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  • Explorers Of The Deep Key Themes
  • Explorers Of The Deep Commanders Analysis
  • Explorers Of The Deep Commander Deck List
  • Explorers Of The Deep Budget Upgrades

The Lost Caverns of Ixalan is Magic: The Gathering's take on the hollow-world sci-fi trope. The Aztec-themed plane of Ixalan doesn't have a molten iron core, and instead has a lost civilization living deep underground powered by an internal sun.

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Or perhaps it would be more accurate to say there are several civilizations living underground. In addition to the dinosaurs, goblins, and humans, merfolk tribes populate the Deeproot Tree's plunging tendrils deep beneath the surface. These merfolk are a powerful force in the caverns of Ixalan, and the Explorers Of The Deep deck showcases just how potent these fish people can be.

Explorers Of The Deep Key Themes

Hakbal of the Surging Soul by Tyler Walpole

Explorers of the Deep is primarily a merfolk typal deck. The deck is mostly creatures, and the vast majority of those cards are merfolk. You've also got a sub-theme of wizards as there are also quite a few wizards (and cards like Sage of Fables and Stonybrook Banneret helping them out), but don't kid yourself; this is a merfolk deck, plain and simple.

The secondary theme of Explorers of the Deep is +1/+1 counters. Since the explore will most likely result in a +1/+1 counter whenever you activate it, you'll be getting a lot counters, and you've got lots of ways to get more. Cards like Deeproot Elite, Kumena, Metallic Mimic, and Branching Evolution all keep the counters coming, while cards like Sage of Fables and Tributory Instructor turn those counters into cards.

Keep Herald of the Secret Streams in your hand until you've built an army to attack with. By making all your creatures with +1/+1 counters unblockable, this card is a secret weapon to take out players.

Besides +1/+1 counters, you've got plenty of ways to boost the power and toughness of your merfolk army, like Merfolk Mistbinder, Merfolk Sovereign, and Merrow Reejerey. You've got several ways of making those merfolk unblockable (such as Rogue's Passage), and plenty of ways to break a stale board state in Curse of the Swine and Wave Goodbye.

What you don't have is a great way of recovering from a board wipe, so be sure to not overextend yourself by casting your entire hand before you have an easy way of refilling it, like Inspiring Call.

Explorers Of The Deep Commanders Analysis

Xolataoyac, the Smiling Flood by Campbell White

Hakbal of the Surging Soul is the box-topper and namesake of Explorers of the Deep. This 3/3 merfolk scout will let each merfolk you control explore at the beginning of combat, causing many of them to gain +1/+1 counters. He's also competitively priced at four mana and can keep your hand full of cards. All in all, a great commander for your army of merfolk.

The other commander is Xolatoyac, the Smiling Flood. This beefy salamander is more about mana ramping than exploration, but this can be a very helpful thing when you get several card drawing sources (like Cold-Eyed Selkie) online.

There are quite a few other potential commanders in Explorers of the Deep, including Kumena, Tyrant of Orazca; Nicanzil, Current Conductor; and Prime Speaker Zegana. All of them fit the deck's overall theme and are great choices for commander if Hakbal doesn't fit your liking.

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Explorers Of The Deep Commander Deck List

Mist Dancer by Christina Kraus

Here's the entire Explorers of the Deep deck list.

Image

Name

Description

Commander

Hakbal of the Surging Soul

Two generic, one green, one blue legendary creature – Merfolk Scout – 3/3 – Mythic Rare

At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.)

Whenever Hakbal of the Surging Soul attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.

Creatures (37)

Xolatoyac, the Smiling Flood

Four generic, one green, one blue legendary creature - Salamander Serpent - 6/6 - Mythic Rare

Whenever Xolatoyac, the Smiling Flood enters the battlefield or attacks, put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it.

At the beginning of your end step, untap each permanent you control with a flood counter on it.

Benthic Biomancer

One blue creature - Merfolk Wizard Mutant - 1/1 - Rare

One generic, one blue mana: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, then discard a card.

Cold-Eyed Selkie

One generic, one green or blue, one green or blue, creature - Merfolk Rogue - 1/1 - Rare

Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

Deeproot Elite

One generic, one green creature - Merfolk Warrior - 1/1 - Rare

Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.

Deeproot Historian

Three generic, one green creature - Merfolk Druid - 3/3 - Rare

Merfolk and Druid cards in your graveyard have retrace.

Emperor Mihail II

One generic, two blue legendary creature - Merfolk Noble - 3/3 - Rare

You may look at the top card of your library any time.

You may cast Merfolk spells from the top of your library.

Whenever you cast a Merfolk spell, you may pay one generic mana. If you do, create a 1/1 blue Merfolk creature token.

