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A merfolk deck
This deck has been viewed 781 times.
There is an infinite turn combo here you can use if you add wanderwine prophets. Also to make everything islands, try quicksilver fountain then when all but one land is an island, bounce it, everything stays islands.
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i wold drop the familiar's ruse for 3 cryptic command, the 2 summon the school and either the 2 Aquatic's will or the 2 tideshaper for another ponder, another LOA, another island, and 1 more banneret. Also, the 3 spots where merrow harbinger is would be better use with something else, like some combination of venser/sower of tempation. I'd stay away from wanderwine prophets. A 4/4 for 6 mana is just too slow for T2. you have much better things to do with 6 free mana.
I agree with the cryptics, and the addition of more aquatic's wills but I don't think I'd drop the school and tideshaper can be a really great card cuz of its synergy with the lord of atlantis, also it can get you plains to play the school. Don't knock wanderwine, in my deck I drop them and I win, so I wouldn't say there are a ton of better things for 6 mana. Its a game turner, and even for 6 mana its not bad. I'm rather tired of people bashing it. Plus the bannerets help with the cost
The Bannerets really do. You may not heavily value them now, but wait. I have very rarely had to pay for the colorless part of any spell in a similar deck. I also agree that Cryptics will help. Remember that right now, decks like this in standard need to focus on playing too many threats, forcing your opponent to use up as much of his/her removal spells/counterspells as possible. After he/she is spent, you still need an attacker to kill with, but not a "kill spell."