Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
The bad news is, you're going to merrow jail. The worse news is that merrow jail is underwater.
Spam merfolk tokens, counter everything, abuse merrow commerce. Your eventual goal should be complete lullmage lockdown: with so many different ways to get merfolk out and quickly, you should end up in a place where any spells you don't want are vanished into the aether. Looters ensure you've always got what you're looking for, judges keep you alive until you can get some heftier stuff out. Harpoon snipers hold the line and completely change the game when you eventually decide to go on the offensive: blocking your 1/1 merfolk tokens becomes a frightening prospect. Key to all of this is merrow commerce. The sniper, the looter and the lullmage are all pretty good cards if they're only used a single time per 2-player turn but by untapping at the start of both turns, they double their utility. With the snipers and commerce in play, you should feel comfortable constantly attacking with no loss of defensive ability, to chip your opponent to death in a flurry of 1 damage attacks.
This deck has been viewed 1,941 times.
You could add Counterspell or exchange it for Cancel. It costs 2 Islands and does the exact same thing as Cancel.
Permalink
I would strongly recommend you take out Flood Plain and just put in two Island and two Plains. Your chances of getting mana will be the same, Flood Plain is a cool card but it would take you two turns to get a usable mana out.
Some good points all. Flood Plain replaced with Seachrome Coast: it's a bit slow later but it should start things off nicely.
What about Azorius Chancery? Add's Island and Plains to your mana pool.
Did a bit of poking around, chose Adarkar Wastes. It has the fastest, most reliable activation of all the U/W lands I've seen. Judge of Currents also works pretty well to counteract the (minimal anyway) damage.
In my White/Blue Merfolk deck, I had Freed From the Real. Sometimes it would get pretty ridiculous. I either put it on my Schoolmaster, Veteran of the Depths, or the Judge himself. Lots of life, counters, or tokens. With Merrow Commerce, they're all ready for battle on your opponents turn, too.Great deck! I recommend Freed From the Real.
Done. Also chucked some Drowner of Secrets in there for a bit more at-will tapping.
I would personally add merrow reejerey and the merfolk banneret. Get 3 of each out in play and enjoy your infinite tokens. If anything, the banneret speeds things up and makes you play things on the cheap. Merrow reejerey is simply amazing merfolk for controllign the field or simply untapping your mana to play more stuff.
This. Also Wanderwine Prophets is a great aggro merfolk card.
Not really aggro, that's more of a combo card. The mana it costs to play the Prophets is a lot and you require a merfolk to champion to play it (can turn out fr the better in some cases). It's a rediculously good threat though.In terms of it being a combo card, you want to make the prophet unblockable and have a token summoning card to spawn tokens to sac.
Good ideas all, though I'm not sure what to remove to put them in there. I've sideboarded them for the time being: the sideboard was pretty weak and gimmicky before now. Thanks man. :)