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Kira's Kotodama and Kenspeckle Kappas

Commander / EDH Aggro Control Merfolk Mono-Blue Wizards

Fleanend


The power of the words and those who wield it


The main shell of the deck is Blue Wizard Control, the strategy involves the use of a plethora of counterspells to prevent major threats to come into existence and bounce spells to remove the ones we missed, while building a board full of value engines to counteract the inherent disadvantage of 1 for 1's.


The Shugoshin

Kira, Great Glass-Spinner provides free protection from targeted removal, leading to a safer environment for our squishy creatures and bringing the heat to other shores. The cheap evasive body can do wonders with Umezawa's Jitte when the time comes.

Finally, it's a commander that counters, how cool is that?


Abjuration (Reactive Strategy)

Apart from Mystic Confluence and Cryptic Command that provide additional value by themselves, counterspells are generally regarded as a safety valve against combos or protection for your own combo, since normally you are down a card and the player whose spell has been countered is down one as well, while the rest of the table giggles and cherishes their card advantage.

Generalist magic in the form of Fact or Fiction, Blue Sun's Zenith, Rhystic Study, Mystic Remora can help offset this phenomenon by drawing more cards, but real Abjurer Wizards (and friends) can turn the very words of denial into new energy.

While you Foil your opponents' plans, Baral loots and ramps; when you Disallow some action, Talrand, Lullmage Mentor, and Docent of Perfection   recruit fresh meat in your army; whilst you crush someone's dreams, Guile lets you appropriate them and use them as you see fit.


Conjuration (Proactive Strategy)

While reacting to the game, all the mana that can be spared can be used proactively to build a Midrange-Control board: Counterbalance + Sensei's Divining Top, Patron Wizard, Voidmage Prodigy, Teferi, Mage of Zhalfir, Surgespanner and Mistcaller provide active hate, taxing and hinderance for your opponents, while Azami, Sage of Fables, Trinket Mage, Archaeomancer, Salvager of Secrets and Vedalken AEthermage grant us card draw, tutoring and recursion.



The dwellers of the depths


While Wizards defend the surface and try to control the situation, a huge vacuum lends itself to be filled in the wrath-free depths of the sea, there lies another tribe to be reckoned with, the Mermen, which offer some hardcore aggro elements such as swarming: Master of Waves, tribal synergy and lords Lord of Atlantis, Merrow Reejerey, Merfolk Sovereign and Seafloor Oracle to overwhelm the opponents during the combat phase.

Paragon of the Merfolk virtues are the Wanderwine Prophets, who buy extra time for the measly cost of a compatriot's life.

Bridging the gap between Merfolk and Wizards stands a lonely chap whose utility far surpasses the fame and Arcane Adaptation.


Custom Tokens

Bird , Boar , Elemental , Merfolk , Drake , Wizard

Suggested:

Seahunter

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Top Ranked
Date added 8 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

45 - 0 Rares

20 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.12
Tokens Bird 2/2 U, Boar 2/2 G, Drake 2/2 U, Elemental 1/0 U, Human Wizard 1/1 U, Merfolk 1/1 U, Morph 2/2 C
Folders Commander, Shit I Like, Wants
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