Harpoon Sniper

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Highlander Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Harpoon Sniper

Creature — Merfolk Archer

(White), Tap: Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.

hkhssweiss on The River Merfolk

5 years ago

Calyptic

Cards I would recommend cutting out: Darting Merfolk, Windrider Patrol, Animation Module, Inspiring Roar, Noble Purpose, Kindred Boon, Gleam of Authority, Celestial Mantle, Brave the Sands, Leonin Sun Standard, Throne of Geth, Beacon of Immortality, Scale Blessing, Harpoon Sniper, Reef Shaman, Silvergill Douser.

All the cards I mentioned above doesn't work with the build your going for, dilutes your deck, or is too slow on the curve for it to matter.

Hope that helps!

VDSams on Modern - UWG Merfolk

6 years ago

LeaPlath I run x4 Harpoon Sniper to take care of fliers or large creatures that I may not be able to kill via blocking/attacking alone. I also run Judge of Currents and Stonybrook Schoolmaster for life and tokens (2 of each), which I don't really need but their tap synergy with Kumena, Tyrant of Orazca would speed them both up a lot, hence why I want to try keeping them. Also, Veteran of the Depths would get a boost and tap synergy with Kumena, though I don't currently run Veteran. Also, Summon the School for tokens for Kumena.

cadenzoid on The Perfect Crew

7 years ago

Thanks for the feedback!!

  • The crux of the plan is that they are all merfolk. If you're forced to tap a creature to power another card, it sucks to not get an additional benefit out of tapping it like extra cards, a token on the board, or life gain. So this deck is set up to give you these things. That's where the edge is, and why the merfolk crew is better than other crews where people are tapping down their line and only getting their vehicles in return.

  • Stonybrook Schoolmaster should give you plenty of merfolk tokens to help increase the crew munber. Other tokens don't synergize with the merfolk, so you don't gain life when you tap them, they don't take advantage of Coralhelm Commander which really will pay off in the late game, and you can't use them to increase the count for Harpoon Sniper. That's the idea anyway. I'm hoping this will come true in testing when they are all on the board.

  • I was really trying to capitalize on the "super over the top power" vehicles, particularly ones that have much larger power than their mana costs, since in this deck tapping a creature to crew it is also usually a bonus. I like Smuggler's Copter but I think 2 power in the air with Sky Skiff isn't enough of an incentive to tap another creature for it.

  • Agree it's a bit slow, maybe low cost removal spells are a good way to get to turn 3. Maybe we should just eat the cost and mainboard Path to Exile. Need to find out in testing which to take out, engine creatures or vehicles.

  • Agree wrath is the biggest problem for this deck, probably game 2. Negate in the sideboard might solve that, especially if you can loot to find it with the Smuggler's Copter

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