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put together an old build to my original merfolk deck. It focuses heavily on creating tokens and control Lullmage Mentor is one of the biggest assets to this deck. He has two abilities that aid in the process. His first ability says "whenever a spell or ability you control counters a spell you may put a 1/1 Merfolk token into play". This works with the overall win strategy and helps with his second ability which is tap seven untapped Merfolk you control,Counter target spell. Summon the School is another big asset to this deck, It cost 4 to play, 3 colorless and a white which seems like a lot but with stonybrook banneret it can cost as low as one. The card puts two 1/1 Mefolk wizard tokens into play but is has a sort of "flashback" cost where you can tap four untapped merfolk you control to return summon the school to your hand . When i have a lot of merfolk out i can pretty much do this every turn Mefolk Sovereign is good addition to any mefolk deck. She gives merfolk +1/+1 and if you tap her she can make a merfolk unblockable this turn which works for wanderwine prophets Stonybrook Banneret is another good addition to any merfolk deck. it reduces the casting cost all my merfolk spells by 1 and has islandwalk. Merrow commerce is a nifty little card. cost 2, a colorless and a blue. it allows me untap all merfolk i control at the end of turn. which helps with the mentor summon the school combo and you can tap Merrow commerce because it counts as a merfolk Wanderwine Prophets is a big control aspect to this deck. Cost six which is a lot but again with stoneybrook it can cost as low as three. when it enters the battle field i have to champion a merfolk which wont be a problem which the tokens i hope to create. its has a sweet ability where if wanderwine prophets deals combat damage to a player i can take an extra turn if a sacrifice a merfolk
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