Apart from flying merfolk sounding a bit weird and insane, this is actually good.
Vedalken_Arbiter
★★★★☆ (4.8/5.0)(13 votes)
My favourite single creature from this set. UU for a 2/2 Merfolk? Sure, why not. 2UU for a 3/3 Merfolk with flying? definitely. 4UU for a 4/4 Merfolk with flying that pumps all my other merfolk? Wrap it up and stick a bow on it. all three on one card plus the ability to pay in installments? I'd be crazy NOT to want this card. 5/5 Solid card design that couldn't be better without being broken.
AngelxLegna
★★★★☆ (4.9/5.0)(4 votes)
I really really like this card. Everything about this card is awesome from its art to its level up abilities. Wonderful
Scar_Pa
☆☆☆☆☆ (0.5/5.0)(2 votes)
its a we-didnt-have-enough-levelers-Leveler
Good, but why not:
4UU
4/4
Flying
Other Merfolk creatures you control get +1/+1.
Would make more sence...
The level up-ability makes it overpowered in my opinion.
still awesome, though.
DonRoyale
★★★☆☆ (3.9/5.0)(4 votes)
Turn 3 flying 3/3? k, because THAT'S totally not awesome.
Turn 4 flying 4/4 merfolk lord? WAIT WHAT
do want.
SleetFox
★★★☆☆ (3.5/5.0)(3 votes)
Merfolk fly because they ride something that flies, just like the guy who gets a dragon when he levels up, and then a Hellkite Overlord.
Johnald
★★★★☆ (4.6/5.0)(5 votes)
I couldn't agree with Vedalken_Arbiter any more. He stated it beautifully.
noobmaster911
★★★☆☆ (3.5/5.0)(3 votes)
Anyone know monster hunter?? This guy has Rathalos armor
boubou80
★★★☆☆ (3.0/5.0)(1 vote)
this guy is perfect for my merfolk deck and he is flying
True_Smog
★★★☆☆ (3.0/5.0)(1 vote)
Oh, so now we have RPG instead of CCG, what next ? professions ? And since when merfolks can fly ?
It's an efficient leveler in the color that will likely play with level-up the best. Worst case scenario, it's still an improvement over Snapping Drake. I like, even if the "flying merfolk" thing confuses me.
EDIT:
@Sleetfox: No, he has no mount in his art. If he did, we wouldn't be confused now, would we?
@thornraven: "Spread the word RPGs contain a lot of cl***ic fantasy elements and draw from the same "pool of flavor" as MTG does. That is why level up fits so perfectly in this card game." Sorry, just have to comment on how stupid that is. "Level Up" is NOT and has NEVER BEEN a part of fantasy, but an arbitrary mechanic used by RPGs, just like "Mana cost" is an arbitrary mechanic of MTG. If I'm reading a fantasy novel (say LotR), they're not going to say "Gimli has grown to level 17!" right after the chapter describing the battle of Helm's Deep. RPGs may draw from fantasy, but card games don't (and shouldn't) draw from RPGs.
BattleMagnum
★★★☆☆ (3.5/5.0)(3 votes)
Amazing artwork, it alone made me want to build a Merfolk deck. Solid card design as well, it's balanced but not overpowered once it hits the table.
True_Mumin
★★★★☆ (4.1/5.0)(5 votes)
Insane. Legacy Merfolk just got a whole lot stronger. 5/5
red-baron
★★★★☆ (4.1/5.0)(5 votes)
his mount is in the background you poor blind fools,its a manta ray just like manta riders from tempest and they could gain flying for one blue to.go merfolk!
iantewks
★★★★☆ (4.5/5.0)(2 votes)
haha noobmaster indeed he does
blindthrall
★★☆☆☆ (2.6/5.0)(4 votes)
Two cents right here. Leveling up doesn't belong in a card game. At least put it on legends.
Cheza
☆☆☆☆☆ (0.6/5.0)(5 votes)
>>> Lord of Atlantis, Merfolk Sovereign, and Merrow Reejerey are better.<<< qft!
I don't like flying merfolks, especially when they aren't wizards. Feels like flying elephants. This card is really bad with less than 4+ counter and even than, it's just a nice target for any creature destruction spell. The level up cost is also VERY random and I don't know why it requires only colorless mana cost.
thornraven
★☆☆☆☆ (1.7/5.0)(3 votes)
One of the two creatures with the elite colorless 1 mana level up. The only tournament viable cost in my opinion. 3/5 for looking B.A. Otherwise a 1.5/5 for not being in the right colors for a creature in standard constructed. Blue-White control will continue to use Baneslayer Angel and Sphinx of Jwar Isle. This is too bad.
