Remember, Awakening is ALL creatures and lands, not just ones you control.
Yeah, that's somewhat annoying and totally non-bos with the two orbs. Most decks aren't going to be built to abuse it though. I think it's a good include here.
The deck is looking pretty sweet. Murkfiend Liege is another untap creature card.
KissMyAssasin is correct, Awakening is all players, so will be counterproductive to Static Orb and Winter Orb.
I think with the +1/+1 counter theme that Cold-Eyed Selkie is a must include.
Perfect, alright replaced Awakening with Murkfiend Liege and added the Selkie. For some reason I was thinking Selkie only drew one card instead of as much damage as it dealt.
The deck is looking pretty sweet. Murkfiend Liege is another untap creature card.
KissMyAssasin is correct, Awakening is all players, so will be counterproductive to Static Orb and Winter Orb.
I think with the +1/+1 counter theme that Cold-Eyed Selkie is a must include.
Perfect, alright replaced Awakening with Murkfiend Liege and added the Selkie. For some reason I was thinking Selkie only drew one card instead of as much damage as it dealt.
Oh I forget Patron of the Orochi. One of my favorite magic cards of all-time, I've won many many games with this card, building around it, even in the 99.
The deck is looking pretty sweet. Murkfiend Liege is another untap creature card.
KissMyAssasin is correct, Awakening is all players, so will be counterproductive to Static Orb and Winter Orb.
I think with the +1/+1 counter theme that Cold-Eyed Selkie is a must include.
Perfect, alright replaced Awakening with Murkfiend Liege and added the Selkie. For some reason I was thinking Selkie only drew one card instead of as much damage as it dealt.
Oh I forget Patron of the Orochi. One of my favorite magic cards of all-time, I've won many many games with this card, building around it, even in the 99.
Hello! Long time merfolk tribal player here to throw in my 2 cents.
Very surprised no one has mentioned Wanderwine prophets yet. Won many a game that way.
Another all star in merfolk tribal is CRYPTIC GATEWAY! I am very excited to see it paired up with Kindred discovery.
Nissa, steward of elements is an over performer in my experience. Use that scy 2 once and you'll be all set to dump merfolk on the board for free for as long as she lives. Nature's Will is also phenomenal with Kumena's unblockable ability. Kindred Summons is a very expensive but flashy way to fill the board up and EOT makes it even sweeter. Using both Forerunner of the Heralds/ Merrow Harbinger to synergize with Nissa, Steward of Elements / Descendants path is nice. The new explore mechanic can also set up Nissa and Descendants too.
Also you need to devote some slots to disruptive merfolk to stay alive. Jolting merfolk, Harbinger of the Tides, Tempest Caller, Selkie Hedge-Mage, Waterfront bouncer. These guys are all vital and huge targets for a Seahunter to flash in to save your skin. (Scales?)
Cryptolith rite and Rishkar are great ramp/support and fit the untappy theme nicely.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
Hello! Long time merfolk tribal player here to throw in my 2 cents.
Very surprised no one has mentioned Wanderwine prophets yet. Won many a game that way.
Another all star in merfolk tribal is CRYPTIC GATEWAY! I am very excited to see it paired up with Kindred discovery.
Nissa, steward of elements is an over performer in my experience. Use that scy 2 once and you'll be all set to dump merfolk on the board for free for as long as she lives. Nature's Will is also phenomenal with Kumena's unblockable ability. Kindred Summons is a very expensive but flashy way to fill the board up and EOT makes it even sweeter. Using both Forerunner of the Heralds/ Merrow Harbinger to synergize with Nissa, Steward of Elements / Descendants path is nice. The new explore mechanic can also set up Nissa and Descendants too.
Also you need to devote some slots to disruptive merfolk to stay alive. Jolting merfolk, Harbinger of the Tides, Tempest Caller, Selkie Hedge-Mage, Waterfront bouncer. These guys are all vital and huge targets for a Seahunter to flash in to save your skin. (Scales?)
Cryptolith rite and Rishkar are great ramp/support and fit the untappy theme nicely.
