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Welcome to my take on Kumena Merfolk Tribal. I will split this into four parts:

  1. What does this deck want to accomplish?

  2. How does it do that?

  3. Possible Switches/certain card choices

  4. Deckedits

  5. What does this deck want to accomplish?
    The idea is to build up a strong merfolk/wizard board. Therefore I included all merfolks/wizards that interact well with the opponents. After doing that the deck is trying to either grind them out if they are trying to kill you or going aggressive since your board can easily grow pretty big. Kumena serves two purposes in this deck: Carddraw and pumping (shocking, I know). The killing part comes through usual combat damage. Be careful though: Every attacking creature can mean a missed opportunity to counter, draw or bounce (depending on your board).
    I decided to go for a pretty greedy untap/flash engine to do as much as I can during everyones turn. (Who doesn't love playing at the end of the opponents turn and make them hate you because of that?) After this engine is established the fun begins: We can tap our creatures for mana, counter sth, draw or bounce stuff, all depending on our board. We can completely lock our opponents out of the game and simply wait for enough lords/pump spells to show up. Intruder Alarm paired with mana Dorks or Cryptolith Rithe enables an "oops, I win"-Combo, where you can draw your entire deck, cast it and Upheaval your opponents. Or just cast Thassa's Oracle.
    1.1 Why does this deck have 103 cards?
    That has a simple reason: Depending on the table you're at said table may be more or less "cool" with you winning the game through Oracle/Lullmage mentor. If they are not cool with that, you can just remove them and replace them with the three marked generic lords. Rootwater Thief is also listed in the combo list for the following reason: If your table is fine with you assembling a gamewinning combo, chances are they try to do the same. The thief can quite literally steal that idea from them.

  6. How does it do that?
    The deck plays out in a similar fashion to Animar or other creature Combo Decks: It starts developing some creatures and occasionally turn them sideways. However, the real point is to go off in one storm-like turn. The biggest advantage over a usual storrm deck is that most of the cards that are used to get to the storm finish are also wincons (since they can be turned sideways). To go off, you usually need at least 3 Mana produced by creatures (done by dorks, enchantements or Kioras Follower / Merrow Reejerey + Nykthos) and something to untap them (Intruder Alarm / Paradox Engine). Once you have that, you can start chaining merfolks from your hand. Kumena ensures you are not running out of gas in the process. By going through the combo you usually find one of the wincons. Be careful though: If you vomit everything onto the board in one turn, the board doesn't have haste, so Craterhoof usually doesnt do the trick here. Why this is acceptable and better than a storm player ending with an Empty the Warrens you'll see in the following section.

2.1 How does it win without Hoof?
Very good question, the answer is: By having one of the follwing boards:

2.2 Why do you even run the pump stuff then?
Another very good question, fellow imaginary reader of this primer. The answer is:
a) To make sure we have enough combat damage once we untap with our big board: In case we are not, we may have to hold some creatures back to still have counters.
Then the game gets dragged out where it should just be other. Noone likes that.
b) To kill someone midgame: Sometimes there is this one annoyying control/stax Player on the table and we can't go off as long as he is sitting there behind his Eidolon of Rhetoric, Damping Sphere, Rule of Law or whatever.
In this case we need the option to just play 6-7 dudes, play cast Hoof / Beastmaster Ascension / Triumph of the Hordes and overrun them. To cite a friend of mine when asked about his 0-removal-monogreen deck:
"If someone has an annoying permament, kill him. Then the permanent is gone!" We just embrace that here.

  1. Possible Switches/certain card choices
    The cards in the sideboard are the most interesting ones to put back into this one. The maybeboard contains every single card I was considering while building this deck including every single merfolk out there I thought to be at least somewhat good. A few cards to cut if you feel so:

