This article is part 7 of a 10 part series covering the Singleton Guild Wheel Project, a 10 deck project in which there is only a single copy of any non-basic land among the 10 decks. Each deck uses the color combination of a different Ravnican guild. The methodology is introduced here and expanded upon each week by featuring a deck formed using part of the Wheel. Since the deck building process is iterative, expect featured decks to change in between articles. For the complete introduction to the project, see our first article here.
Hey everyone! Super glad you all could make it after a super weird weekend. Apparently [card]Chandler[/card] got SUPER popular all the sudden. Like, the top deck! Who knew?
Editor's Note: I did.
The hysteria is real! New #1 Commander on https://t.co/sMXCOn1YTE. We all knew Atraxa was just HYPE. #EDH #CMDR https://t.co/sMXCOn1YTE
— EDHREC (@edhrec) April 1, 2017
RIPPLES SEEN IN THE FINANCE COMMUNITY #EDH #CMDR pic.twitter.com/x38thqKNP8
— EDHREC (@edhrec) April 1, 2017
https://twitter.com/ominous1030/status/848191060115369986
It was incredibly strange, so Jason Alt wrote an article over at MTG Price trying to figure it out. I was moved to share my old Chandler deck as well on Saturday just out of nostalgia. Really we all knew it was a little fishy, almost too good to be true, if you will. So fishy that we thought we knew who actually did it at first...
NO! Not them. The actual people of the sea.
There we go! Now we're talking. Since we're in the spirit of things not going quite as expected, I will steer the bus in the direction of a deck that did the same thing.
As I've said before, merfolk have always been one of my favorite tribes in the Magic: The Gathering universe. I've played merfolk in Modern for several years now and would dare say it is the 60-card deck with which I am the most skilled. The deck is what really got me hooked on competitive Magic, and it was only fitting that I make sure that the fish people are properly represented in the Guild Wheel project. Since [card]Sygg, River Cutthroat[/card] always felt underwhelming to me I decided to give the nod over to [card]Sygg, River Guide[/card].
Commonly Played Cuts
Let's take a look at Sygg's top played cards shall we?
Right, so it's a tribal deck apparently? All the top cards are merfolk you say? What's the top played non-merfolk card then? [card]Counterspell[/card]? Well crap. I guess we can cut that.
I was REALLY hoping that I was going to be original when I said I wanted to build a tribal deck...
[card]Cyclonic Rift[/card] isn't a merfolk! It's coming in at 53% of Sygg decks and since we only get one copy for all 10 decks as usual we don't get to play it here.
Ok, here we go. I found some merfolk that we don't want to play actually! [card]Sejiri Merfolk[/card] doesn't do near enough for an EDH game, even at two mana. Something tells me that drawing a 2/1 first striking and lifelinking creature will feel fairly fair once the game gets moving and other people are [card]Terastodon[/card]-ing
I also appreciate the effort of [card]Voidmage Prodigy[/card] realizing that most of our creatures here are wizards and all, but since we're maximizing all of our synergy I don't think sacrificing our dudes is quite worth it. [card]Summon the School[/card] is nice and all, but it's terribly slow. Like, I barely want it in the deck to begin with slow. We'll keep it but drop the Prodigy instead.
The Staples We Keep
Hey! Look up at that picture again! [card]Seahunter[/card] isn't a merfolk! Let's keep him around! Besides, being able to tutor for practically THE ENTIRE FREAKING DECK seems pretty strong. It may be a little slow, but our token friend who isn't a merfolk allows us continually draw whatever we want whenever we want. The deck can putz around more than a little bit, so hooking any given card we want, whether it's [card]Lord of Atlantis[/card] to beef up the team or [card]Drowner of Secrets[/card] to instantly transform our army into a milling monsters, is a huuuuuuuge shot in the arm for the deck.
Just looking at the top played cards though, the deck really builds itself. There aren't any hidden gems in most tribal decks because you're working with such a limited pool of cards. Most of these staples are staples for a reason. It's like trying to tell someone playing a dedicated zombie deck that [card]Grimgrin, Corpse-Born[/card] is probably a really good commander or you should probably play [card]Elvish Archdruid[/card] will make you so much mana in an elf deck you won't know what to do with it all. I wish I had more deep insight for you here, but the deck really does just flow together.