Rishkar is something I hadn't even considered, good call. And cryptic gateway looks absolutely stellar. Will add both to the list when I get time. I agree with the disruptive merfolk as well, not having enough disruption is my biggest concern at the moment. Thanks for posting!
I think Carpet of Flowers is a very good add once we start dabbling in stax even without the cards that turn stuff into islands. I mean, if they aren't playing blue they've already lost amiright Was already in my decklist but will add to the thread.
I think Carpet of Flowers is a very good add once we start dabbling in stax even without the cards that turn stuff into islands. I mean, if they aren't playing blue they've already lost amiright Was already in my decklist but will add to the thread.
Yes, you're rite, even though they're screwed either way. If you say Stax, Quicksilver Fountain certainly comes to mind though. Turning greedy manabases into the best basic land ever seems fun.
You said Vorel of the Hull Clade might not be good enough since you want to spread counters around. However, the human brain can't comprehend how good doubling is, and with a commander that's unblockable, 5 activations is enough to kill with commander damage when you start with only 1 counter, never having attacked at all.
Kumena wants to have lots of Merfolk, so you're vulnerable to wipes, so I recommend around 10-ish counterspells at least to stop these wipes. Negate now has a Merfolk-themed one (so opponents see you're actually are trying to be Merfolk tribal), Disdainful Stroke can handle most wipes, and Forbid is crazy once you get your carddraw up and running. Yes, these are boring but a neccesary evil, that just so happen help to make extra Merfolk with Lullmage Mentor.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
I think Carpet of Flowers is a very good add once we start dabbling in stax even without the cards that turn stuff into islands. I mean, if they aren't playing blue they've already lost amiright Was already in my decklist but will add to the thread.
Yes, you're rite, even though they're screwed either way. If you say Stax, Quicksilver Fountain certainly comes to mind though. Turning greedy manabases into the best basic land ever seems fun.
You said Vorel of the Hull Clade might not be good enough since you want to spread counters around. However, the human brain can't comprehend how good doubling is, and with a commander that's unblockable, 5 activations is enough to kill with commander damage when you start with only 1 counter, never having attacked at all.
Kumena wants to have lots of Merfolk, so you're vulnerable to wipes, so I recommend around 10-ish counterspells at least to stop these wipes. Negate now has a Merfolk-themed one (so opponents see you're actually are trying to be Merfolk tribal), Disdainful Stroke can handle most wipes, and Forbid is crazy once you get your carddraw up and running. Yes, these are boring but a neccesary evil, that just so happen help to make extra Merfolk with Lullmage Mentor.[/q
[quote from="Krimsonmask »" url="http://www.mtgsalvation.com/forums/the-game/commander-edh/788120-lets-brew-kumena-tyrant-of-orazca?comment=34"]
I think Carpet of Flowers is a very good add once we start dabbling in stax even without the cards that turn stuff into islands. I mean, if they aren't playing blue they've already lost amiright Was already in my decklist but will add to the thread.
Yes, you're rite, even though they're screwed either way. If you say Stax, Quicksilver Fountain certainly comes to mind though. Turning greedy manabases into the best basic land ever seems fun.
You said Vorel of the Hull Clade might not be good enough since you want to spread counters around. However, the human brain can't comprehend how good doubling is, and with a commander that's unblockable, 5 activations is enough to kill with commander damage when you start with only 1 counter, never having attacked at all.
Kumena wants to have lots of Merfolk, so you're vulnerable to wipes, so I recommend around 10-ish counterspells at least to stop these wipes. Negate now has a Merfolk-themed one (so opponents see you're actually are trying to be Merfolk tribal), Disdainful Stroke can handle most wipes, and Forbid is crazy once you get your carddraw up and running. Yes, these are boring but a neccesary evil, that just so happen help to make extra Merfolk with Lullmage Mentor.
I like Quicksilver Fountain as well. Seems like it may be a bit slow but the islands are also relevant with islandwalk and Carpet of Flowers.
You are probably right about Vorel. He's very solid for what he costs and he's a merfolk. There is a point when brewing this guy where you need to start making some decisions. It's very hard to fit all the cards you need for untapping shenanigans and +1/+1 counters stuff too. You almost have to pick one and then just get a couple good cards for the other. If you are going with the counters he's an auto-include.