Evolution Sage

Two generic, one green creature - Elf Druid - 3/2 - Uncommon

Landfall — Whenever a land enters the battlefield under your control, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Herald of Secret Streams

Three generic, one blue creature - Merfolk Warrior - 2/3 - Rare

Creatures you control with +1/+1 counters on them can’t be blocked.

Kiora's Follower

One green, one blue creature - Merfolk - 2/2 - Uncommon

Tap: Untap another target permanent.

Kopala, Warden of Waves

One generic, two blue legendary creature - Merfolk Wizard - 2/2 - Rare

Spells your opponents cast that target a Merfolk you control cost two generic more to cast.

Abilities your opponents activate that target a Merfolk you control cost two generic more to activate.

Kumena, Tyrant of Orazca

One generic, one green, one blue legendary creature - Merfolk Shaman - 2/4 - Mythic Rare

Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can’t be blocked this turn.

Tap three untapped Merfolk you control: Draw a card.

Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.

Master of the Pearl Trident

Two blue creature - Merfolk - 2/2 - Rare

Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can’t be blocked as long as defending player controls an Island.)

Merfolk Cave-Diver

Two generic, one blue creature - Merfolk Scout - 2/4 - Uncommon

Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can’t be blocked this turn.

Merfolk Mistbinder

Two green, one blue creature - Merfolk Shaman - 2/2 - Uncommon

Other Merfolk you control get +1/+1.

Merfolk Skydiver

One green, one blue creature - Merfolk Mutant - 1/1 - Uncommon

Flying

When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.

Three generic, one green, one blue mana: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Merfolk Sovereign

One generic, two blue creature - Merfolk Noble - 2/2 - Rare

Other Merfolk creatures you control get +1/+1.

Tap: Target Merfolk creature can’t be blocked this turn.

Merrow Reejerey

Two generic, one blue creature - Merfolk Soldier - 2/2 - Uncommon

Other Merfolk creatures you control get +1/+1.

Whenever you cast a Merfolk spell, you may tap or untap target permanent.

Metallic Mimic

Two generic artifact creature - Shapeshifter - 2/1 - Rare

As Metallic Mimic enters the battlefield, choose a creature type.

Metallic Mimic is the chosen type in addition to its other types.

Each other creature you control of the chosen type enters the battlefield with an additional +1/+1 counter on it.

Mist Dancer

Four generic, one blue creature - Merfolk Wizard - 3/3 - Rare

Flying

Other Merfolk you control get +1/+0 and have flying.

Encore five generic, two blue (Five generic, two blue, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Nicanzil, Current Conductor

One green, one blue legendary creature - Merfolk Scout - 2/3 - Uncommon

Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped.

Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil, Current Conductor.

Prime Speaker Zegana

Two generic, two green, two blue legendary creatyre - Merfolk Wizard - 1/1 - Mythic Rare

Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control.

When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.

Realmwalker

Two generic, one green creature - Shapeshifter - 2/3 - Rare

Changeling (This card is every creature type.)

As Realmwalker enters the battlefield, choose a creature type.

You may look at the top card of your library any time.

You may cast creature spells of the chosen type from the top of your library.

Sage of Fables

Two generic, one blue creature - Merfolk Wizard - 2/2 - Uncommon

Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.

Two generic, Remove a +1/+1 counter from a creature you control: Draw a card.

Seafloor Oracle

Two generic, two blue creature - Merfolk Wizard - 2/3 - Rare

Whenever a Merfolk you control deals combat damage to a player, draw a card.

Singer of Swift Rivers

One generic, one green, one blue creature - Merfolk Shaman - 3/2 - Rare

Flash

When Singer of Swift Rivers enters the battlefield, put a shield counter on another target creature you control.

You may cast Merfolk spells as though they had flash.

Stonybrook Banneret

One generic, one blue creature - Merfolk Wizard - 1/1 - Common

Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)

Merfolk spells and Wizard spells you cast cost one generic less to cast.

Surgespanner

Two generic, two blue creature - Merfolk Wizard - 2/2 - Rare

Whenever Surgespanner becomes tapped, you may pay one generic, one blue. If you do, return target permanent to its owner’s hand.

Svyelun of Sea and Sky

One generic, two blue legendary creature - Merfolk God - 3/4 - Mythic Rare

Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk.

Whenever Svyelun attacks, draw a card.

Other Merfolk you control have ward one generic. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays one generic.)

Tatyova, Benthic Druid

Three generic, one green, one blue legendary creature - Merfolk Druid - 3/3 - Uncommon

Landfall — Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.