Digging (or Swimming) Deep
Since a majority of the cards that we're sticking in here are commonly played among similar decks, I'm going to focus on a few cards that I think could be UNDER played in tribal decks. Stuff like [card]Quicksilver Fountain[/card] can act as a progressive and "fair," [card]Blood Moon[/card] effect. Since merfolk isn't exactly the type of deck that can do viciously unfair things, we need to rely on making the others play to our level. Keeping folks off their mana is one of the easiest ways to do such a thing. We also get the added benefit of turning on any of the 12,983,598,289,743,879,128,975 sources of islandwalk for all of our creatures, making it incredibly easy for us to start getting into the red zone and 1-shot our opponents due to the sheer number of creatures that we usually will end up with.
A [card]Blood Moon[/card] for blue players
Even though the merfolk decks tend to play more fair than not there are a few tricks that we have access to as well. [card]Call to the Kindred[/card] is one such card. Since we get to dig five cards deep for something we want AND put it on the battlefield it gives us a way to keep up with decks playing tutors and massive card draw. [card]Seahunter[/card] definitely gives his stamp of approval here!
The fair cheaty goodness
So who's ready for an absolute no-brainer? Anyone? I'm sure there are some new players that don't know, so this is a shout-out to them. Hey all you new players! If you like tribal decks, a couple of artifacts you might like to try out are just below. They link up well whether you're flooding the board with tokens, casting oodles of creatures from your hand, or however else you choose to use them.
Tribal buddies just getting along like tribal buddies should
That's right, [card]Door of Destinies[/card] and [card]Coat of Arms[/card] are two very good cards that every tribal deck should love. Since [card]Coat of Arms[/card] literally makes your creatures exponentially bigger as more of them come out(great with X-spells!) I tend to favor the five drop, but both are fantastic. [card]Obelisk of Urd[/card] also fits this spot of "Gee, I wish there was an artifact that I could put into any deck I have but make them all better," cards for you too. Solid cards you guys. Solid cards.
All Fins on Deck
Swimming with Sygg
View on ArchidektCommander (1)
- 1 Sygg, River GuideSygg, River Guide
Creatures (43)
- 1 Cosi's TricksterCosi's Trickster
- 1 Enclave CryptologistEnclave Cryptologist
- 1 Reef ShamanReef Shaman
- 1 Coralhelm CommanderCoralhelm Commander
- 1 Judge of CurrentsJudge of Currents
- 1 Lord of AtlantisLord of Atlantis
- 1 Master of the Pearl TridentMaster of the Pearl Trident
- 1 Rootwater ThiefRootwater Thief
- 1 Silvergill AdeptSilvergill Adept
- 1 Silvergill DouserSilvergill Douser
- 1 Stonybrook AnglerStonybrook Angler
- 1 Stonybrook BanneretStonybrook Banneret
- 1 Vedalken AEthermageVedalken AEthermage
- 1 Adaptive AutomatonAdaptive Automaton
- 1 Drift of PhantasmsDrift of Phantasms
- 1 Drowner of SecretsDrowner of Secrets
- 1 Harpoon SniperHarpoon Sniper
- 1 Lullmage MentorLullmage Mentor
- 1 Merfolk SovereignMerfolk Sovereign
- 1 Merrow ReejereyMerrow Reejerey
- 1 Mirror EntityMirror Entity
- 1 Sage of FablesSage of Fables
- 1 Scroll ThiefScroll Thief
- 1 SeasingerSeasinger
- 1 Sigil TracerSigil Tracer
- 1 Stonybrook SchoolmasterStonybrook Schoolmaster
- 1 Streambed AquitectsStreambed Aquitects
- 1 Thada Adel, AcquisitorThada Adel, Acquisitor
- 1 Thassa, God of the SeaThassa, God of the Sea
- 1 Wake ThrasherWake Thrasher
- 1 FallowsageFallowsage
- 1 Master of WavesMaster of Waves
- 1 Merrow HarbingerMerrow Harbinger
