Last updated on February 17, 2026

Prime Speaker Zegana - Illustration by Willian Murai

Prime Speaker Zegana | Illustration by Willian Murai

Magic has a host of classic creature types that have been around since Alpha, with merfolk standing out as a personal favorite. They might not always have the competitive power of goblins or elves, but they occupy a similar design space and incorporate lots of blue trickery.

If you want to build around merfolk because you picked up a Commander precon from The Lost Caverns of Ixalan or just want to learn more about one of Magicโ€™s longest-running creature types, Iโ€™ve got the best merfolk for your deckbuilding needs.

Letโ€™s dive in!

What Are Merfolk in MTG?

Tatyova, Benthic Druid - Illustration by Mathias Kollros

Tatyova, Benthic Druid | Illustration by Mathias Kollros

Merfolk are creatures with the merfolk type. Theyโ€™re predominantly blue creatures and are blueโ€™s signpost creature type. Because merfolk are present throughout Magicโ€™s history, their abilities vary widely. Regardless, merfolk of any MTG plane consistently support their creature type, be that as your classic Lord of Atlantis or cards like Silvergill Adept and Deeproot Elite that demand a shoal of merfolk to support them.

Many merfolk also have โ€œtricksyโ€, disruptive abilities like countering triggered abilities and tapping creatures. A decent chunk of merfolk care about +1/+1 counters; Ravnican merfolk mostly belong to the Simic Combine (), and the merfolk of Ixalan are closely tied with the explore mechanic.

#46. Kiora, Sovereign of the Deep

Kiora, Sovereign of the Deep

Kiora, Sovereign of the Deep has a powerful but narrow ability. This Simic card was clearly designed as a casual, value-oriented commander for sea monsters decks, and it hits that note perfectlyโ€”at the expense of never doing anything else.

#45. Mire Triton

Mire Triton

One of only three mono-black creatures among Magic's merfolk, Mire Triton is a fine self-mill enabler. You get a few cards in the graveyard, plus you often get a decent trade off the deathtouching body. With something like Muldrotha, the Gravetide to recur this merfolk, it becomes quite annoying.

#44. Vorel of the Hull Clade

Vorel of the Hull Clade

Vorel of the Hull Clade offers slow but significant value to counter-based decks. It boosts your Walking Ballista or Cold-Eyed Selkie, but I like it best to power cards like Darksteel Reactor and The Millennium Calendar.

#43. Araumi of the Dead Tide

Araumi of the Dead Tide

Araumi of the Dead Tide employs the encore mechanic for an intriguing Dimir deck () that plays an awful lot like a flicker strategy, except it wants to get loads of cards into the graveyard. Araumi creates some interesting plays and generates explosive turns once you begin encoring cards like Peregrine Drake.

#42. Deepfathom Echo

Deepfathom Echo

Clones are generally strong; Deepfathom Echo tosses in some explore triggers to sweeten the deal. This doesnโ€™t work with ETB abilities because of the templating, but doubling up on Ancient Silver Dragon and Mist Dancer provides ample value.

#41. Deeproot Historian

Deeproot Historian

Deeproot Historian might be the coolest card I uncovered while sifting through the murky depths of Draft chaff to build this list. Druids and merfolk are a very restrictive pair of creature types, but it makes sense when you have such a powerful recursive ability in retrace.

#40. Sage of Fables

Sage of Fables

Merfolk do plenty with +1/+1 counters, making Sage of Fables a powerful source of card advantage and a mana sink. The wizard text isnโ€™t irrelevant, giving this a home with commanders like Azami, Lady of Scrolls, but it wonโ€™t matter much in a merfolk build.

#39. Prime Speaker Zegana

Prime Speaker Zegana

One of the classic +1/+1 counter commanders, power creep has largely left Prime Speaker Zegana behind, though itโ€™s still a reasonable Simic commander. Green decks often have massive creatures, especially since a deck with this commander likely focuses on dumping +1/+1 counters on their creatures. Toss in a Vorinclex, Monstrous Raider or another counter doubler, and you might want to consider Reliquary Tower to save you from decision paralysis in your end step.

#38. Jadelight Ranger

Jadelight Ranger

I sorely miss Jadelight Rangerโ€™s reign as a staple in Standard midrange decks. Nostalgia aside, this is just a fantastic green card. Exploring twice helps hit land drops, gets cards in the graveyard, makes this into a threat, smooths your drawโ€ฆ playing Jadelight Ranger just makes your deck more consistent.

