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Magic the Gathering card analysis: Merrow Commerce

by Can Tran

Created on: November 03, 2009

"Merrow Commerce" is a blue enchantment spell printed as an uncommon for the Magic the Gathering expansion set known as "Lorwyn." This is one of the cards printed in the Lorwyn block that encourage players to build around a theme of creatures. In respects to Merrow Commerce, players are encouraged to build around theme of merfolk creatures. If you are using a merfolk theme deck, you should be able to get much out of Merrow Commerce.


The converted mana cost for Merrow Commerce is two. You will need one blue mana and one colorless mana to play Merrow Commerce. For what Merrow Commerce can do, the converted mana cost is well worth it. Keep in mind that Merrow Commerce is an enchantment spell. That means that Merrow Commerce is susceptible to anything and everything that affects enchantment spells.


What does Merrow Commerce do in the first place?


The enchantment spell's ability is very simple. You get to untap all of the merfolk you control at the end of the turn. In an extended format, you can combine this with some of the more recent cards released.


In an EDH (Elder Dragon Highlander) format, you can use Merrow Commerce with "Empress Galina." For this combination, Empress Galina makes an excellent general. In this respect, you can pay two blue mana to tap Empress Galina and take control of a target legendary permanent provided it does not have Shroud, Protection from Blue, or Protection for Legends. Do not try this against "Tsabo Tavoc." In other cases, this combination between Merrow Commerce and Empress Galina enables you to steal your opponents' generals. The effects last indefinitely for the most part.


However, this has much potential to be combined with "Lullmage Mentor" along with a bunch of counter spells. Whenever you use a spell or ability that counters a spell, you get to put out a 1/1 blue merfolk token with Lullmage Mentor. By tapping seven untapped merfolk, you can counter a spell. This is a good safety whenever opponents try to do something during your turn. At the end of the turn, you untap all of your merfolk creatures.


In an extended format, it would make Merrow Commerce invaluable. For about two or three turns depending on how many untapped merfolk and counter spells, you should be considered safe for the most part.


Overall, Merrow Commerce is a pretty good enchantment. With the right merfolk cards, Merrow Commerce tends to be a pretty invaluable card to have. In this respect, use Merrow Commerce if you are making a deck full of merfolk creatures.



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