Drecon84
★★★★☆ (4.3/5.0)(3 votes)
Another merfolk lord? Jeez. Get with that all-lord deck already.
mrcelophane
★★★☆☆ (3.5/5.0)(3 votes)
Got one of these late in a draft...looked good and decided to run it even with only 2 other merfolk
Ended up winning the final game for me...great card, 5/5
BlackAlbino
★★★☆☆ (3.5/5.0)(3 votes)
my favorite lord. If only his final was 6+ and he gave other merfolk flying too.
@FogRaider: I know it's arbitrary but there is a mount in the art, it's off in the distance. Besides who's to say your looking at lvl 0 coralhelm? Not to mention he could gain flight similar to skywatcher adept or caller of gales? It's not important in any case.
TheGodOfWar91
★★★★☆ (4.3/5.0)(3 votes)
Yes, because Legacy Merfolk REALLY needed another lord...
Anggul
★★★☆☆ (3.5/5.0)(3 votes)
Great card, paid in separate chunks, awesome.
Also, it's a soldier too, so things like vet. armour/swordsmith and captain of the watch will affect it too.
Sironos
★★★☆☆ (3.5/5.0)(2 votes)
Well, is a flying merfolk anymore confusing than a flying vmapire nighthawk blood tyrant nocturnus.
BiOhyBr
★★★☆☆ (3.0/5.0)(1 vote)
@blindthrall
This is at least $3
channelblaze
★★☆☆☆ (2.8/5.0)(2 votes)
I agree with vedalken arbiter. Amazing, but not quite broken. Make more cards like this wizards.
xd4
★★★☆☆ (3.0/5.0)(2 votes)
"my friend used to have a merfolk deck, only way you could beat it was with flyers"-my friend "Dude in the new set merfolk fly"-me (my friend has a look of shock on his face for a second or 2) "NO STUPID MERFOLK STAY ON THE GROUND AND IN THE WATER WHERE YOU BELONG, STAY OUT OF THE AIR"
kittyspit
★★★★☆ (4.0/5.0)(2 votes)
Cheza, you are so fing stupid..why do you even bother commenting on cards?
every comment is like another impulsive braindead argument against anything blue.
ZombieSnail
★★★☆☆ (3.5/5.0)(3 votes)
Something to be feared and killed quickly, simply amazing. 5/5
TPmanW
☆☆☆☆☆ (0.0/5.0)
How could a merfolk deck not run this? If you go the mono blue route you get a 2/2 for in blue. For two extra mana he becomes a flying merfolk! I'm not sure if you realise this but most merfolk can't fly (and for a reasonable price of 4 mana over ay number of turns). And naturaully if you pump two more mana into him he gives all your merfolk a boost (too bad it's only 1/1). The 2/2 for 2 merfolk aspect should be enough to get him a slot in your deck unless you already have some specific plan.
tquendi
☆☆☆☆☆ (0.0/5.0)
I am not sure if it's so good in real game. I wonder if a blue deck (probably control deck) may offer so many mana for leveling up. If you drop it at turn2, leveling it up to flying at turn3, it means you almost won't be able to counter opponent's spell in the following turn.
jstorrie
☆☆☆☆☆ (0.0/5.0)
The creature this guy resembles most of all, for most games, is not another merfolk but the venerable Skittering Skirge. He's three evasive flying power for UU with echo. In almost all respects he's strictly better, which is impressive given that Skirge was always a strong card for mono-black aggro, and black creatures generally trump blue ones. Being able to scale up to Air Elemental for only 4 means that he's a fine late-game draw.
You might pair him with Lighthouse Chronologist, who is similarly a very powerful little scalar two-drop. Neither of them need necessarily be backed with ramp, but you can certainly keep them on the table with counterspells.
MasterOfEtherium
★★☆☆☆ (2.9/5.0)(5 votes)
MerFOLK GangSTAR. So Bad We Need More Of These Merfolk Stra8 GOONIN 5/5
Deeo
☆☆☆☆☆ (0.0/5.0)
Awesome card. I use it in a casual midrange WU deck, it tends to freak out opponents and attract a lot of removal. But that's fine, since they'll have less answers to Wurmcoil Engine and Steel Hellkite afterwards.
Eric1618
★★★★☆ (4.7/5.0)(3 votes)
This card is an exceptionally good finisher for mono blue control.
Against pure aggro, or a deck with almost no removal, you can drop it turn 2 as an efficient blocker/ beater and then level it up into a killer finisher once you gain control of the board. Against other decks, you can drop it turn 4 with counterspell backup, and NEVER go a single turn without having the mana open to counter something.
That. Is. Incredible.