- 1 Rootwater MatriarchRootwater Matriarch
- 1 SeahunterSeahunter
- 1 SurgespannerSurgespanner
- 1 Veteran of the DepthsVeteran of the Depths
- 1 Azami, Lady of ScrollsAzami, Lady of Scrolls
- 1 Empress GalinaEmpress Galina
- 1 Deepchannel MentorDeepchannel Mentor
- 1 Sun TitanSun Titan
- 1 Wanderwine ProphetsWanderwine Prophets
- 1 Stormtide LeviathanStormtide Leviathan
Instants (6)
- 1 Path to ExilePath to Exile
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Muddle the MixtureMuddle the Mixture
- 1 DissipateDissipate
- 1 Render SilentRender Silent
- 1 Sphinx's RevelationSphinx's Revelation
Sorceries (3)
- 1 Aquitect's WillAquitect's Will
- 1 Summon the SchoolSummon the School
- 1 Supreme VerdictSupreme Verdict
Enchantments (3)
- 1 Merrow CommerceMerrow Commerce
- 1 Spreading SeasSpreading Seas
- 1 Call to the KindredCall to the Kindred
Artifacts (8)
- 1 Sol RingSol Ring
- 1 Springleaf DrumSpringleaf Drum
- 1 Azorius SignetAzorius Signet
- 1 Azorius CluestoneAzorius Cluestone
- 1 Quicksilver FountainQuicksilver Fountain
- 1 Bident of ThassaBident of Thassa
- 1 Door of DestiniesDoor of Destinies
- 1 Coat of ArmsCoat of Arms
Lands (36)
- 1 Azorius ChanceryAzorius Chancery
- 1 Azorius GuildgateAzorius Guildgate
- 1 Celestial ColonnadeCelestial Colonnade
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Flood PlainFlood Plain
- 1 Glacial FortressGlacial Fortress
- 1 Halimar DepthsHalimar Depths
- 1 Hallowed FountainHallowed Fountain
- 9 IslandIsland
- 1 Lonely SandbarLonely Sandbar
- 1 Mystic GateMystic Gate
- 1 Nimbus MazeNimbus Maze
- 5 PlainsPlains
- 1 Port TownPort Town
- 1 Prahv, Spires of OrderPrahv, Spires of Order
- 1 Prairie StreamPrairie Stream
- 1 Reliquary TowerReliquary Tower
- 1 Riptide LaboratoryRiptide Laboratory
- 1 Secluded SteppeSecluded Steppe
- 1 Sejiri RefugeSejiri Refuge
- 1 Temple of EnlightenmentTemple of Enlightenment
- 1 Tranquil CoveTranquil Cove
- 1 Wanderwine HubWanderwine Hub
Reeling It In
- While the deck never really does anything overly powerful by itself, it plays very much like it's Modern format counterpart: synergy making all the cards add up to being more than the sum of the parts. At first there may only be a single [card]Lord of Atlantis[/card] and a couple tokens maybe, but suddenly within a couple of turns you are overrunning the board.
- When playing the deck, please don't forget to cast your commander. [card]Sygg, River Guide[/card]'s protection for anyone in your army is the main reason we play so many white sources of mana. It makes targeted removal very hard, and you get to beat on red with their damage-based board wipes. Surprisingly, the deck becomes very resilient when you're running full steam ahead.
- [card]Sol Ring[/card] finally makes it's appearance! Of all the other decks out in the Guild Wheel, this one tends to stumble the most on mana. Since we aren't playing mountains of card draw or ramping quickly like green decks, [card]Sol Ring[/card] makes the biggest difference in here among all the 10 decks. The mystery has been solved.
- [card]Thada Adel, Acquisitor[/card] and [card]Empress Galina[/card] get to do some sweet work in the deck too. Instead of building loads of power into our own deck, we just get to borrow everyone else's power. Thanks for the [card]Blightsteel Colossus[/card] pal!
Thank you all once again for visiting. I hope your weekend didn't fool you too much. I was not fooled this weekend, and I have the tweet to prove it.
A quick recap of me not getting fooled last night. #meatsweats pic.twitter.com/iv0gw3NhbF
— Matt Morgan (@mathimus55) April 2, 2017
Until next time everyone, have a great week
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