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NOTE: Set by owner when deck was made.
don't run so many creatures, 32 is what up there to get you screwed some form or fashion, u suggest cutting it down to 16 and add in some more spells like counters and auras
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In Modern you have a standard configuration that consist usually of- Cursecatcher, to protect your Merfolk from spells- Silvergill Adept, to draw cards- Harbinger of the Tides, to remove nasty creatures from the board- Merfolk Trickster, to skip abilities of creatures- Lord of Atlantis, Master of the Pearl Trident, to buff your creatures and give'em Ilandswalk- Merrow Reejerey, more power and the ability to tap/untap whenever you play a Merfolk spell- Kopala, Warden of Waves, Kira, Great Glass Spinner to prevent your creatures from being targeted by spell and abilities- Master of the Waves, as finisher, while he has protection against red and can't be removed by red spells, abilities and red damage, he also generates an army of elemental tokens that may end the game next turn- Aether Vial, to bring your creatures onto the board for free- Spreading Seas, Sea's Claim, to make islands for the lords ability- Dismember, to remove a disturbing creature from the boardthere are also builds that utilize- Kumena's Speaker, because you have a T1 2/2 creature (maybe)- Merfolk branchwalker, because it acts similar to Silvergill Adept- Merfolk Mistbinder, as an additional lord without Islandwalkin the old standard meta from 2009, there were also build playing- Merfolk Sovereign, because Lord of Atlantis rotated out of the standard format- Deepchannel Mentor, makes your creatures unblockable to finish the gameI also prefered some experimental builds splashing white/red using also- Lightning Bolt- Blood Moon- Chalice of the Void- Sygg, River Guide- Path to Exile