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Modified Sygg, River Guide deck (TCC)

Commander / EDH Merfolk Wizards WU (Azorius)

MKTuba


Sideboard

Enchantment (1)


Maybeboard


This is a modified version of the Sygg, River Guide that Brian from TCC put together a few years ago. I loved this deck but wanted to cheapen it up a little bit. Eventually, i'd like to switch out some of the cards here for the ones that I subbed out, and likely will as time goes on.

My additions:

I added a Training Grounds to this deck and took away one of the basic lands. This spell pays for itself very quickly!

I addedIsochron Scepter and Dramatic Reversal. These cards combined with Sol Ring and Arcane Signet allow infinte mana to be created. Combining this with Ambassador Laquatas would allow for an infinite mill combo. Not necessarily on flavor with this deck, but would be a cool, specific win con for a long term game.

Main Combo's / Strategies

Wanderwine Prophets and Stonybrook Schoolmaster together generate infinite turns. Give them both protection with Sygg, and generate a token with Stonybrook. If Wanderwines attack does combat damage to a player, you can sac this token and take another turn. Rinse and repeat. I think finding another way to prevent damage could be helpful, as having to pay a bunch of mana to protect them each turn could get tiresome, but thats why Thassa, God of the Sea is important to this strategy. Using Thasa ability allows you to make either of these two unblockable during your attack phase.

Fetch:Seahunter is a great way to look for pieces of a combo you are trying to pull off, or just flooding your hand with more merfolk! Enchanting it with Freed from the Real allows you to use this ability multiple times per turn, though I think that FFTR is better saved for Stonybrook. Adding Training Grounds to this equation means you pay 1 colorless and a tap to search your library for any merfolk you could possibly need.

Merfolk tribal: there are a bunch of really good merfolk creatures in this deck, and you could straight up just attack with all of them. Merrow Commerce is good for this too. Attacking full force and then untaping your whole creature base is ridiculously op.

Tokens: Stonybrook is a good source of tokens, and so is Lullmage Mentor. Lullmage allows us to create tokens by using counterspells, but also allows us to counter a creature by tapping seven other merfolk. I think that in a longterm commander game it would be nothing to have seven tokens devoted to being a counter spell. There is probably a way to go infinite with tokens and have unlimited counter spells, but if you have unlimited tokens you might as well just swing in with all of them and win the game.

Voltron: voltron is a strategy in which you buff up a specific creature to make it a threat. There is some good equipment in this deck like Grafted Exoskeleton, Argentum Armor, and Basilisk Collar. You can use these to buff up Sygg himself, or really any of the other merfolk in the deck. Using Sygg's ability to give himself protection from various colors would allow you to swing in for a bunch of damage each turn, or even win through Poison Counters via Grafted Exoskeleton. Another option to buff up is True-Name Nemesis. TNN gets protection from a target PLAYER. That player can't do anything to him at all! He would be a good contender for our armors, but primarily for the Grafted Exoskeleton.

+1/+1: There are a bunch of cards in this deck that give +1/+1 counters to our creatures. Make sure to keep track of them carefully! I am still torn whether dice or counters are the best way to go.

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96% Casual

Competitive

Date added 11 months
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

43 - 1 Rares

15 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 2.91
Tokens Copy Clone, Elemental 1/0 U, Merfolk 1/1 U, Merfolk 1/1 U w/ Hexproof, Merfolk Wizard 1/1 U
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