Merfolk Lightbringer Tokenspam

by StrategicMuffinExhausted on 03 March 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)

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Deck Description

The bad news is, you're going to merrow jail. The worse news is that merrow jail is underwater.

How to Play

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.

Deck Tags

  • Merfolk
  • Tribal
  • Counter
  • U/W

Deck at a Glance

Social Stats

9
Likes

This deck has been viewed 1,931 times.

Mana Curve

Mana Symbol Occurrence

2128000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Merfolk Lightbringer Tokenspam

You could add Counterspell or exchange it for Cancel. It costs 2 Islands and does the exact same thing as Cancel.

1
Posted 08 March 2013 at 01:29

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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.

2
Posted 10 March 2013 at 10:22

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Some good points all. Flood Plain replaced with Seachrome Coast: it's a bit slow later but it should start things off nicely.

0
Posted 14 March 2013 at 08:48

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What about Azorius Chancery? Add's Island and Plains to your mana pool.

1
Posted 14 March 2013 at 21:34

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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.

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Posted 15 March 2013 at 19:55

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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.

1
Posted 15 March 2013 at 23:15

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Done. Also chucked some Drowner of Secrets in there for a bit more at-will tapping.

1
Posted 16 March 2013 at 14:39

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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.

1
Posted 21 April 2013 at 23:51

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This. Also Wanderwine Prophets is a great aggro merfolk card.

1
Posted 20 October 2013 at 17:09

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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.

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Posted 23 October 2013 at 12:41

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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. :)

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Posted 23 October 2013 at 16:12

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