Tuesday Night Takeover

Merrow Reejerey Merfolk Pauper EDH

“Call me king, call me demon. Water forgets the names of the drowned.”

Art:Merrow Reejerey by Greg Staples

Merfolk is one of magic’s oldest creature types and has been around for absolutely forever, because of this they have an absolute ton of support especially at common; we have merfolk new and old on display within this deck, some of the merfolk are in our deck our nothing more than support cards, but we have quite a few ways to make all of our merfolk unblockable which can be a great way to guarantee some damage, we can be aggressive in the early game, but I would say this deck falls into midrange because we have elements of both an aggressive deck and a control strategy without leaning heavily into both. Without further adieu, let’s get it!

The Deck:

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Merrow Reejerey Merfolk!

Commander (1)
Merrow Reejerey

Creatures (32)
Caller of Gales
Merfolk Spy
Merfolk of the Pearl Trident
Mist-Cloaked Herald
Mothdust Changeling
Reef Shaman
Skywatcher Adept
Tidal Warrior
Tideshaper Mystic
Triton Shorestalker
Arctic Merfolk
Deeptread Merrow
Gray Harbor Merfolk
Halimar Wavewatch
Merfolk Looter
River Herald Scout
Shaper Apprentice
Silvergill Douser
Stonybrook Banneret
Enclave Elite
Nyxborn Triton
Prismwake Merrow
Rootwater Commando
Rootwater Hunter
Streambed Aquitects
Waterwind Scout
Expedition Diviner
Merrow Levitator
Saltwater Stalwart
Inkfathom Divers
Mulldrifter
Shipwreck Dowser

Instants (14)
Arcane Denial
Blink of an Eye
Contact Other Plane
Counterspell
Curfew
Dive Down
Echoing Truth
Essence Scatter
Into the Roil
Logic Knot
Negate
Peel from Reality
Unsummon
You Come to a River

Sorceries (8)
Aquitect’s Will
Borrowing 100,000 Arrows
Crashing Tide
Distant Melody
Ponder
Preordain
Ravenform
Unexplained Vision

Artifacts (3)
Goggles of Night
Sky Diamond
Bonder’s Ornament

Enchantments (7)
Sea’s Claim
Witness Protection
Diplomatic Immunity
Phantasmal Terrain
Psionic Gift
Spreading Seas
Fall from Favor
Lands (35)
Desert of the Mindful
Evolving Wilds
Halimar Depths
25 Island
Lonely Sandbar
Mystic Sanctuary
Path of Ancestry
Remote Isle
Skyline Cascade
Terramorphic Expanse
The Surgical Bay

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Why Merrow Reejerey?

Merrow Reejerey is a very strong commander for the deck and is a card we always cast as soon as we possibly can. Being able to untap or tap a permanent when we cast a merfolk spell is amazing for the deck; whether we use this offensively or defensively is situation-dependent, but it is extremely strong either way. Untapping cards like Merrow Levitator

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

To start, let’s go over some of the best creatures that interact very positively with our commander, like Caller of Gales, Merfolk Looter, and Merrow Levitator

Instants:

We have some pretty strong counterspells like the namesake Counterspell, Negate, and Logic Knot all of these are pretty strong and allow us to stop our opponents from getting to out of hand or protect our stuff if our opponents are coming with removal. Curfew and all of our bounce effects are quite strong and allow us to retrigger our commander and if needed bounce an opponents creature back, we are quite heavy on these effects and they are strong when targeting our creatures or our opponents.

Sorceries:

Aquitect's Will is a great way to cantrip and make an opponents land an island, which will give us a cheap and easy way to get our islandwalk creatures through unblocked. Whether we bounce one of our creatures or our opponents Crashing Tide is quite strong, and since we almost always have a merfolk, we are able to cast it with flash, which is very strong. We have some pretty strong supplemental card draw at sorcery speed like Distant Melody, Unexplained Vision, and Borrowing 100,000 Arrows which are a little expensive but are very strong sources of mass card draw. Ravenform is some pretty interesting sorcery speed removal that we typically foretell and cast for one just a few turns later.

Artifacts:

We have a very small artifact package, but for a little bit of extra mana, we are packing Bonder's Ornament and Sky Diamond, which are both great sources of extra mana. Last but certainly not least is Goggles of Night which is perfect for one of our unblockable creatures and gives us a strong source of information from our deck and supplemental card draw. Just a great piece of equipment for the deck.

Enchantments:

We have a trio of very strong enchantments that can make opponents not on blue susceptible to Islandwalker, we have Spreading Seas

Land Base:

We are a mono-blue deck, so our landbase does not have a ton of interesting cards since it mostly consists of islands, but we do have some pretty cool ones. Since we are a deck that focuses on creature type, we, of course, have Path of Ancestry. The scry can be very helpful in looking ahead for our deck. I love Skyline Cascade because it locks down an opponent’s creature for a turn, which can be great in the early stages of the game or in the mid-late game. Mystic Sanctuary is a great way to recur instants and sorceries, and in this deck, it is almost always online since we are in mono-blue. Beyond that, we have some draw and cycling lands, which are great sources of additional card draw, and a ton of islands. I like this landbase a lot and think it’s extremely effective for the deck.

Strengths of the Deck:

  • We have quite a few ways to make our opponents unable to block in combat; this makes us decently strong, even against heavy combat decks.
  • We have a decent counterspell suite allowing us to protect our stuff and stop opponents who are getting out of hand.
  • We have quite a few valuable tap abilities on our creatures, and if we combine that with low-cost merfolk, we can easily activate a tap merfolk two to three times a turn.

Weaknesses of the Deck:

  • Being in mono-blue, we don’t have a ton of ways to interact outside of the stack; if something resolves, we typically can’t remove it.
  • We are generally weak to creature hate, as even with the buff, many of our merfolk are quite small.
  • We can struggle against control decks as they can easily out-counterspell us, and winning counter wars can be tough as many of our counters cost two to three.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We are a combat deck in every way; although we are not your typical combat deck, we have quite a few creatures with Islandwalk and cards like Spreading Seas

Conclusion:

Merfolk is a classic creature type within magic and one that is very fun to build around. I hope you all enjoyed this one as much as I did. Merfolk is just a blast to play; I remember playing them in Modern as well as EDH and now in Pauper EDH, and every instance of them was an absolute blast to pilot. If you are looking for a blue deck that has a ton of synergy, a ton of combat, and fun combat at that, as well as a built around a well-supported creature type, this is the deck for you! Thanks for reading to the end and for all of your support!

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