Backstory
I started playing magic about the time of Lorwyn block so obviously tribal was huge. I have been fond of tribal ever since and my very first deck was a merfolk mill deck. Back then it was pretty meh and I moved onto the powerhouse of that format, go fae, but merfolk have always had a sweet spot for me. (how weird does that sound out loud?...) In turn after the commander decks came out we played a tournament at the local shop and after getting one of those decks I decided I wanted to build a deck from the ground up. It has been through all kinds of changes but what it has turned into I have been very pleased with. Not a top tier deck for speed but it consistently deals with issues that come up cause that's what I enjoy, answering problems.
As for right now I am looking for ideas on how to tweak this deck without spending a bundle. Keeping the tribal theme is a big thing for me so I am looking at how I can strengthen the deck and keep that underlying theme.
Thinking about mind over matter plus fallowsage for a perfect tutor effect. It's slow but definitely will get me to needed cards plus combos again with intruder alarm.
I started playing magic about the time of Lorwyn block so obviously tribal was huge. I have been fond of tribal ever since and my very first deck was a merfolk mill deck. Back then it was pretty meh and I moved onto the powerhouse of that format, go fae, but merfolk have always had a sweet spot for me. (how weird does that sound out loud?...) In turn after the commander decks came out we played a tournament at the local shop and after getting one of those decks I decided I wanted to build a deck from the ground up. It has been through all kinds of changes but what it has turned into I have been very pleased with. Not a top tier deck for speed but it consistently deals with issues that come up cause that's what I enjoy, answering problems.
As for right now I am looking for ideas on how to tweak this deck without spending a bundle. Keeping the tribal theme is a big thing for me so I am looking at how I can strengthen the deck and keep that underlying theme.
1x Sygg, River Guide
Lands
13x Islands
10x Plains
1x lonely sandbar
1x secluded steppe
1x strip mine
1x wanderwine hub
1x hallowed fountain
1x ancient tomb
1x azorius chancery
1x reliquary tower
1x cavern of souls
1x glacial fortress
1x tectonic edge
1x command tower
1x glacial chasm
1x cephalid coliseum
1x temple of the false god
Creatures
1x Talrand, sky summoner
1x vedalken aethermage
1x grimiore thief
1x seahunter
1x mirror entity
1x empress galina
1x silver myr
1x merfolk sovereign
1x drowner of secrets
1x phantasmal image
1x sun titan
1x consecrated sphinx
1x snapcaster mage
1x surgespanner
1x stonybrook schoolmaster
1x gold myr
1x master of the pearl tridant
1x wanderwine prophets
1x sigil tracer
1x phyrexian metamorph
1x lord of atlantis
1x enclave cryptologist
1x thada adel, acquisitor
1x opposition
1x intruder alarm
Ramp
1x azorius signet
1x mana vault
1x gilded lotus
1x sol ring
1x thran dynamo
Draw Power
1x fact or fiction
1x rhystic study
1x ancestral vision
1x mystic remora
1x brainstorm
1x sphinx's revelation
1x jace, architect of thought
1x jace Beleren
Wrath
1x akroma's vengeance
1x austere command
1x terminus
1x supreme verdict
1x oblivion stone
1x planar cleansing
Tutorific
1x mystical tutor
1x bribery
1x idyllic tutor
Extra Time
1x temporal mastery
1x time warp
1x condemn
1x cyclonic rift
1x path to exile
1x swords to plowshares
1x capsize
1x detention sphere
1x journey to nowhere
Counters
1x faerie trickery
1x Daze
1x counterspell
1x cryptic command
1x spell crumple
I know some of the cards are sub par to their godlike counterparts that are much more expensive but general thoughts I'm all ears.
Basic strategy
Deal with threats as they appear, wrath as often as necessary, and hang on to your counterspells for opponent combos.
Ramp with mana rocks and thada adel while holding off opponents with ridiculous ramp by bounce, strip mine, and even counters.
Use utility creatures like Sigil Tracer to utilize opponent ramp, tutor, or counterspell power. protect with general.(epic turn 2 play)
Push card advantage to get to infinite creatures with intruder alarm + stonybrook schoolmaster + opposition or drowner of secrets
add any mana dude for infinite mana
add grimoire thief for infinite deck exile
Get out Wanderwine prophets for an easy infinite turns with
- sygg, river guide;
- suntitan;
- stonybrook schoolmaster;
- seahunter
or general card draw into more merfolk.Push evasive damage with mirror entity and one of the lords.
Edit
Took out last word for daze
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW