Merfolk (Mono Blue)

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I'm putting together this deck to play with some friends. What do you think?

Creatures (24)
4 [C]Lullmage Mentor[/C]
4 [C]Merfolk Sovereign[/C]
4 [C]Merrow Reejerey[/C]
4 [C]Fallowsage[/C]
4 [C]Master of the Pearl Trident[/C]
4 [C]Lord of Atlantis[/C]

Instants (10)
4 [C]Counterspell[/C]
2 [C]Dissipate[/C]
4 [C]Mana Leak[/C]

Enchantments (6)
2 [C]Merrow Commerce[/C]
4 [C]Spreading Seas[/C]

Land (20)
16 Islands
 4 [C]Halimar Depths[/C]
This seems great, so I'm not sure I can improve it but
 - I would replace Halimar Depths with Islands. I think even the cycling lands would be better.
 - Your deck has nothing that costs less than 2.
 - Instead of Spreading Seas, maybe something like Boomerang or Hoodwink since it can bounce lands.
 - Not sure if Merrow Commerce would be useful.

Running Halimar Depths is going to do more bad than good unless you have Misty Rainforest and Scalding Tarn to go with it.


Merrow Commerce isn't worth it unless you are heavily abusing tap abilities.


The deck could really use Daze. It works really well with Merfolk, allowing you to play guys and counter things at the same time. It works especially good with Lullmage Mentor. I would also remove Dissipate, it is too expensive of a counter for Merfolk, it's really just for straight up control decks.


I would play Aquitect's Will instead of Spreading Seas. I know Seas can shut your opponent off colors, but the cheap mana cost of spells is more important in Merfolk.

I think Grimoire Thief could be a fun card for a casual merfolk deck.
I think Grimoire Thief could be a fun card for a casual merfolk deck.


That's a pretty sweet card.
Coralhelm is a pretty bad card, you have to put 6 mana into him before you gat his lord ability. I'd also swap wistful selkie for Cold-Eyed Selkie you get way better draw from it, which gets even better with all the pump you can have out.

If you play Aquitect's Will, then proliferate could be incorpoated into the deck to disrupt their mana base. Tezzeret's Gambit is perfect for this; you get to draw and shut off their access to more lands.



I'm not sure what you mean here, you do know that if you proliferate the new couter goes on the same land and not a new one right?
Coralhelm is a pretty bad card



Lies. He's another lord, which is awesome, and he's a threat on his own. He's better than Sovereign.

Lies. He's another lord, which is awesome, and he's a threat on his own. He's better than Sovereign.



The problem though is you have to put 6 mana into him just to make him a lord where you could just play 2-3 other lords for that, and the only other thing he brings is he flys which gets trumpt when you give your merfolk islandwalk anyway.
He's a 2-drop, so you can Vial him out easier. You don't *need* to make him a lord ASAP.
Remove Dissipates and Merrow Commerce (per comment above), and add four Force Spike or Daze? I prefer the Spike personally since it doesn't kill your own tempo if you counter with it on turn 1, and will always be the thing you want to do on that turn with your deck (no other 1-drops). Daze is probably better afterwards, though.
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