Definitely vulnerable to board wipes, but I just don't see how it's possible to fit 10 counterspells into the deck at least with my current build. I'm not saying it isn't possible but hard for me to look at all the cards the engine needs and still find room for those 10 extra cards on top of them. I think the best bet is to draw a bunch of cards so you always have a full grip and don't overextend without protection. I guess you'd be going all in on the stax and control elements and less on explosive turns with lots of merfolk out. I'd be curious to see your build if you are planning to try this guy and what you come up with.
Definitely vulnerable to board wipes, but I just don't see how it's possible to fit 10 counterspells into the deck at least with my current build. I'm not saying it isn't possible but hard for me to look at all the cards the engine needs and still find room for those 10 extra cards on top of them. I think the best bet is to draw a bunch of cards so you always have a full grip and don't overextend without protection. I guess you'd be going all in on the stax and control elements and less on explosive turns with lots of merfolk out. I'd be curious to see your build if you are planning to try this guy and what you come up with.
Yeah, I know it feels bad to have 10 slots wasted on preventing getting wiped. So, we run 40-ish lands, 15 other things for untapping and drawing cards and then 10 counters on top of that. That leaves around 34 slots for actual Merfolk, which isn't a lot. By the time you want to start countering wipes you've seen about 10 - 15 cards, so to have a reasonable chance of stopping wipes, having around 10% of your draws be counterspells feels like the minimum. I think you'll feel powerful having a counter, while carpetting/cryptic gatewaying in your Merfolk, knowing nothing can go wrong.
Some cards can do double duty, for example Inspiring Call functions as a wipe-counter and card draw in one. In the end, saving 5 or so Merfolk with one card is better than having to redraw and play them with 5 card slots, and most metas have a lot of wipes in a 5 player game. Still, if you want to forego security and just hope for the best it might be more... proactive but you'll have to worry about overextending more. Kumena is all about overextending to get results.
Edit: As for the state of my list: I have a HUUUUGE pile of Merfolk related cards, and I'm looking for all the correct counters I want to include, as well as finding the jade-statue Islands and Forests to keep with the Merfolk theme. Then I'll have to cut it all back a 100 cards. Vorel will be included though, because having kills with an unblockable commander is a good backup to going wide. Going with the grain/chessboard parable, I like to do more damage than there is sand in the known universe.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
I added white to my list, running Thrasios and Ishai as the commanders, to include the white merfolk cards that helped this strategy. I basically discarded the counters synergy just for trying to abuse the tapping and untapping part of it. The deck runs enough tutors to be able to find Kumena if it doesn't draw him, and it can draw so many cards it's not even funny.
Just chiming in to say that negate already had 2 merfolk themed iterations before Rivals, in fact the very first negate is merfolk themed from its original printing in Morningtide.
I've looked at the arts, and the Morningtide one is just a circle, and maybe there is a Merfolk in there, but it's not easy to see. The Oath of the Gatewatch version ís more Merfolk themed and being from Zendikar it's flavourtext mentions the Lullmages going with Lullmage Mentor. The new Negate is very pretty though. Yes, this is important. It's Commander after all. With the Harbinger and Forerunner Merfolk it should by relatively easy to find the Mentor and turn counterspells into fishpeople most games. Oh, and the Mercadian Counterspell also seems to be Merfolk-ish.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
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So after much anticipation I finally assembled and tested Kumena merfolk last night in a 3 and then 4 man group. It went VERY well. Got Kumena and quest for renewal online with 5 merfolk on board including Waterfront Bouncer. It was off the chain. Ending up winning the 4 man game by tutoring up Wanderwine Prophets and going (nearly) infinite turns. Won the 3 man game by using Thada Adel to steal a Coat of Arms from an opponent and granting my merfs +6+6 with islandwalk. The curve and synergy with the untapping enchantments (Merrow Commerce) and (Quest for Renewal) really gets bonkers fast. Now that merfolk have TWO tutor effects in Merrow Harbinger and Forerunner of the Heralds that can fetch up Merrow Commerce, this deck is looking like a real monster. Very good, much excite.
