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Nothing special just a random compiling of all the merfolk I could get. most make control and mill decks out of them but all i could see was island walk and unblockable. I would use the summon the school to make tokens then tap some merfolk get it back play it again then swing after giving Wanderwine Prophets island walk the sac a merfolk and tap some more to get summon the school back with mana untapping every turn you could take infinite turns
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If anything, I would look into Lullmage Mentor if you are going to play Summon the School. It will ramp into more Merfolk and give you a steady stream of a counter to help keep your opponent in check. Also, Sygg is amazing, and if anything you should play more of those. Maybe try something like this... -3 Coral Merfolk -3 Merfolk of the Pearl Trident -3 Fishliver Oil -2 Merrow Commerce -2 Cold-Eyed Selkie Basically, Coral and Pearl should be replaced for better Merfolks, like Wake Trasher, Sygg, Soverign, Reejerey and you should also look into Lord of the Atlantis. Also, Merrow Commerce doesn't work with Wake Thrasher because the untapping of Merfolks could easily add about 4-5 to it. And if you end up trying Lullmage, it could add about an extra 7+ depending. Also, the Selkies for Silvergil Adept would probably work better. It's a 2/1 for 2 and lets you draw a card right off the back. While the Selkie is a little bit more situational for the draw and starts as a 1/1 for 3. +2 Wake Thrasher +2 Sygg +3 Lord of Atlantis +2 Lullmage Mentor +1 Merfolk Soverign +1 Merfolk Reejerey +2 Silvergil Adept Also, you could easily play Glacial Fortress and Wanderwine Hub to help out your mana a lot. You will pretty much never have mana problems that way. -4 Island -4 Plains +4 Glacial Fortress +4 Wanderwine Hub Hope I helped some
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