merfolk aggro? cool card not so sure how in color, but definitly in tribe, so...
Elysiume
★★★★☆ (4.6/5.0)(4 votes)
So on the first turn it can attack it's at least a 4/4? Pretty solid. On turn 6, if you have like two other non-land things that were tapped, and all lands tapped, he's a 10/10. For 3cc.
Vinifera7
★★★★☆ (4.1/5.0)(6 votes)
This is a pretty awesome Merfolk, since it can become a freaking monster in no time. Unfortunately Wake Thrasher plays poorly with Merrow Commerce, since all Merfolk get untapped (unless they are tapped during another player's turn), thereby nullifying the awesome stat gain on your upkeep.
yojimbojones
★★☆☆☆ (2.3/5.0)(3 votes)
This card is pretty re-god-dammed-diculus.
ultratog1028
★★★★☆ (4.8/5.0)(5 votes)
another card that is stupid powerful with the removal of mana burn. your end phase: tap my lands.
Pwnsaw
★★★★☆ (4.6/5.0)(4 votes)
This card added into my mono blue deck was like night and day. The deck instantly and dramatically improved. With no mana burn, he is the sturdy backbone of a blue merfolk aggro deck. I never knew blue would get a beatstick that makes green jealous.
He is great in a merfolk deck, but he can go into almost any blue deck since he gets so big on his own and for so cheap.
Use this card and two Fatestitcher which is unlimited power and toughness for Wake Thrasher.
Latronis
★★★★☆ (4.6/5.0)(4 votes)
This guy just begs you to use Time Spiral I also quite like the idea of running Rewind as a hard counter despite it's initial cost with this guy in play
Vinifera7: Why? I know, he dont be able to attack but If you give him Valor made Real and firststrike, he is the best blocker that ever walked.... swimmmed in game.
Mode
★★★★★ (5.0/5.0)(5 votes)
Great card in general, although i don't quite get why Wizards decided to print blue aggro here. It may be a Merfolk, but it works just nicely without its tribe as well.
And it gets even better with Aphetto Alchemist and Seeker of Skybreak. Wait until your opponent runs out of blockers, or simply give it trample to end the game.
I literally read this card's text over and over trying to figure out if it did what I thought it did.
And holy crap, it does. It's essentially a 4/4 during your next upkeep and it just keeps getting bigger. Seriously, what the hell, why have I never seen this card?!
Daikoru
★★★★★ (5.0/5.0)(4 votes)
EOT *taps remaining lands*
Feels somewhat powerful. A 3 mana creature that can easily become over 10/10 in your turn. Even with just him and the lands for casting him, he becomes a 5/5 while it's your turn.
A combo could be to use lot of Merfolks that use Tap abilities along with Merrow Commerce. This would cause Wake Thrasher to be boosted even further. Then, you Fling it and win the game.
fallenangelizaul
★★★★★ (5.0/5.0)(2 votes)
Hands down my favorite card. Combine him with a Merfolk Sovereign or Lord of Atlantis and a Spreading Seas almost guarantees an instant win.
pumaman83
★★★★☆ (4.2/5.0)(4 votes)
All you need is a Tidewater Minion to go infinate every turn. Just have the Tide Water Minion target itself infinitely.
tcollins
★★★★☆ (4.1/5.0)(4 votes)
Significantly better with removal of mana burn.
Lyinginbedmon
★★☆☆☆ (2.8/5.0)(2 votes)
Three words:
Myr Gavanizer Loop
HairlessThoctar
★☆☆☆☆ (1.0/5.0)(1 vote)
For any newer players here, this card used to be crap.
Once upon a time, Magic had a thing called "Mana Burn" that basically said that any unused mana you had at the end of your turn did damage to you. Which meant that tapping out each turn to make this guy huge next turn would do a lot of damage to you over the course of the game.
Then they got rid of mana burn and this guy became awesome.
Combine this guy with Merrow Reejerey to make some huge creatures. Even better with various other Merfolk lords down, like Lord of Atlantis, to give him evasion. Spreading Seas could be used to round out an otherwise creature heavy deck.
RazzmatazzTheGreat
★★★★★ (5.0/5.0)(2 votes)
Puresight Merrow equipped with Paradise Mantle. Not only does it make this thing as big as you want, but you can use Merrow's ability to dig through your deck for Fling at the same time.
