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As the title says, this is a Tribal Modern Merfolk Deck. I tried to make it as well-rounded as possible, with counterspells and creature removal, while trying to be aggro with merfolk buffing other merfolk, along with cantrip cards.
The deck plays out several ways, but ideally you want to be pretty aggro while controlling their spells:Spreading Seas - what a great card. It's a cantrip, replacing itself by drawing you a card, while turning their land into an island. This can help deny them of the colors they are playing, as well as removing any abilities their lands have, such as man-lands. It's important because Lord of Atlantis and Master of the Pearl Trident suddenly make all of your creatures unblockable (with islandwalk). So what if you're opponent is already playing islands? No problem, you can still deny them of other colors in game1, and you can easily sideboard them all out for game2 (or 3) - not to mention discard them to Liliana or Smallpox.Counterspells/Control/Tempo - Cursecatcher and the cantrip Remands. Harbinger of the Tides is a free Unsummon.AEther Vial always has hijinks galore, playing Cursecatcher at instant speed for a counterspell, or playing a "buff" merfolk after they declare attackers.Everything else in the main board is self-explanatory. Vapor Snag to remove their creatures (or your own if you want to protect them), activating Mutavault becomes a merfolk, Silvergill Adept as a cantrip (card draw), etc.For the sideboard, there is graveyard hate, artifact hate, more counterspells against combo decks (splinter twin, scapeshift, etc.), and Spellskite against burn and infect.
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Hey everyone. I love tribal decks, but unfortunately, tribal merfolk are really the only modern competitive tribal decks. Sure, there are faeries, but those technically aren't tribal since they only use like 10 of them and rely on bitterblossom.Anyway, any tips you guys could give for the mainboard or sideboard would be greatly appreciated! Thanks!
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Pretty good tribal merfolk deck. Have you thought about kira, great glass-spinner? I think you need at least 2 of her. Definitely important against spot removal and it helps that she flies to protect you from lingering souls' annoying spirit tokens. Other than that, I don't have many more suggestions unless you want to replace some of the counterspells with spell pierce. Otherwise, solid deck.
Hi, thanks for the tips. Yeah, Kira is a great card, but thats why I put in Monastery Sieges choosing Dragons. Still a 3-drop but it also prevents damage to you, very important in burn matchups. Hmmm. Putting in a Kira or 2 means I will need that one land that lets you tap for a blue or lets you untap a legendary creature (Kira).
I think the land you're thinking of is minamo, school at water's edge.
Thanks, but wait a minute. If Minamo targets a legendary permanent (Kira), it will be countered because of Kira's ability right? I will not be able to untap her with the Minamo land.
Only change I made was replacing the 2 Phantasmal Images with the new Harbinger of the Tides from Origins. Free Unsummon spell.