Sygg, Merfolk Guide Mk II

by Gand4lfGr3y on 05 October 2020

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (72 cards)

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Deck Tags

  • EDH
  • Sygg
  • Merfolk
  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 946 times.

Mana Curve

Mana Symbol Occurrence

1074000

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Sygg, Merfolk Guide Mk II

A card I suggest from time to time is Patron Wizard. The card is useful as most of your creatures are Wizards as well so you can tap them for a free counter at every time.

Also another card from new Zendikar set, Thieving Skydiver. You can grab your opponents Artifacts or just play it for 2 as a 2/1 body with Flying

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Posted 07 October 2020 at 09:49

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I've been looking at Paradise Mantle and Intruder Alam myself, which would tweak the deck mechanism someplace completely different.
Throw in Muddle the Mixture, Tolaria West, Vedalken Aethermage and Drift of Phantasms, and you're looking at two tutors for either Stonybrook Schoolmaster, Lullmage Mentor or Intruder Alarm, one Tutor for Merrow Commerce or Judge of Currents, and one for Paradise Mantle.

Intruder Alarm with Lullmage Mentor six or more Merfolk: counter a spell, get the Token, untap all others.
Intruder Alarm with Stonybrook Schoolmaster and Paradie Mantle: Infinite Mana.
Intruder Alarm, Stonybrook Schoolmaster, Paradise Mantle, Lullmage Mentor, Surgespanner and, say, Opposition: Unless anyone has a spell with Split Second in their hand, your opponents will find their board back in their hands, unable to play spells, and you about to smash their face in. MUAHAHAHA!!!

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Posted 11 October 2020 at 17:16

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Intruder Alarm is ok, but I guess you 'll have better chances with Freed from the Real as you can also play against Torpor Orb and co.

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Posted 12 October 2020 at 10:09

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