#37. Tuvasa the Sunlit

Tuvasa the Sunlit

Tuvasa the Sunlit became a much more interesting commander when Duskmourn: House of Horror introduced additional blue enchantress support, like Entity Tracker and Inquisitive Glimmer.

Not that it was terrible before! Taking a well-supported archetype (GW enchantress) and tacking on Magicโ€™s best color for access to cards like Rhystic Study and Estrid's Invocation gave this legs (fins?) to begin with.

#36. Neerdiv, Devious Diver

Neerdiv, Devious Diver

I donโ€™t look into Jumpstart decks often, but Neerdiv, Devious Diver is a great merfolk to come out of them. From Foundations Jumpstart, this merfolk rogue works as a mill engine. The mill ability triggers when this card taps, and it can pump itself to mill more and more cards. Neerdiv benefits from cards like Kumena, Tyrant of Orazca.

#35. Floodpits Drowner

Floodpits Drowner

Floodpits Drowner is exactly the kind of tempo play merfolk decks are interested in. Stunning a creature for a few turns gives you plenty of time to sneak in for a bunch of damage, and this blue creature even deals with the threat semi-permanently should you deem it too powerful for your opponents to untap with.

#34. Kopala, Warden of Waves

Kopala, Warden of Waves

If you want to protect your merfolk, Kopala, Warden of Waves gives you a great typal-support card. Covering both targeted removal and the abilities of planeswalkers gives you decent protection, though itโ€™s a shame this was printed before Wizards introduced ward.

#33. Deepway Navigator

Deepway Navigator

When you think of merfolk typal, you probably think about Simic and Bant builds. Deepway Navigator is an Azorius () merfolk that supports the latter quite well. This one focuses on attacking with many of your merfolk, and with its flash ability, pumping and untapping all of your merfolk. This interaction works well with a commander like Chulane, Teller of Tales, and alongside other merfolk cards like Deeproot Pilgrimage.

#32. Alandra, Sky Dreamer

Alandra, Sky Dreamer

Blue decks do two things: They counter spells and they draw cards. Alandra, Sky Dreamer rewards you for the latter, which is the one you want to do anyway. Creating an army of Drake tokens allows you to attack the table on two fronts, building your board presence while ensuring you have more cards than your opponents. Wheels are an essential component of this deck to get that big buff.

#31. Empress Galina

Empress Galina

Empress Galina works extremely well in Commander since youโ€™ll always have at least three excellent targets for the activated ability. I love theft effects as an opposing commander changing control on the battlefield doesnโ€™t send a commander back to the command zone. Your opponents need to remove it before they can recast it.

#30. Harbinger of the Tides

Harbinger of the Tides

I came back to Magic after a long hiatus around the time Harbinger of the Tides was spoiled and loved the card. It still works well; a 4-mana flash Man-o'-War does good work, and playing this at sorcery speed is fine as well. The real power comes from Aether Vial, a staple of competitive Merfolk lists, getting it into play for 0 mana.

#29. Sygg, Wanderwine Wisdom / Sygg, Wanderbrine Shield

The synergies and interactions of this version of Sygg can fill an ocean. These two versions of Sygg can transform multiple times based on exactly what you need for a turn. At the low cost of one specific colored mana, you can flip this card at the beginning of your first main phase.

The Sygg, Wanderwine Wisdom side gives you great card draw, especially if you play it alongside a creature like Vodalian Wave-Knight. The Sygg, Wanderbrine Shield side is a prime interaction for Voltron-style decks. This side can provide protection from every color to target creature, which is wonderful for heavily equipped, enchanted, or just naturally strong cards like Adeline, Resplendent Cathar.

#28. Talrand, Sky Summoner

Talrand, Sky Summoner

You might hate to admit it, but Talrand, Sky Summoner is peak mono-blue commander performance. It might not have the combo potential of Orvar, the All-Form, nor the sheer power of Urza, Lord High Artificer, but this is a deeply blue card. Itโ€™s an amazing introductory commander to teach a new player the basics and introduce them to blue as a color.

#27. Silvergill Adept

Silvergill Adept

If youโ€™re building around merfolk, chances are you want several copies of Silvergill Adept. Elvish Visionary is always a good card, but itโ€™s absurd when it comes with an extra power and a super relevant creature type.

