Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!


Image from Wizards.com

Merfolk Sovereign
M10

Reviewed August 24, 2009

Constructed: 3.75
Casual: 4.00
Limited: 2.25
Multiplayer: 2.50

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


David Fanany

Player since 1995

Merfolk Sovereign

I think it's interesting that M10 is supposed to be "your home plane" (as in, everyone's individual home plane) but the Merfolk Sovereign rather resembles the lords of Saprazzo in Mercadia. She also has a sort of Indian vibe, at least the fantasy conception of India. Though probably not the absolute strongest in the cycle, Merfolk Sovereign is a great partner for Lorwyn's merrow decks: Wake Thrasher is the golden dream, but you could even add some exalted triggers as long as only one character is becoming unblockable anyway.

Constructed: 3/5
Casual: 4/5
Limited: 2/5
Multiplayer: 2/5
Miguel Monday 8-24-09

Merfolk Sovereign

Constructed: This makes Merfolk a top deck to watch for until Lorwyn drops from Standard. Could work in a blue white Exalted deck. Blue still has some great cards to work with even after the rotation this fall.

Casual & Multiplayer: Add this with the Lord and you got some big Merfolk to watch out for. Get the big red target for any Multiplayer game. Poor Merfolk, they never get the love.

Limited: With a total of 3! Count them 3 Merfolk total in M10. And 2 of them are common. I guess if I open it up in my first pack I would grab all of the Merfolk that came around and maybe red or black for the removal. And remember you can have more than the 4 card copy of a single card for Limited. Sealed deck it would be my luck I would open one up and will not get a single copy of the other 2 in my other packs. That would total suck.

Overall a great card for the Merfolk tribe.

Constructed: 4
Casual: 4
Multiplayer: 3
Limited: 3

Later
Miguel
Michael "Maikeruu" Pierno
Today's card of the day is Merfolk Sovereign the new merfolk lord in 2010 and a card that is quite possibly the weakest of the new lords introduced in this set. Very few cards really benefit from the second ability in recent sets as just Cold-Eyed Selkie, Wanderwine Prophets, and perhaps some of the changelings come to mind. None of which really fit well enough to make it stick and many other merfolk already have some variety of built-in evasion.

In Constructed I see this as a major decrease in power from previous choices and the second ability is minimally useful at best. Other options exist to more effectively give a threat evasion and the merfolk deck is fairly limited. That being said a merfolk deck can do very well and the primary ability on this lord is still solid. I just wish the tap ability was different.

In Casual any tribal lord will see some play, but again I don't see this one as being really noteworthy.

In Limited this is a pretty bad rare to run into. Only two other merfolk in the set and neither have any combat related abilities. You can swing with an unbolockable 3/2 Coral Merfolk I suppose, but I'd much rather play one of the drakes that has more innate consistency. A very low choice to include and sealed and the kind of rare that can be passed in Booster Draft if you are playing to win.

In Multiplayer most of the merfolk themes are pretty limited and it doesn't function as well against multiple threats. Even adding the
+1/+1 doesn't change the nature of the tribe.

Constructed: 3.5
Casual: 3.5
Limited: 1.5
Multiplayer: 2.5
Paul Magic The Gathering COTD: Merfolk Sovereign

Welcome back readers today’s card of the day heralds a return of a certain fish tribe, Merfolk Sovereign. For three mana you get a 2/2 body that pumps all your Merfolk. Sovereign can also tap to make a Merfolk creature unblockable until end of turn. With the release of M10 Merfolk tribal has received a significant boost to push it into the upper tiers of competitive play in standard. White and blue Merfolk have the best tools available to both colors, powerful tribal lords, and some of the most powerful removal available, Harm’s Way, Oblivion Ring, and Path to Exile. All of these factors have led to certain fishy resurgence in Standard. Merfolk Sovereign not only allows for pumping and a final unblockable swing, allowing Merfolk to rule combat situations, it also can be used in Two Headed Giant or multiplayer game to make another players Merfolk or Chameleon Colossus unblockable! Currently in standard Merfolk is top tier deck that has a multitude of powerful creatures available to it and resurged after M10’s release, in standard Merfolk Sovereign is a lynchpin of the new Merfolk Tribal deck. In extended Merfolk tribal may make a splash, pun not intended, after rotation. In eternal formats some Merfolk decks have a strong archetype. In casual and multiplayer Merfolk are less popular than Goblins and Elves but casual players have a wealth of Merfolk and Changeling cards available to them, players can build an unblockable fish army to dominate combat. In limited this card is only good as the Merfolk you draft, the majority of Merfolk in M10 are jank but if you could get one or two of these guys you could go Merfolk and focus on the tribal synergy.

Constructed- 4.0
Casual- 4.0
Limited- 2.5
Multiplayer- 3.5

Copyrightę 1998-2009 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.