So after much anticipation I finally assembled and tested Kumena merfolk last night in a 3 and then 4 man group. It went VERY well. Got Kumena and quest for renewal online with 5 merfolk on board including Waterfront Bouncer. It was off the chain. Ending up winning the 4 man game by tutoring up Wanderwine Prophets and going (nearly) infinite turns. Won the 3 man game by using Thada Adel to steal a Coat of Arms from an opponent and granting my merfs +6+6 with islandwalk. The curve and synergy with the untapping enchantments (Merrow Commerce) and (Quest for Renewal) really gets bonkers fast. Now that merfolk have TWO tutor effects in Merrow Harbinger and Forerunner of the Heralds that can fetch up Merrow Commerce, this deck is looking like a real monster. Very good, much excite.
Still finalizing my list (getting close I think). Can you post yours?
Some other cards to consider that weren't mentioned yet:
Deepchannel Mentor - makes a lot of your guys unblockable Archmage Ascension - if you're going to be drawing a bunch of cards, might as well take a bunch of turns Beastmaster Ascension - for merfolk swarms Sigil Tracer - a lot of merfolk also happen to be wizards; gets silly with untap effects Grimoire Thief - help against combo decks Mind Over Matter - easily lets you draw through your deck if you're searching for a specific card
Some other cards to consider that weren't mentioned yet:
Deepchannel Mentor - makes a lot of your guys unblockable Archmage Ascension - if you're going to be drawing a bunch of cards, might as well take a bunch of turns Beastmaster Ascension - for merfolk swarms Sigil Tracer - a lot of merfolk also happen to be wizards; gets silly with untap effects Grimoire Thief - help against combo decks Mind Over Matter - easily lets you draw through your deck if you're searching for a specific card
Some other cards to consider that weren't mentioned yet:
Deepchannel Mentor - makes a lot of your guys unblockable Archmage Ascension - if you're going to be drawing a bunch of cards, might as well take a bunch of turns Beastmaster Ascension - for merfolk swarms Sigil Tracer - a lot of merfolk also happen to be wizards; gets silly with untap effects Grimoire Thief - help against combo decks Mind Over Matter - easily lets you draw through your deck if you're searching for a specific card
Archangel Ascension is an interesting one I haven't seen mentioned before or in any decklists. I could see it being pretty good once you get it active but I wonder if it's overkill. Once you reach the point where you're drawing two cards a turn, do you really need to be tutoring? Either way, good recommendation to consider. I will add it to the list.
Mind over matter is definitely good especially if you're running things like Arcanas that can get you more than one card per tap.
I have Beastmaster Ascension currently in my list and think it is a good win con for this deck.
Personally I think deepchannel mentor is too high of a cost and an even bigger target. Tempest caller can be just as effective and can leave another player wide open to attack. A single Lord of Atlantis or Master of the Pearl Trident can make your team unblockable for 2 cmc.
Beastmaster ascension COULD be good, but if you arent up to 7 attackers when you play it you are painting a massive target on yourself and the ascension. Coat of arms would have a more reliable effect in my opinion.
Krimson, to answer your question I do not have a tapped out list for my deck but it is something I would like to take care of one of these days.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
I just don't think Kumena is all that suited for aggressive strategies, those come as a byproduct after you've set up already.
First and foremost I want card selection or advantage from my fishies. Vodalian Merchant and Merfolk Traders look innocuous but they help make sure you're hitting land drops or draw you towards wincons. The only lord I'm running is Merrow Reejery for the untap shenanigans and before including more lords I'd look towards running interactive merfolk like Harbinger of the Tides or Watertrap Weaver.
I think this is an interesting dilemma. Kumena naturally leads to having a lot of merfolk as it's necessary to use his abilities. This is somewhat depending on your build but does make going wide something that you at least need to consider. That said I think it's hard to evaluate how much an extra power to each of your merfolk is worth, especially when you're looking at other utility creatures that could be used in place of Lords. We also probably shouldn't discount the value of islandwalk which a lot of the Lord's provide. When you think of having something like four merfolk in play and they each get plus one that just doesn't seem all that relevant in a 40 life format. I'm going to take a hard look at this before I finalize my list.