#26. Deeproot Wayfinder

Deeproot Wayfinder

I wasnโ€™t the biggest fan of March of the Machine, but all that can be forgiven over the absolute gem of a card that is Deeproot Wayfinder. Iโ€™m a sucker for lands-matter cards and self-mill; combining them onto one card feels like Wizards gave me a personal gift.

#25. Emry, Lurker of the Loch

Emry, Lurker of the Loch

Emry, Lurker of the Loch promises to be busted; after all, blue is Magicโ€™s best color and artifacts are its best card type, so it has lots of potential from the start.

You have access to a host of combos with cards like Mirran Spy and Chakram Retriever, not to mention whatever nonsense you get up to with cards like Urza, Lord High Artificer and Displacer Kitten.

#24. Kioraโ€™s Follower

Kiora's Follower

The floor of Kiora's Follower is essentially a mana dork that untaps a land for mana. That gets way stronger with enchantments like Utopia Sprawl that allow your lands to tap for 1 or more mana or lands that innately tap for lots of mana, like Nykthos, Shrine to Nyx.

Then you need to factor in your ability to untap creatures. Multiple activations of cards like Zimone and Dina and Magus Lucea Kane quickly get out of hand, making this a pretty useful little card for a mere 2 mana.

#23. Cold-Eyed Selkie

Cold-Eyed Selkie

Though Cold-Eyed Selkie doesnโ€™t reference +1/+1 counters directly, you rarely find it outside those decks. The combination of damage and card advantage makes this merfolk rogue a massive threat. Cards like Aquitect's Will and Spreading Seas are quite useful to ensure your opponents canโ€™t block this creature.

#22. True-Name Nemesis

True-Name Nemesis

True-Name Nemesis might have once broken into the top 10, back in the glory days of its youth when it terrorized Legacy decks. Nowadays, you mostly find it in Duel Commander and the occasional Legacy Merfolk deck. It also fits well into higher-powered Cubes.

#21. Deeproot Elite

Deeproot Elite

Deeproot Elite is an interesting merfolk support card. You donโ€™t get an immediate buff as you do with a traditional typal lord, but its buff sticks around should this creature die, plus it invites +1/+1 counter synergies to the party. It can be a rough topdeck late in the game when you donโ€™t have any other merfolk to cast, so I have it below the true lords, but itโ€™s a reasonable card.

#20. Merfolk Trickster

Merfolk Trickster

Merfolk Trickster might be one of the most annoying creatures to Aether Vial into play, at least for your opponents. This disruptive merfolk works offensively and defensively, making this a flexible inclusion any flash or merfolk deck would be happy to play.

#19. World Shaper

World Shaper

One of my favorite combos to run in Commander is World Shaper plus Obliterate for the ultimate Plague Wind effect.

Of course, you donโ€™t have to be a terrible person to exploit this merfolkโ€™s powerful ramp ability. You just need to be in a self-mill strategy. Itโ€™s also important to have ways to get this into the graveyard yourself; your opponents are unlikely to block a 3/3 that puts four or five lands into play.

#18. Sentinel of the Nameless City

Sentinel of the Nameless City

Sentinel of the Nameless City is a powerhouse. A 3/4 vigilance creature has a ton of stats for 3 mana, and the Map tokens often mean it gets bigger. Or they just draw cards. They also make this work with artifact synergies. When paired with any 1-mana accelerant, say, Llanowar Elves, it becomes a massive threat that must be answered.

#17. Adept Watershaper

Adept Watershaper

Adept Watershaper is a sneaky good card to protect your precious creatures and strategies. This 3-drop 3/4 creature (good in its own right) protects your tapped creatures by giving them indestructible. This plays super well when tapping your creatures to attack, making combat quite difficult for opponents. For even more value, this ability is great when paired with tapping abilities from cards like Springleaf Drum, and with surprise convoke creatures like The Wandering Rescuer. Tapping is essential in Magic, and this merfolk protects that interaction beautifully.

#16. Kiora, the Rising Tide

Kiora, the Rising Tide

Unlike Kiora, Sovereign of the Deep, Kiora, the Rising Tide provides a ton of value in multiple strategies and builds. This 3-drop merfolk is very curve-friendly for graveyard decks. Whether you simply want to satisfy the threshold mechanic or set up your graveyard for reanimation, Kiora, the Rising Tide is a fantastic addition. This card is legal in almost every format at the moment, so get out there and raise some tides!

