Speaker
When Zegana enters, if you control another creature with a +1/+1 counter on it, draw a card.
: 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.
: 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.
Legendary Creature - Wizard Merfolk

𝔪𝔢𝔯𝔪𝔞𝔦𝔡𝔰
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𝔵 𝔢𝔫𝔠𝔥𝔞𝔫𝔱𝔪𝔢𝔫𝔱 𝔵
Simic Ascendancy
: 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.
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

𝔵 𝔢𝔫𝔠𝔥𝔞𝔫𝔱𝔪𝔢𝔫𝔱 𝔵
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𝔵 𝔦𝔫𝔰𝔱𝔞𝔫𝔱 𝔵
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.
Exile Teferi's Protection.
Instant

𝔵 𝔦𝔫𝔰𝔱𝔞𝔫𝔱 𝔵
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𝔵 𝔩𝔞𝔫𝔡 𝔵
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary 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

𝔵 𝔩𝔞𝔫𝔡 𝔵
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𝔵 𝔰𝔬𝔯𝔠𝔢𝔯𝔶 𝔵
𝔵 𝔰𝔬𝔯𝔠𝔢𝔯𝔶 𝔵
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Deck Info
Deck stats
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