Aangepast door Neldoran 24 dagen geleden
Sygg, River Guide allows you get your commander out early and use it to either start handing out some Commander Damage (possibly with the help of Island Walk) or to protect yourself (chump blocker) and your (other) Merfolk thanks to his Protection ability. The latter ability can even be abused to create evasion for your Merfolk throughout the game.
He provides all these great qualities while don't directly posing as a great threat to your opponents; allowing you to lay low for a bit.
Merfolk as a tribe provides you with some interesting weapons. Cards like Deeproot Waters, Stonybrook Schoolmaster, Summon the School and Lullmage Mentor allow you to create a bunch of Merfolk quickly; giving you the option to go wide, buff them and start punching.
Famous Merfolk lords like Lord of Atlantis, Master of the Pearl Trident, Merrow Reejerey and Merfolk Sovereign are the most obvious way to buff their kin. But cards like Saga of Fables and even Silvergill Douser also do well in this area.
Seahunter isn't a Merfolk himself, but is probably by far the best tutor for getting other Merfolk from your library as it can be repeated over and over again and directly puts them into play. Merrow Harbinger, Vedalken AEthermage (as many Merfolk are wizards) and Transmute cards like Muddle the Mixture and Drift of Phantasms are great options for that role to.
We can get some card draw through creatures like Silvergill Adept, Seafloor Oracle, Fallowsage, Sage of Fables and in a different way Thada Adel.
Finally the tribe provides all sorts of trickery with Merrow Commerce, Cursecatcher, Harbinger of the Tides, Harpoon Sniper, Lullmage Mentor, Merfolk Trickster, Merrow Reejerey, Sigil Tracer, Surgespanner and Wanderwine Prophets. Most of these tricks are about protection, removal and/or evasion, but the last named card can even provide a winning combo when you combine it with a card like Stonybrook Schoolmaster.
Playing with blue and white allows for some great removal and protection in the form of exile, counterspells and cards like Teferi's Protection, Leyline of Anticipation and Ghostly Prison.
White has the most (and probably the best) board wipes, but blue provides us with the best of them all: Cyclonic Rift
Blue also provides us with a number of sources for card draw.
However, mana ramp is very limited in these colors; something we really need to take into account while building this deck.
Roles in the deck
> Mana (48/50): 38 lands +
Sol Ring, Azorius Signet, Azorius Cluestone, Commander's Sphere, Darksteel Ingot, Merrow Reejerey, Talisman of Progress, Stonybrook Banneret, Wayfarer's Bauble, Sword of the Animist
> Card Advantage (13/10):
Deeproot Waters, Thassa, Fallowsage, Saga of Fables, Seafloor Oracle, Seahunter, Thada Adel, Stonybrook Schoolmaster, Summon the School, Curse of Verbosity, Master of Waves, Bident of Thassa, Kindred Discovery
> Targeted Removal (20/6):
Harbinger of the Tides, Cyclonic Rift, Counterspell, Negate, Merfolk Trickster, Lullmage Mentor, Surgespanner, Argentum Armor, Disdainful Stroke, Harbinger of the Tides, Harpoon Sniper, Insidious Will, Lullmage Mentor, Merfolk Trickster, Merrow Reejerey, Muddle the Mixture, Render Silent, Sigil Tracer, Thada Adel, Arcane Denial, Cursecatcher
> Board Wipes (1/3):
> Recursion (0/2): -
> Flexible Tutors (5/2):
Merrow Harbinger, Seahunter, Vedalken AEthermage, Muddle the Mixture, Drift of Phantasms
> Graveyard Hate (0/1): -
> Surprise "I Win" Card (3/1):
Wanderwine Prophets, Grafted Exoskeleton, Duelist's Heritage
This deck is very interesting in a sense that it can really harbor several different strategies while mostly laying low at the same time. This will probably make it a very fun deck to play.
However, this does make it a bit more difficult to build, as it is though to balance out all the different (great) options. For now it is finished, but I expect to keep tinkering with it as I play more and more games.