Thanks for sharing. I know Jimmy's deck did quite well during that Game Knights episode as he was able to get an engine going, which I think is ultimately what this deck is looking to do. I also think it's interesting that they have to build these decks before there's any information about the Commander's floating around out there on the internet. It's very easy for them to miss things that we would be able to easily find when putting our minds together.
Yeah, that's somewhat annoying and totally non-bos with the two orbs. Most decks aren't going to be built to abuse it though. I think it's a good include here.
KissMyAssasin is correct, Awakening is all players, so will be counterproductive to Static Orb and Winter Orb.
I think with the +1/+1 counter theme that Cold-Eyed Selkie is a must include.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Perfect, alright replaced Awakening with Murkfiend Liege and added the Selkie. For some reason I was thinking Selkie only drew one card instead of as much damage as it dealt.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Added to the list, so pricey though.
Very surprised no one has mentioned Wanderwine prophets yet. Won many a game that way.
Another all star in merfolk tribal is CRYPTIC GATEWAY! I am very excited to see it paired up with Kindred discovery.
Nissa, steward of elements is an over performer in my experience. Use that scy 2 once and you'll be all set to dump merfolk on the board for free for as long as she lives. Nature's Will is also phenomenal with Kumena's unblockable ability. Kindred Summons is a very expensive but flashy way to fill the board up and EOT makes it even sweeter. Using both Forerunner of the Heralds/ Merrow Harbinger to synergize with Nissa, Steward of Elements / Descendants path is nice. The new explore mechanic can also set up Nissa and Descendants too.
Also you need to devote some slots to disruptive merfolk to stay alive. Jolting merfolk, Harbinger of the Tides, Tempest Caller, Selkie Hedge-Mage, Waterfront bouncer. These guys are all vital and huge targets for a Seahunter to flash in to save your skin. (Scales?)
Cryptolith rite and Rishkar are great ramp/support and fit the untappy theme nicely.
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Rishkar is something I hadn't even considered, good call. And cryptic gateway looks absolutely stellar. Will add both to the list when I get time. I agree with the disruptive merfolk as well, not having enough disruption is my biggest concern at the moment. Thanks for posting!
I think Carpet of Flowers is a very good add once we start dabbling in stax even without the cards that turn stuff into islands. I mean, if they aren't playing blue they've already lost amiright Was already in my decklist but will add to the thread.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Yes, you're rite, even though they're screwed either way. If you say Stax, Quicksilver Fountain certainly comes to mind though. Turning greedy manabases into the best basic land ever seems fun.
I like the suggestion of Rishkar, Peema Renegade even though he only produces green, which isn't that useful, but on the topic of Elves, Edric, Spymaster of Trest seems like a good extra Seafloor Oracle.
You said Vorel of the Hull Clade might not be good enough since you want to spread counters around. However, the human brain can't comprehend how good doubling is, and with a commander that's unblockable, 5 activations is enough to kill with commander damage when you start with only 1 counter, never having attacked at all.
Kumena wants to have lots of Merfolk, so you're vulnerable to wipes, so I recommend around 10-ish counterspells at least to stop these wipes. Negate now has a Merfolk-themed one (so opponents see you're actually are trying to be Merfolk tribal), Disdainful Stroke can handle most wipes, and Forbid is crazy once you get your carddraw up and running. Yes, these are boring but a neccesary evil, that just so happen help to make extra Merfolk with Lullmage Mentor.
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Sure, that's a bit of a different deck, but could definitely come up with something that might abuse that.
I like Quicksilver Fountain as well. Seems like it may be a bit slow but the islands are also relevant with islandwalk and Carpet of Flowers.
You are probably right about Vorel. He's very solid for what he costs and he's a merfolk. There is a point when brewing this guy where you need to start making some decisions. It's very hard to fit all the cards you need for untapping shenanigans and +1/+1 counters stuff too. You almost have to pick one and then just get a couple good cards for the other. If you are going with the counters he's an auto-include.
