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Mer deck, pretty pimp actually. Works out nice in play only lost to a sanguine bond deck, false cure, and beacon of immortality suckkk. Budget deck, please take that into consideration. Okay combos go, Merfolk Sovereign + Wanderwine Prophets + Summon the school = endless turns. Silvergill Dousers + Merfolk Thaumturgist = dead creature, indes or not. Sygg = Nasty alone.
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Reminds me of my old Merfolk deck. I don't usually like tribal decks because they tend to just play creatures and attack and have little or no mechanic, only synergy. Endless turns, however, is always fun. You've got a lot of 2x creatures. Aren't you worries about consistency (drawing the ones you need when you need them ? The Harbingers are good but they use up mana and can delay you).
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I'm not really worried about the consistancy, windbrisk heights helps with that, look at the top 4 cards remove one from the game put the other 3 on the bottom. So I can search for what I need put one on top, attack with 3 weenies that get island walk or even if 1/1, and tap windbrisk and a plains boom, it's in play. The win to lose ratio is about a 8:1.
I guess. I've heard a lot about Windbrisk but I've always been a bit skeptical of it.
Look at it this way, Imagine progenitus on your top 4, use windbrisk and remove it, attack with 3 1/1 saps, put prog in for free. simple easy combo:-).
This looks like my first merfolk deck. Which was bad. This will only work if you are playing other bad decks. I don't mean to be a dick, but you need to start again. If you're going to use Lord of Atlantis, you may as well use other older cards and play Legacy, and trust me there are a lot better cards for a merfolk deck than the crap you have here. Seriously. Check out my merfolk deck. It's not perfect, but it honestly could destroy what you have here. Try again.
Might wanna look into Wake Thrasher, he can become quite the beast last on and with Merfolk Soverign, who doesn't love an unblockable 14/14 along with countless other merfolks? Also, you might wanna play removal, obviously it's not standered legal, try using Counterspells and some other spot removal to help you keep your creatures on the field and theres off of it. I'd do something like this.... -4 Judge of Currents -2 Tideshaper Mystic -2 Streambed Aquitects -4 Merrow Harbringer +4 Counterspell Then if you decide Wake Thrasher is worth it, (it totally is imo), then you'll want to take out Merrow Commerce -2 Merrow Commerce +4 Wake Thrasher +4 Path to Exile +2 Merrow Reejerey +2 Sygg River Guide Also, if your playing U/W, Glacial Fortresses might be a very good investment, same with Wanderwine Hub. -4 Island -4 Plains +4 Wanderwine Hub +4 Glacial Fortress Chances are you'll always have a merfolk with Wanderwine, so you won't have to worry about that, and as for Glacial, it's good with Sygg. You might also wanna look into these cards.... - Silvergil Adept, a 2/1 that costs 2 if you reveal a merfolk and lets you draw a card - Stonybrook Bannette, who doesn't love cheaper merfolks? - Sages Dousing, with Stonybrook, it costs as much as a Counterspell and played early on can act like one but lets you draw a card, I'd suggest Counterspells over it though
seriously dude if your win ratio is 8:1 you must play some suck ass people.
If you read, I play casual as in, multi player. Build a casual deck, I'd love to walk all over yours. Also mind you, this is completely budget. It cost about 20$ tops to make, out of work, so before you insult on this, know.