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: 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.
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.
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.