Definitely vulnerable to board wipes, but I just don't see how it's possible to fit 10 counterspells into the deck at least with my current build. I'm not saying it isn't possible but hard for me to look at all the cards the engine needs and still find room for those 10 extra cards on top of them. I think the best bet is to draw a bunch of cards so you always have a full grip and don't overextend without protection. I guess you'd be going all in on the stax and control elements and less on explosive turns with lots of merfolk out. I'd be curious to see your build if you are planning to try this guy and what you come up with.
Yeah, I know it feels bad to have 10 slots wasted on preventing getting wiped. So, we run 40-ish lands, 15 other things for untapping and drawing cards and then 10 counters on top of that. That leaves around 34 slots for actual Merfolk, which isn't a lot. By the time you want to start countering wipes you've seen about 10 - 15 cards, so to have a reasonable chance of stopping wipes, having around 10% of your draws be counterspells feels like the minimum. I think you'll feel powerful having a counter, while carpetting/cryptic gatewaying in your Merfolk, knowing nothing can go wrong.
Some cards can do double duty, for example Inspiring Call functions as a wipe-counter and card draw in one. In the end, saving 5 or so Merfolk with one card is better than having to redraw and play them with 5 card slots, and most metas have a lot of wipes in a 5 player game. Still, if you want to forego security and just hope for the best it might be more... proactive but you'll have to worry about overextending more. Kumena is all about overextending to get results.
Edit: As for the state of my list: I have a HUUUUGE pile of Merfolk related cards, and I'm looking for all the correct counters I want to include, as well as finding the jade-statue Islands and Forests to keep with the Merfolk theme. Then I'll have to cut it all back a 100 cards. Vorel will be included though, because having kills with an unblockable commander is a good backup to going wide. Going with the grain/chessboard parable, I like to do more damage than there is sand in the known universe.
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I've looked at the arts, and the Morningtide one is just a circle, and maybe there is a Merfolk in there, but it's not easy to see. The Oath of the Gatewatch version ís more Merfolk themed and being from Zendikar it's flavourtext mentions the Lullmages going with Lullmage Mentor. The new Negate is very pretty though. Yes, this is important. It's Commander after all. With the Harbinger and Forerunner Merfolk it should by relatively easy to find the Mentor and turn counterspells into fishpeople most games. Oh, and the Mercadian Counterspell also seems to be Merfolk-ish.
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Still finalizing my list (getting close I think). Can you post yours?
Deepchannel Mentor - makes a lot of your guys unblockable
Archmage Ascension - if you're going to be drawing a bunch of cards, might as well take a bunch of turns
Beastmaster Ascension - for merfolk swarms
Sigil Tracer - a lot of merfolk also happen to be wizards; gets silly with untap effects
Grimoire Thief - help against combo decks
Mind Over Matter - easily lets you draw through your deck if you're searching for a specific card
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Archangel Ascension is an interesting one I haven't seen mentioned before or in any decklists. I could see it being pretty good once you get it active but I wonder if it's overkill. Once you reach the point where you're drawing two cards a turn, do you really need to be tutoring? Either way, good recommendation to consider. I will add it to the list.
Mind over matter is definitely good especially if you're running things like Arcanas that can get you more than one card per tap.
I have Beastmaster Ascension currently in my list and think it is a good win con for this deck.
Beastmaster ascension COULD be good, but if you arent up to 7 attackers when you play it you are painting a massive target on yourself and the ascension. Coat of arms would have a more reliable effect in my opinion.
Krimson, to answer your question I do not have a tapped out list for my deck but it is something I would like to take care of one of these days.
I like Kindred Discovery, for extra extra carddraw.
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I think this is an interesting dilemma. Kumena naturally leads to having a lot of merfolk as it's necessary to use his abilities. This is somewhat depending on your build but does make going wide something that you at least need to consider. That said I think it's hard to evaluate how much an extra power to each of your merfolk is worth, especially when you're looking at other utility creatures that could be used in place of Lords. We also probably shouldn't discount the value of islandwalk which a lot of the Lord's provide. When you think of having something like four merfolk in play and they each get plus one that just doesn't seem all that relevant in a 40 life format. I'm going to take a hard look at this before I finalize my list.
what’s people’s thoughts regarding symbiotic deployment
for this deck, tapping for instant speed card draw is always excellent!!!