    • Empress Galina (yep, she's a merfolk): She's just as good as your opponents legendary permanents -> their generals.
    • Thada Adel (same reason for artifacts): I wouldn't recommend cutting her since everyone is running sol Ring at least
    • Rootwater Thief: Only needed if your playgroup plays combo. Since mine does, I run him.
    • Wanderwine Prophets: Your playgroup should be cool with you taking multiple extra turns in row. Usually untapping with prophet will win you game, although it might take a little.
    • Trygon Predator: look at Thada. Everyone has Sol ring. Killing Sol Rings is nice.
  2. Deckedits
    27.11.2023
    Long time no see, let's get back to it and include the new toys we got over the years. First I'll go over the cards I did include and the respecitve cuts and then the honorable mentions that didn't quite make the main deck.
    +1 Boseiju, Who Endures very good utility land that taps for green
    +1 Creeping Corrosion decided to try and replace the targeted removal by AOE artifact hate as we don't run any artifacts anyway
    +1 Deeproot Pilgrimage another Deeproot waters, hell yeah!
    +1 Elven Chorus another Cryptolith Rite with Upside!
    +1 Emperor Mihail II let's you cast merfolks from top of deck, works with everything except aluren. Also, tokens.
    +1 Mist Dancer random lord. Can get swapped out for combo list.
    +1 Otawara, Soaring City very good utility land that taps for blue
    +1 Reflections of Littjara duplicates Merfolks. we don't have THAT many legendaries.
    +1 Seeds of Innocence decided to try and replace the targeted removal by AOE artifact hate as we don't run any artifacts anyway
    +1 Singer of Swift Rivers new flash enabler that's also a merfolk. Literally the best new inclusion in the deck
    +1 Svyelun of Sea and Sky another protection piece. Might or might not be needed, needs testing. Also draws cards occasionally
    +1 Tide Shaper both landhate (Gaeas Cradle and stuff) and making sure that the opponent we want to kill has islands
    +1 Tishana's Tidebinder new and arguably better merfolk trickster, needs testing
    +1 Vodalian Hexcatcher 2 Mana lord with Flash and an upside. AND he's a wizard.
    +1 Yavimaya, Cradle of Growth Manafixing

-1 Alchemist's Refuge never used the activated ability and not tapping for colour IS a downside
-1 Beast Within decided to try and replace the targeted removal by AOE artifact hate as we don't run any artifacts anyway
-1 Exploration cool on opening hand, terrible draw later. Worse then burgeoning anyways.
-1 Jungleborn Pioneer something had to give. Poineer is really good but I needed space
-1 Krosan Grip decided to try and replace the targeted removal by AOE artifact hate as we don't run any artifacts anyway
-1 Merfolk Looter straightup worse then soothsayer adept (adept is a wizard). And I don't run adept either
-1 Sage of Fables cool card, activated ability unfortunately didn't really come up. High up on the "considerations" though
-1 Search for Tomorrow did cut a lot of the "random" ramp
-1 Shaman of Forgotten Ways did cut a lot of the "random" ramp
-1 Somberwald Sage did cut a lot of the "random" ramp
-1 Thada Adel, Acquisitor doesn't really work with AOE artifact removal
-1 Trygon Predator decided to try and replace the targeted removal by AOE artifact hate as we don't run any artifacts anyway
-1 Winding Canyons never used the activated ability and not tapping for colour IS a downside

26.04.2019
+Kopala, Warden of Waves
-Voidmage Prodigy
I wanted to cut the mage for a little longer now since I never used his ability, so I figured I might as well replace a Wizard with a flavor text with a merfolk wizard that actually does stuff. Making your opponents removal cost 2 more unfortunately isn't as effective ind EDH as it is in Constructed since 90% of the time your entire Board gets wiped anyways. Still it's better than a random flavor text and Kopala is a merfolk wizard.

17.04.2019:
-Cyclonic Rift
-Rhystic Study
+Benthic Biomancer
+Earthcraft
I finally got my hands on earthcraft and at the same time I saw this little Merfolk Wizard lying around in my Binder, so I figured he would be perfect in the deck. The reason I cut the above two cards is part because I needed the cards in another deck and didn't want to proxy them and part because I honestly think they are not that great here since they don't really help accomplishing the gameplan.

02.09.2020
-Craterhoof Behemoth
+Thassas Oracle
A test to see wether an Oracle win is actually reliable. I never needed Hoof to close out a game so for now I'll replace it with Oracle. If that doesn't come up either I'll just throw in a random Merfolk.
-Disallow
3 Mana is too much for comfort for a counter
-Paradox Engine
-Fabricate
RIP Paradox Engine. You'll never be forgotten.
-Llanowar Elves
+Exploration
+Search for Tomorrow
+Utopia Sprawl
The deck is already soft to boardwipes, so the ramp should be in form of noncreatures. Also I wanted more ramp in total.
-Reliquary Tower
Colorless lands suck. And the upside is not enough on this one
+Tropical Island
+Waterlogged Grove
+Growing Rites of Itlimoc
With the addition of Exploration some additional lands should help. Also having a sudo Cradle is nice, especially if you can't/don't want to afford the ridicolously expensive the OG Cradle
-Sylvan Library
I felt like ramp is more important than draw. Really not sure about this one, might get added back in later

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