Or for a more fair, non-infinite approach... Puresight Merrow with Banishing Knack. Clear a path for the 15/15 or whatever Thrasher to connect.
As I used to run a solid merfolk deck back in the day I might mention Mothdust Changeling here. As a one drop that allows you to tap all your creatures at will, well... Wake Thrasher paired with it was pretty beastly before mana burn went away. Now? He's incredible.
Kryptnyt
★★★★★ (5.0/5.0)(2 votes)
If some douchebag tries to tell you that he wants to use something other than a legendary creature for his general in Commander, respond by making this deck and making his idea look as stupid as it is.
This combo allows you to make an absurd amount of Merfolk tokens, tap them to counter spell which makes more tokens, that you can use to make more tokens, all the while building an absurd amount of things to untap and plenty of fodder to sac to Wanderwine Prophets so that you never let the welling go down on Wake Thrasher.
Throw in Judge of Currents to get extra mileage out of your tapping and Sigil Tracer to double the output of Summon the School (which makes just enough tokens to tap them all to get Summon the School back out of the yard).
Holy crap...that looks like a deck =)
Phage123
★★★☆☆ (3.5/5.0)(3 votes)
Tidewater Minion
vantha
★★★★★ (5.0/5.0)(1 vote)
I love it when they give blue a nice beatstick. And yes I pulled off the Aphetto Alchemist combo in a game, best win ever!
How has nobody mentioned Basalt Monolith yet? This is a combo card. 5/5
Axelle
☆☆☆☆☆ (0.0/5.0)
Thrasher Wake.
martyrium
☆☆☆☆☆ (0.0/5.0)
Grand architect Pili-pala wake thrasher = Broken and legal and not impossible or even difficult.
NARFNra
★★★★★ (5.0/5.0)(1 vote)
Even if you don't want to go infinite, it's satisfying in casual to toss a Bear Umbra on him or something just to watch the sheer amount of power he gets.
Comments (47)
He is great in a merfolk deck, but he can go into almost any blue deck since he gets so big on his own and for so cheap.
It may be a Merfolk, but it works just nicely without its tribe as well.
And it gets even better with Aphetto Alchemist and Seeker of Skybreak.
Wait until your opponent runs out of blockers, or simply give it trample to end the game.
It also synergizes with Amulet of Vigor.
...also, his flavor text should be errata'd to "Good riddance, mana burn."
And holy crap, it does. It's essentially a 4/4 during your next upkeep and it just keeps getting bigger. Seriously, what the hell, why have I never seen this card?!
*taps remaining lands*
Feels somewhat powerful. A 3 mana creature that can easily become over 10/10 in your turn. Even with just him and the lands for casting him, he becomes a 5/5 while it's your turn.
A combo could be to use lot of Merfolks that use Tap abilities along with Merrow Commerce. This would cause Wake Thrasher to be boosted even further. Then, you Fling it and win the game.
Myr Gavanizer Loop
Once upon a time, Magic had a thing called "Mana Burn" that basically said that any unused mana you had at the end of your turn did damage to you.
Which meant that tapping out each turn to make this guy huge next turn would do a lot of damage to you over the course of the game.
Then they got rid of mana burn and this guy became awesome.
Or for a more fair, non-infinite approach... Puresight Merrow with Banishing Knack. Clear a path for the 15/15 or whatever Thrasher to connect.
Wanderwine Prophets
Lullmage Mentor
Stonybrook Schoolmaster
Summon the School
Merfolk Reejerey
This combo allows you to make an absurd amount of Merfolk tokens, tap them to counter spell which makes more tokens, that you can use to make more tokens, all the while building an absurd amount of things to untap and plenty of fodder to sac to Wanderwine Prophets so that you never let the welling go down on Wake Thrasher.
Throw in Judge of Currents to get extra mileage out of your tapping and Sigil Tracer to double the output of Summon the School (which makes just enough tokens to tap them all to get Summon the School back out of the yard).
Holy crap...that looks like a deck =)
Earthcraft
Two Forests.
This.
5/5
Pili-pala
wake thrasher
= Broken and legal and not impossible or even difficult.
even in agro, blue can't get away from combo plays