Plus, he's not even legendary so multiple coralhelm commanders play nicely with eachother, as well as with other merfolk!
Plus the art is totally sick!
Cmon. How could you NOT love this card?
And don't tell me that you don't understand why he can fly. Look at the art. There's a flying manta-ray thing behind him that he clearly is meant to ride- just like Merfolk Skyscout and Merfolk Wayfinder!
iSlapTrees
☆☆☆☆☆ (0.0/5.0)
it's a merfolk soldier!
w/u soldier deck? :D
Vinifera7
☆☆☆☆☆ (0.0/5.0)
Lovely merfolk and appropriately costed.
Arachibutyrophobia
☆☆☆☆☆ (0.0/5.0)
one of the easier levelers to pull off, making for a nice cheap lord. man is wizards pushing merfolk!
DacenOctavio
★★★★★ (5.0/5.0)(2 votes)
I've learned to respecteverynotable blue card with a mana cost of {UU}. This is no exception.
Goatllama
★★★☆☆ (3.0/5.0)(1 vote)
Sometimes, design gets everything right. Every level up card should have been as elegant as this one....... well, level up just should have been at instant speed.
Comments (41)
UU for a 2/2 Merfolk? Sure, why not.
2UU for a 3/3 Merfolk with flying? definitely.
4UU for a 4/4 Merfolk with flying that pumps all my other merfolk? Wrap it up and stick a bow on it.
all three on one card plus the ability to pay in installments? I'd be crazy NOT to want this card.
5/5
Solid card design that couldn't be better without being broken.
Good, but why not:
4UU
4/4
Flying
Other Merfolk creatures you control get +1/+1.
Would make more sence...
The level up-ability makes it overpowered in my opinion.
still awesome, though.
Turn 4 flying 4/4 merfolk lord? WAIT WHAT
do want.
And since when merfolks can fly ?
EDIT:
@Sleetfox:
No, he has no mount in his art. If he did, we wouldn't be confused now, would we?
@thornraven:
"Spread the word RPGs contain a lot of cl***ic fantasy elements and draw from the same "pool of flavor" as MTG does. That is why level up fits so perfectly in this card game."
Sorry, just have to comment on how stupid that is. "Level Up" is NOT and has NEVER BEEN a part of fantasy, but an arbitrary mechanic used by RPGs, just like "Mana cost" is an arbitrary mechanic of MTG. If I'm reading a fantasy novel (say LotR), they're not going to say "Gimli has grown to level 17!" right after the chapter describing the battle of Helm's Deep. RPGs may draw from fantasy, but card games don't (and shouldn't) draw from RPGs.
I don't like flying merfolks, especially when they aren't wizards. Feels like flying elephants. This card is really bad with less than 4+ counter and even than, it's just a nice target for any creature destruction spell. The level up cost is also VERY random and I don't know why it requires only colorless mana cost.
Ended up winning the final game for me...great card, 5/5
@FogRaider:
I know it's arbitrary but there is a mount in the art, it's off in the distance.
Besides who's to say your looking at lvl 0 coralhelm? Not to mention he could gain flight similar to skywatcher adept or caller of gales? It's not important in any case.
Also, it's a soldier too, so things like vet. armour/swordsmith and captain of the watch will affect it too.
This is at least $3
"Dude in the new set merfolk fly"-me
(my friend has a look of shock on his face for a second or 2)
"NO STUPID MERFOLK STAY ON THE GROUND AND IN THE WATER WHERE YOU BELONG, STAY OUT OF THE AIR"
every comment is like another impulsive braindead argument against anything blue.
I wonder if a blue deck (probably control deck) may offer so many mana for leveling up.
If you drop it at turn2, leveling it up to flying at turn3, it means you almost won't be able to counter opponent's spell in the following turn.
You might pair him with Lighthouse Chronologist, who is similarly a very powerful little scalar two-drop. Neither of them need necessarily be backed with ramp, but you can certainly keep them on the table with counterspells.
Against pure aggro, or a deck with almost no removal, you can drop it turn 2 as an efficient blocker/ beater and then level it up into a killer finisher once you gain control of the board. Against other decks, you can drop it turn 4 with counterspell backup, and NEVER go a single turn without having the mana open to counter something.
That. Is. Incredible.
Plus, he's not even legendary so multiple coralhelm commanders play nicely with eachother, as well as with other merfolk!
Plus the art is totally sick!
Cmon. How could you NOT love this card?
And don't tell me that you don't understand why he can fly. Look at the art. There's a flying manta-ray thing behind him that he clearly is meant to ride- just like Merfolk Skyscout and Merfolk Wayfinder!
w/u soldier deck? :D