#15. Svyelun of Sea and Sky

Svyelun of Sea and Sky

Svyelun of Sea and Sky brings a divinely powerful threat to a merfolk deck near you. Its ward ability is surprisingly annoying, especially in formats like Modern and Legacy where decks run few lands because so many of their cards are hyper-efficient.

Beyond that, this merfolk godโ€™s a considerable threat. A 3-mana 3/4 is immense by blueโ€™s standards and it comes with indestructible and some card draw to back up the pressure it provides.

#14. Tatyova, Benthic Druid

Tatyova, Benthic Druid

Tatyova, Benthic Druid is one of the best landfall cards because card draw is fantastic, especially alongside ramp spells like Three Visits and Explosive Vegetation. Green excels at getting lands into play to trigger this card, so you should virtually always have a full hand and plenty of mana to cast those spells with.

#13. Thieving Skydiver

Thieving Skydiver

Thieving Skydiver might be my favorite merfolk for Cube and Commander. Those formats have so many lovely baubles lying around that I canโ€™t resist swiping. This card steals mana rocks early in the game and lets you deal with problematic artifacts that pop up later, like Swords and Aetherflux Reservoir.

#12. Herald of Secret Streams

Herald of Secret Streams

Herald of Secret Streams gives +1/+1 counter decks a powerful finisher that sneaks right past your opponentsโ€™ defenses. Itโ€™s worth a lot of damage since it comes down much sooner than Overrun effects, letting you chip in for lots of damage in the midgame. Itโ€™s a high-priority target for removal, so make sure you play a little protection or recursion to keep it around.

#11.ย Harbinger of the Seas

Harbinger of the Seas

Harbinger of the Seas gives blue an angle on mana disruption. This wasnโ€™t totally foreign to the color thanks to cards like Mana Vortex and Back to Basics, but this colorshifted Magus of the Moon is easier to leverage and has performed well in Modern Merfolk and control decks.

#10. Merfolk Lords

Lord of Atlantis is one of Magic's most iconic creatures, with Master of the Pearl Trident serving as a functional reprint that doesnโ€™t pump your opponent's merfolk. Pretty much any merfolk list you play starts with these cards.

You donโ€™t see Merfolk Mistbinder as often due to its color requirements and lacking the islandwalk text, but itโ€™s still a 2-mana lord for your creature type and deserves a shoutout at the very least, as does Deepchannel Duelist from Lorwyn Eclipsed.

#9. Merrow Reejerey

Merrow Reejerey

Merrow Reejerey punches through your opponentโ€™s defenses by tapping creatures, clearing the way for other merfolk buffed by its anthem. Itโ€™s not the cheapest merfolk lord, but quite effective thanks to its tap ability.

#8. Hakbal of the Surging Soul

Hakbal of the Surging Soul

If I were to build a merfolk deck in Commander, Hakbal of the Surging Soul would be my merfolk commander of choice. Exploring multiple times gives you so much card advantage and control over your deck, not to mention allowing you to leverage Simicโ€™s many +1/+1 counter synergies.

The best part? This Simic commander has even more text! Iโ€™d play it based on the explore triggers alone, but getting some card advantage or ramp makes Hakbal just that much stronger.

#7. Adrix and Nev, Twincasters

Adrix and Nev, Twincasters

If youโ€™ve ever wanted to put Parallel Lives in your command zone, then Adrix and Nev, Twincasters was built for you. Having such consistent access to a powerful effect makes this an excellent Simic token commander that gives your deck far more consistency than you could hope for with it in the 99.

#6. Vodalian Hexcatcher

Vodalian Hexcatcher

Many merfolk lords are disruptive in some way; Vodalian Hexcatcher stops your opponents from resolving spells, which is historically among the better things you can do in Magic. Sacrificing merfolk to prevent board wipes or removal spells from hitting key targets is well worth the investment.

#5. Master of Waves

Master of Waves

Master of Waves unleashes a powerful board presence, greatly benefiting from cards like Lord of Atlantis and Merfolk Trickster costing to build lots of devotion quickly.

#4. Thassaโ€™s Oracle

Thassa's Oracle

Perhaps the most infamous merfolk in cEDH and one of blue's best ETB cards, Thassa's Oracle has made a name for itself alongside various combo pieces like Inverter of Truth, Demonic Consultation, and Hermit Druid that empty your library for an easy win. Magic has many alternate win conditions, but this is one of the cheapest and easiest to enable.

