Meanwhile, Spreading Seas is a cheap blue enchantment that will turn the enchanted land into an island, then cantrip. This strategy also dodges enemy counterpells, and it effectively grants flash to all creatures. It's the ideal turn-one play, and it allows the Merfolk player to put two creatures onto the battlefield for the price of one once it has two charge counters on it (since another Merfolk can be cast normally in that turn). ![]() Aether Vial is a must, appearing as a full playset. No counterspells here this deck is all about creatures and pushing damage. It can only block creatures with flying.Ī few noncreature cards are included in this deck, and they are primarily meant to augment its aggro nature. Its adventure ability will bounce an opponent's nonland permanent, and the creature itself is a 3/1 flier with flash. Finally, this deck might go off-tribe and include Brazen Borrower, a Faerie Rogue from Throne of Eldraine. When it enters the battlefield, it will tap an opposing creature and rid it of all its abilities for the turn. Related: Magic: The Gathering - The Desert Plane of Amonkhet, ExplainedĪnother Merfolk that's good at shutting down the opponent is Merrow Trickster, a 2/2 for UU that has flash. It has Adapt 1, and when it adapts, its controller may draw a card, then discard a card (the looting effect). Benthic Biomancer, a Merfolk from the Simic Combine guild, is another option, costing just U as a 1/1 creature. ![]() ![]() That might be tougher in the late game, but by then, the player can afford 4U anyway. In the early game, it comes into play for just 1U in most cases, since revealing another Merfolk card in the hand should be easy. Silvergill Adept is a 2/1 that appears as a full playset, and it cantrips, something that any deck can appreciate. Other Merfolk cards benefit greatly from these lords and synergize with their tribe in other ways.
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