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COMMANDER(S)
Sygg, River Guide
QR Code
U W
- Azorius
Created by  Pirkle10
Bracket
6.0 - 6.5
Bracket 4
Average CMC Average CMC
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ANALYSIS

Overview:

This Sygg, River Guide Merfolk tribal deck leverages its commander's protection ability to safeguard key creatures while deploying a synergistic army. The primary strategy involves overwhelming opponents through combat with buffed Merfolk tokens and lords, supported by potent card draw engines like Kindred Discovery. Secondary win conditions include an Intruder Alarm + token generator infinite combo, Wanderwine Prophets extra turns, and Thassa's Oracle devotion/self-mill victories. Sygg acts as both protector and tribal enabler, though the deck functions well without him due to strong redundancy.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-3): Deploy mana acceleration (Sol Ring, Mana Vault, Aether Vial) and key value pieces (Deeproot Waters, Rhystic Study). Use Cavern of Souls/Unsettled Mariner to protect early plays.
  2. Board Development (Turns 3-5): Cast Merfolk lords (Master of the Pearl Trident, Lord of Atlantis) and token generators (Stonybrook Schoolmaster, Deeproot Waters). Activate card engines (Kindred Discovery, Seafloor Oracle). Position Sygg to grant protection during critical interactions.
  3. Win Execution (Turns 5-7+):
    • Combat: Swing with an unblockable army (Islandwalk lords, Thassa, God of the Sea) boosted by lords or finishers like Akroma's Will.
    • Combo: Pair Intruder Alarm with token generators (e.g., Stonybrook Schoolmaster) for infinite Merfolk. Use Opposition to lock opponents' resources.
    • Alternate Wins: Resolve Wanderwine Prophets + sacrifice outlet for infinite turns. Mill yourself with draw engines and win via Thassa's Oracle.

Mulligan Priorities:

  • Keep hands with 2-3 lands including a blue source. Prioritize hands with:
    • Early ramp (Sol Ring, Aether Vial, Mana Vault).
    • A Merfolk lord or token generator.
    • Card draw/engine (Rhystic Study, Kindred Discovery).
  • Avoid hands lacking early plays or reliant solely on high-CMC cards.

Key Tips:

  • Protection Sequencing: Hold mana for Sygg's ability in response to removal. Use Teferi's Protection/Flawless Maneuver against wipes.
  • Combo Enablers: Aether Vial cheats in Merfolk around counters. Unwinding Clock untaps artifacts during opponents' turns for multiple Aether Vial activations.
  • Tutor Targets: Fetch Intruder Alarm/Thassa's Oracle for combos, Opposition for control, or Kindred Discovery for value.
  • Interaction Timing: Deploy Vodalian Hexcatcher/Lullmage Mentor proactively. Cast free counters (Fierce Guardianship, Force of Will) sparingly.

Weaknesses:

Critical

  • Board Wipes: Mass removal (e.g., Blasphemous Act) cripples the go-wide strategy; recovery relies heavily on topdecking engines.
  • Stax Pieces: Cursed Totem/Linvala, Keeper of Silence disable Sygg's protection, Vodalian Hexcatcher, and Lullmage Mentor.
  • Noncreature Hate: Deafening Silence/Rule of Law severely limit spell-based combos and draw engines.

Moderate

  • Graveyard Hate: Disrupts Thassa's Oracle wins if milled prematurely.
  • Flying Threats: Struggles against evasive armies without Opposition/Cyclonic Rift.

Minor

  • Spot Removal: Targeted interaction is mitigated by Sygg/protection effects and ward (Svyelun of Sea and Sky).

Most Important Cards:

  • Intruder Alarm (Combo enabler with token generators)
  • Kindred Discovery (Primary card draw engine)
  • Cavern of Souls (Ensures uncounterable Merfolk)
  • Thassa's Oracle (Alternate win condition)
  • Aether Vial (Tempo advantage, bypasses counters)
  • Opposition (Resource denial lock)
  • Wanderwine Prophets (Extra turns engine)
  • Cyclonic Rift (Board reset)
  • Force of Will (Free interaction)
  • Mana Vault (Explosive acceleration)

Attribute Ratings:

Speed: 6/10

  • Capable of T5-6 wins via combat overrun or Intruder Alarm combos, accelerated by fast mana and tutors. Thassa's Oracle offers a faster but less consistent line.

