AnotherAlias wrote: ↑7 months ago
Gravelgill Voodoo Masters
Creature - Merfolk Rogue Warlock (Mythic)
Other Merfolk you control get +1/+0 and have wither.
Conspire
(As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
1/1
This would definitely find a home in a merfolk deck.
Permanently buffing your creatures' power and giving them wither is probably far too powerful for two mana, even if it's mythic. Conspire on a creature is a new idea, although it may be a bit awkward with the existing rules text because of the missing target und should probably include a line about creating a token.
netn10 wrote: ↑7 months ago
Elvish Politician 2U
Creature - Elf Advisor (Rare)
Other Elves you control gets +1/+1.
Will of the council — At the beginning of your upkeep, starting with you, each player votes for preparation or defense. If preparation gets more votes, scry X, where X's the number of Elves you control . If defense gets more votes or the vote is tied, Elves you control gains hexproof until your next turn.
2/2
A politician with will of the council is an interesting and flavorful way to design a politician creature. I like it.
Subject16 wrote: ↑7 months ago
Bloodhunt Invoker 3UR
Creature — Shark Merfolk Shaman (R)
Bloodthirst 2
(If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
6UR: Each Merfolk you control deals damage equal to its power to target opponent.
"The horn is sounded. The feast begins."
4/3
Unleash the sharks! It's a nice way to inject red into Merfolk. I don't know if we ever saw Merfolk with features of different sea creatures, but we definitely should.
Komandon wrote: ↑6 months ago
Tidal Advantage 1UU
Enchantment (uncommon)
When Tidal Advantage enters the battlefield you may pay
u, if you do create a 1/1 blue Merfolk creature token with islandwalk. Merfolk you control with islandwalk gain +2/+0 when attacking and +0/+2 when blocking. Other creatures you control with islandwalk have +1/+0 when attacking and +0/+1 when blocking.
U: Target creature you control gains islandwalk until end of turn. Activate this ability only if you control three or more basic Islands.
Lord of Atlantis and
Master of the Pearl Trident want this card. The tide giving different bonuses to Merfolks is an absolute flavor win in my book.
kwanyeegor-ii wrote: ↑6 months ago
Wellgabber Armorer 1W
Creature - Merfolk Artificer (Common)
Other Merfolk you control get +0/+1.
T: Target non-Merfolk creature you control gets +1/+0 until end of turn for each Merfolk you control. Untap that creature.
1/1
At first I was confused by a mono white Merfolk, then I learned that Lorwyn did this before and after finding
Wellgabber Apothecary this makes a lot more sense.
Having to build a deck with a lot of Merfolk and some non-Merfolk feels a bit awkward, but I can imagine ways to build around this.
It seems too complex and unique for a common.
MonoRedMage wrote: ↑6 months ago
Meria's Counselor 2RR
Creature - Elf Artificer {R}
Prowess
When Meria's Counselor enters the battlefield, exile the top X cards of your library, where X is the number of Elves you control. Put each land card exiled this way onto the battlefield tapped. Until the end of your next turn, you may play artifact and Elf cards exiled this way. Shuffle all other cards exiled this way into your library.
2/2
This card being red makes sense flavorwise and something taking the number of elves you control into account feels a bit more appropriate to me than a lord effect on a red elf, but I don't see any reason for this to not be green, especially with the ramp effect.