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New MTG Merfolk Payoff Offers Immense Synergistic Potential!

Zachary Fink
5 min read
New MTG Merfolk Payoff Offers Immense Synergistic Potential!

With the focus on a handful of specific Creature types in the original Ixalan block, such as Pirates and Dinosaurs, it’s not surprising that multiple of The Lost Caverns of Ixalan spoilers are typal payoffs. This goes for both cards from the Commander decks as well as cards from the main set. The emphasis on typal synergies is part of what makes the Ixalan plane so unique.

While there are still plenty of spoilers that have yet to be revealed, one of these synergistic cards has already gotten our attention. This card is none other than Deeproot Pilgrimage.

Deeproot Pilgrimage has the capability of producing a great deal of Merfolk tokens with Hexproof, so long as you have enough Merfolk to support it. The key is finding the best ways to maximize the card, as well as finding the best Merfolk to use alongside it. Deeproot Pilgrimage has multi-format potential, but the place it seems destined to shine the most in is Commander. That is, so long as you put the right pieces around it.

“One or More”

Deeproot Pilgrimage

Deeproot Pilgrimage is a cheap Enchantment that provides you with a flow of Merfolk tokens whenever non-token Merfolk you control become tapped. Clearly, you want to have a deck full of Merfolk to make use of this, and typically, you would simply want to be attacking to make use of an effect like this. The issue is that the ability on the Enchantment specifically states that you get a 1/1 Merfolk Creature token with Hexproof whenever one OR MORE Merfolk you control become tapped.

As a result, even if you attack with three Merfolk Creatures at once, you will only generate one token out of the deal. The same is true when utilizing something like the Convoke mechanic to cast a big spell. This may still be good enough at face value to see play in Constructed, but in order to actually abuse the card in Commander, we need to dig deeper.

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Tapping Merfolk One by One

Kumena, Tyrant of Orazca

The absolute best way to abuse Deeproot Pilgrimage is by having ways to tap Merfolk one at a time. For that reason, Kumena, Tyrant of Orazca works exceptionally well as a Commander with the powerful Enchantment. Every turn cycle, you can tap every non-token Merfolk you control individually to Kumena’s first ability and get that many Merfolk tokens out of the deal. Even if Kumena has Summoning Sickness, you can still use its first ability to tap itself to get a token.

Beyond just Kumena, there are other ways to get extra value out of Deeproot Pilgrimage. For instance, Cryptolith RiteCryptolith RiteCryptolith RiteCreatures you control have "{T}: Add one mana of any color." allows you to tap your Merfolk individually for mana. By producing a bunch of tokens in the process, you also thereby generate a ton of extra mana for your next turn once the tokens aren’t Summoning Sick. Throw in ways to untap your permanents, such as Seedborn Muse, and things get out of hand pretty quickly.

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Deeproot Pilgrimage in Modern

Nikachu, one of MTG’s most renowned Merfolk personalities, has also talked about the card’s potential in Modern. I am certainly skeptical; especially given the high density of two-drops the deck has access to. However, there are some solid interactions that could earn Deeproot Pilgrimage a slot in Modern Merfolk in specific metagames. Where Deeproot Pilgrimage appears to shine best in Modern is in grindier matchups. After all, it can take a bit of time to get going, but the ability to create multiple Hexproof Merfolk bodies can be strong against opposing midrange decks.

One of the neatest interactions in Modern is to activate MutavaultMutavaultMutavault{T}: Add {C}.
{1}: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
, then tap it for mana, netting a 1/1 Hexproof token in the process. Cards like Rishadan Dockhand go up in value immensely with Deeproot Pilgrimage in play, too. Being able to stunt your opponent’s development while simultaneously building out your board to pressure them can be quite strong.

While each individual token is small, Modern Merfolk already plays Lord of AtlantisLord of AtlantisLord of AtlantisOther Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.) and Master of the Pearl Trident, providing a buff and potential evasion to your squad. Not to mention, having Hexproof helps protect your tokens against the likes of Wrenn and SixWrenn and SixWrenn and Six+1: Return up to one target land card from your graveyard to your hand.
−1: Wrenn and Six deals 1 damage to any target.
−7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
and Orcish BowmastersOrcish BowmastersOrcish BowmastersFlash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
. These tokens work well in conjunction with Vodalian HexcatcherVodalian HexcatcherVodalian HexcatcherFlash
Other Merfolk you control get +1/+1.
Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays {1}.
too, helping to counter otherwise problematic non-Creature spells such as Living EndLiving EndLiving EndSuspend 3—{2}{B}{B}
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
at minimal cost.

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Deeproot Pilgrimage in Standard

Vodalian Hexcatcher

Speaking of Vodalian Hexcatcher, this powerful Merfolk Lord is also legal in Standard. Up until this point, there simply haven’t been enough playable Merfolk for quite some time for the archetype to succeed in a Standard environment. Vodalian Hexcatcher and Deeproot Wayfinder are decent cards, but the Merfolk archetype needs some added redundancy and power to make waves in the format.

Luckily, we have already seen some decent cheap Merfolk spoiled that could help make both the Merfolk archetype and Deeproot Pilgrimage better. Cards like Jadelight Spelunker and Cenote ScoutCenote ScoutCenote ScoutWhen this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) are efficient additions to the format. Cenote Scout, in particular, is solid because, as a one-drop, you can play Deeproot Pilgrimage turn two and get to attack on the same turn, gaining a 1/1 token. The addition of Cavern of SoulsCavern of SoulsCavern of SoulsAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
to Standard and Pioneer is also a huge boon for typal decks.

There are certainly less synergies to be had in Standard, but if there are enough solid Merfolk in Standard with the release of The Lost Caverns of Ixalan, simply turning Merfolk sideways might be good enough. Deeproot Pilgrimage has a lot of potential, and it’s worth monitoring future spoilers to see if newer synergies arise.

Read More: MTG Lost Caverns of Ixalan Reveals Token Tripling Effect!?

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Zachary Fink
Written by Zachary Fink

Since being introduced to Magic the Gathering over a decade ago by his brother, Zack has immersed himself in the competitive scene. Zack has always had a knack for piloting assertive strategies, even earning 10 wins in back to back combo-dominated Pro Tours. Whether he’s covering MTG news or tuning mediocre aggro decks, MTG will always hold a place in his heart.

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