Resilience: 5/10

  • Protection spells (Sygg, Teferi's Protection) and ward effects mitigate targeted removal, but board wipes cripple recovery. Limited recursion outside card draw.

Consistency: 7/10

  • High density of Merfolk synergy, 8+ tutors for key pieces, and potent draw engines ensure reliable access to win conditions.

Interaction: 8/10

  • Exceptional stack interaction (free counters, Mana Drain, Dovin's Veto) and versatile removal (Swords to Plowshares, Cyclonic Rift). Opposition provides ongoing control.

Rating Justification:

This deck operates at a high-power level with T5-6 win potential through efficient combos and overwhelming synergy, supported by premium interaction and tutors. However, its vulnerability to board wipes and dependency on creature-based engines prevent it from reaching cEDH viability, placing it in the optimized/focused competitive tier.

Power level: 6.0 - 6.5

DECK LIST
Sygg, River Guide
Creature: 27
($69.48)
1
Emperor Mihail II
1 U U
1
Harpoon Sniper
2 W
1
Judge of Currents
1 W
1
Kopala, Warden of Waves
1 U U
1
Lord of Atlantis
U U
1
Lullmage Mentor
1 U U
1
Master of the Pearl Trident
U U
1
Merfolk Sovereign
1 U U
1
Merrow Harbinger
3 U
1
Merrow Reejerey
2 U
1
Puresight Merrow
W/U W/U
1
Sea Scryer
1 U
1
Seafloor Oracle
2 U U
1
Seahunter
2 U U
1
Sigil Tracer
1 U U
1
Stonybrook Banneret
1 U
1
Stonybrook Schoolmaster
2 W
1
Svyelun of Sea and Sky
1 U U
1
Thada Adel, Acquisitor
1 U U
1
Thassa's Oracle
U U
1
Thassa, God of the Sea
2 U
1
Thieving Skydiver
1 U
1
Tishana's Tidebinder
2 U
1
Unsettled Mariner
W U
1
Vodalian Hexcatcher
1 U
1
Vodalian Wave-Knight
2 W U
1
Wanderwine Prophets
4 U U
Artifact: 10
($79.53)
1
Aether Vial
1
1
Arcane Signet
2
1
Azorius Signet
2
1
Bident of Thassa
2 U U
1
Fellwar Stone
2
1
Mana Vault
1
1
Paradise Mantle
0
1
Sol Ring
1
1
Talisman of Progress
2
1
Unwinding Clock
4
Enchantment: 9
($108.77)
1
Deeproot Pilgrimage
1 U
1
Deeproot Waters
2 U
1
Intruder Alarm
2 U
1
Kindred Discovery
3 U U
1
Merrow Commerce
1 U
1
Mystic Remora
U
1
Opposition
2 U U
1
Rhystic Study
2 U
1
Smothering Tithe
3 W
Instant: 13
($242.73)
1
Akroma's Will
3 W
1
Clever Concealment
2 W W
1
Cyclonic Rift
1 U
1
Dovin's Veto
W U
1
Enlightened Tutor
W
1
Fierce Guardianship
2 U
1
Flawless Maneuver
2 W
1
Force of Will
3 U U
1
Mana Drain
U U
1
Mystical Tutor
U
1
Swan Song
U
1
Swords to Plowshares
W
1
Teferi's Protection
2 W
Sorcery: 5
($10.7)
1
Aquitect's Will
U
1
Distant Melody
3 U
1
Ponder
U
1
Raise the Palisade
4 U
1
Summon the School
3 W
Land: 35
($648.52)
1
Adarkar Wastes
1
Ancient Tomb
1
Arid Mesa
1
Cavern of Souls
1
Command Tower
1
Deserted Beach
1
Eiganjo, Seat of the Empire
1
Flooded Strand
1
Gemstone Caverns
1
Hallowed Fountain
1
Hengegate Pathway // Mistgate Pathway
8
Island
1
Marsh Flats
1
Maze of Ith
1
Minamo, School at Water's Edge
1
Misty Rainforest
1
Mystic Gate
1
Otawara, Soaring City
3
Plains
1
Polluted Delta
1
Prismatic Vista
1
Sea of Clouds
1
Three Tree City
1
Tundra
1
Urza's Saga
1
Wanderwine Hub

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