Unblockable Modern Merfolk

by Andarious on 29 July 2018

Main Deck (60 cards)

Sideboard (15 cards)

Instants (6)

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Deck Description

Just going for a budget Merfolk deck here. If I were feeling rich I'd replace 4 of those basics with Breeding Pool's, and maybe even get Misty Rainforests in place of scry lands. I'd also consider Heroic Intervention and Lord of Atlantis as upgrades (budget willing).

How to Play

12 Un-block-able merfolk, 12 Merfolk Lords to buff them up, 12 Support to remove threats and/or protect your own, and Deeproot Water's to go wide with 1/1 Hexproof Merfolk that can act as blocker threats or a chance to overwhelm a foe.

Deck Tags

  • Unblockable
  • Tribal
  • Simic
  • Budget

Deck at a Glance

Social Stats


This deck has been viewed 752 times.

Mana Curve

Mana Symbol Occurrence


Deck Format


NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Unblockable Modern Merfolk

Playing a lot of one mana drops isn't really successfully, you leak of good supporter cards.
Deeproot Elite is near useless in modern format because before you play your first spell that could profit from, it would see a bolt or something else. Even a Goblin could kill him at instant speed. Same for River Sneak, that will see gain if you frequently play other Merfolk only so nothing to hit here too.

If you want to go for a budget list, first think for a bunch of Cursecatcher as for the reason that it could counter some of the stuff you might get rid of and so keeps slots open for other stuff. Cursecatcher costs not even 1$ thank to Masters 25 series.

Lord of Atlantis and Master of the Pearl Trident are all arround 5$ each so those are your most expensive gains here. The cheaper alternative Merfolk Mistbinder is 50c each so a 4 drop worth.

A must have is card drawing because spamming out your creatures empties your hand but we're proud to present another Merfolk that could fit into that slot; Silvergill Adept. It was reprinted in Ixalan is cheap and provides a good body and card advantage. It's price is arround 10c each so a no-brainer.

Merrow Reejerey is our last good booster card we have. He is with CMC 3 the most expensive lord we have and but with it's ability and a cost of round about 2$ a very good extension. I used one or two on the field very often to spam my entire hand onto the board while untapping mana each time I played a Merfolk card or simply tapping opponents blockers for the final hit.

Last but not least Kopala, Warden of Waves. She is your best bet to negate effects from your opponent targeting your Merfolk that saves you another 4 slots of counter cards for a price of not even 50c each.

3 Cursecatcher == 1$ each == 3$
4 Master of the Pearl Trident == 5$ each == 20$
4 Lord of Atlantis == 5$ each == 20$
4 Merfolk Mistbinder == 50c each == 2$
4 Silvergill Adept == 10c each == 40c
4 Merrow Reejerey == 2$ each == 8$
3 Kopala, Warden of Waves == 50c each == 1.50$

Now we arrived at the supporter cards. I like your idea of using Simic Charm to protect your creatures in case something will break through Kopala's walls and to set the final strike to your opponent.

What makes Merfolk so strong playing, it is not the boost but the fact that our Lords will make creatures unblockable as long as there is an Island in play. To achive this, one usually plays Spreading Seas but it gots very expensive in my thought; 3$ each and so is near as expensive as our Lords. The cheaper alternative is Sea's Claim, from 8 Edition for round about 10c each it works as same as Spreading Seas but without the extra card draw so it might be a dead card in cases when opponent's play just Islands and nothing else.

Last but not least some kind of counter would be nice. As we play for budget, there is no chance to go for Remand as it is too expensive. Instead you might consider playing a 3 drop Unsubstantiate. It acts same as Remand without the card advantage but can additionally return a creature card to it's owner's hand. for a price of 10c each.

Something that could be considered as Vial replacement in this color combination is Nissa, Steward of Elements and her 0 ability. She is also able to predict our next draw with her +2 ability and can potentially win the game by her own. A big pro is also the mana gain if there is a land on top of the deck but ranges with round about 4$ near the Lords so consider not playing much copies.

3 Simic Charm == 15c each ==45c
4 Sea's Claim == 10c each == 40c
3 Unsubstantiate == 10c each == 30c
3 Nissa, Steward of Elements == 4$ each == 12$

There is a lot more to say to Modern Budget Merfolk and I already wrote 2 Primer Posts a while ago
so you might also look at these.

A last tip I have for your mana base is to play 3 drop Unclaimed Territory along with Hinterland Harbor really fits the mana base

Posted 02 August 2018 at 07:14


Thats a pretty good explanation here! I also think you wont have any fun playing this budget version if there are zero modern merfolk staples in it. I think lord of atlantis silvergill adept and spreading seas are essential. Then you can upgrade the rest of it sooner or later.

Posted 02 August 2018 at 07:53


Uh, what about lead the stampede for card draw? Could be neat!

Posted 02 August 2018 at 09:09


In Dominaria arrived Adventurous Impulse for just a single {G} for faster gameplay than the CMC 3 from Lead the Stampede

Posted 03 August 2018 at 06:26


I guess a proper deck would look something like this:


Sure its about 30 more than yours but it has most merfolk staples you can use later on.
Take this as a reference

Posted 02 August 2018 at 11:03


Thanks, that's actually really helpful without being too much of a, "just build a different deck altogether".
I've made some according adjustments.

Posted 02 August 2018 at 11:17


Get rid of River Sneak, really! There is an alternative from Shadowmoor; Inkfathom Infiltrator is unblockable with a 2/1 body that isn't depending on you playinf Merfolk spells all the time

Posted 03 August 2018 at 06:25