#3. Hullbreacher

Hullbreacher

Hullbreacher caught a swift Commander ban less than a year after its printing because itโ€™s simply busted. Denying your opponents card draw and making Treasure punishes your opponents for playing cards like Brainstorm, but itโ€™s also exploitable by running wheels and Howling Mine effects. This card provides disruption dialed all the way up to a win condition.

#2. Thrasios, Triton Hero

Thrasios, Triton Hero

Partner commanders are all the rage at higher-powered Commander tables because they offer all the colors you could want and plenty of card advantage. Thrasios, Triton Hero often serves as an outlet for infinite mana to draw your deck and dig towards win conditions like Thassa's Oracle and other finishers while giving your deck critical access to blue cards.

#1. Tishanaโ€™s Tidebinder

Tishana's Tidebinder

I really underestimated Tishana's Tidebinder when I first saw it spoiled, but time spent playing with it has forced me to revise my opinion.

A Stifle attached to a 3/2 is a decent disruptive card, but the Tidebinder shutting down problematic creatures like Orcish Bowmasters and artifacts like The One Ring has proven to be incredible.

Best Merfolk Payoffs

Since merfolk have a very typal-focused design, many merfolk are payoffs for other merfolk, as we see with cards like Deeproot Historian and all the lords. Newer additions to merfolk lords are Deepchannel Duelist and Attuma, Atlantean Warlord with decent draw and untap triggers.

Constructed merfolk decks, especially in Modern, leverage Aether Vial as a way to slip creatures into play under counterspells, and without paying for them. Thatโ€™s especially handy with all the disruptive creatures they play, like Merfolk Trickster and Tishana's Tidebinder.

These decks frequently leverage cards like Spreading Seas and Tide Shaper as well; these make opposing lands into islands for Master of the Pearl Trident and Lord of Atlantis.

Kindred spells allow noncreature spells to trigger typal effects by also including a creature type. Cards like Sygg's Command and Wanderwine Farewell add to your merfolk triggers from useful noncreature spells.

When you play with Simic merfolk, which frequently comes up in Commander, you should start looking at +1/+1 counter synergies since that color combination uses them. The Hakbal EDH precon introduced some pretty powerful ones, like Ripples of Potential and Wave Goodbye, but there are also counter aplifiers like Hardened Scales you should consider.

Bant merfolk provide with a wider range of cards and strategies, from tapping strategies with Kiora's Follower to aggro with cards like Meanders Guide. The more colors also allow for powerful spells like Aura Shards and Bant Charm.

Lesser-used decks might be Azorius, with a focus on protected attacks with cards like Sygg, River Guide. Or, using Thrasios, Triton Hero and its partner ability to make all kinds of different colored decks.

Is Empress Galina a Merfolk?

Empress Galina

Yes! Though the original printing has the type line โ€œCreature โ€” Legendโ€, Empress Galina has been errataโ€™d to โ€œLegendary Creature โ€“ Merfolk Nobleโ€.

Does Lord of Atlantis Count as a Merfolk?

Lord of Atlantis

Yes! Though a variety of older printings have type lines like โ€œSummon Lord of Atlantisโ€ and โ€œSummon Lordโ€, the current oracle text of Lord of Atlantis is โ€œCreature โ€“ Merfolkโ€.

Is Kiora a Merfolk?

Kiora, Sovereign of the Deep

While the character Kiora is a merfolk hailing from Zendikar, the planeswalker cards representing her do not have creature types, and donโ€™t count as merfolk. We did get a legendary creature version of Kiora, Kiora, Sovereign of the Deep, in March of the Machine: The Aftermath as one of the desparked planeswalkers; that one counts as a merfolk noble due to having creature types printed on the card.

Wrap Up

Emry, Lurker of the Loch - Illustration by Livia Prima

Emry, Lurker of the Loch | Illustration by Livia Prima

Merfolk are a creature type I feel a great affinity for due to their tricky blue nature. I just canโ€™t get enough flash cards! Toss in a variety of differing designs from plane to plane, and you have a really interesting creature type to play around with.

Magic has so many merfolk that I probably missed a good one or two. Whatโ€™s your favorite merfolk in Magic? Which legendary merfolk would you put in the command zone? Let me know in the comments below or on the Draftsim Discord!

Stay safe, and thanks for reading!

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