Thassa, God of the Sea

Three generic, one blue legendary enchantment creature - God - Mythic Rare

Indestructible

As long as your devotion to blue is less than five, Thassa isn’t a creature. (Each blue mana symbol in the mana costs of permanents you control counts toward your devotion to blue.)

At the beginning of your upkeep, scry 1.

One generic, one blue: Target creature you control can’t be blocked this turn.

Thieving Skydiver

One generic, one blue creature - Merfolk Rogue - 2/1 - Rare

Kicker X. X can’t be 0. (You may pay an additional X as you cast this spell.)

Flying

When Thieving Skydiver enters the battlefield, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.

Tishana, Voice of Thunder

Five generic, one green, one blue legendary creature - Merfolk Shaman - */* - Mythic Rare

Tishana, Voice of Thunder’s power and toughness are each equal to the number of cards in your hand.

You have no maximum hand size.

When Tishana enters the battlefield, draw a card for each creature you control.

Topography Tracker

Two generic, one green creature - Merfolk Scout - 2/2 - Rare

When Topography Tracker enters the battlefield, create a Map token.

If a creature you control would explore, instead it explores, then it explores again.

Tributary Instructor

Three generic, one green creature - Merfolk Shaman - 4/4 - Rare

Mentor

Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

Vorel of the Hull Clade

One generic, one green, one blue legendary creature - Human Merfolk - 1/4 - Rare

One green, one blue, Tap: Double the number of each kind of counter on target artifact, creature, or land.

Zegana, Utopian Speaker

Two generic, one green, one blue legendary creature - Merfolk Wizard - 4/4 - Rare

When Zegana, Utopian Speaker enters the battlefield, if you control another creature with a +1/+1 counter on it, draw a card.

Four generic, one green, one blue: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)

Each creature you control with a +1/+1 counter on it has trample.

Instants (9)

Aetherize

Three generic, one blue instant - Uncommon

Return all attacking creatures to their owner’s hand.

Beast Within

Two generic, one green instant - Uncommon

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Commit // Memory

Three generic, one blue instant - Rare

Put target spell or nonland permanent into its owner’s library second from the top.

Four generic, two blue sorcery - Rare

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Each player shuffles their hand and graveyard into their library, then draws seven cards.

Growth Spiral

One green, one blue instant - Common

Draw a card. You may put a land card from your hand onto the battlefield.

Inspiring Call

Two generic, one green instant - Uncommon

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn.

Quandrix Command

One generic, one green, one blue instant - Rare

Choose two —

  • Return target creature or planeswalker to its owner’s hand.
  • Counter target artifact or enchantment spell.
  • Put two +1/+1 counters on target creature.
  • Target player shuffles up to three target cards from their graveyard into their library.

Rapid Hybridization

One blue instant - Uncommon

Destroy target creature. It can’t be regenerated. That creature’s controller creates a 3/3 green Frog Lizard creature token.

Ripples of Potential

One generic, one blue instant - Rare

Proliferate, then choose any number of permanent you control that had a counter put on them this way. Those permanents phase out.

Ruinous Intrusion

Three generic, one green instant - Rare

Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.

Sorceries (6)

Bygone Marvels

Two green sorcery - Rare

Descend 8 - When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies.

Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.

Curse of the Swine

X generic, two blue mana sorcery - Rare

Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.

Explore

One generic, one green sorcery - Common

You may play an additional land this turn.

Draw a card.

Kodama's Reach

Two generic, one green sorcery - Arcane - Common

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Ravenform

Two generic, one blue sorcery - Common

Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.

Foretell one blue (During your turn, you may pay two generic and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Wave Goodbye

Two generic, two blue sorcery - Rare

Return each creature without a +1/+1 counter on it to its owner's hand.

Enchantments (6)

Branching Evolution

Two generic, one green enchantment - Rare

If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

Deeproot Waters

Two generic, one blue enchantment - Uncommon

Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can’t be the target of spells or abilities your opponents control.)

Hardened Scales

One green enchantment - Rare

If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.

Kindred Discovery

Three generic, two blue enchantment - Rare

As Kindred Discovery enters the battlefield, choose a creature type.

Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.

Reflections of Littjara

Four generic, one blue enchantment - Rare

As Reflections of Littjara enters the battlefield, choose a creature type.

Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)

Simic Ascendancy

One green, one blue enchantment - Rare

One generic, one green, one blue: Put a +1/+1 counter on target creature you control.

Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.

At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.

Artifacts (5)

Arcane Signet

Two generic artifact - Uncommon

Tap: Add one mana of any color in your commander’s color identity.

Commander's Sphere

Three generic artifact - Common

Tap: Add one mana of any color in your commander’s color identity.

Sacrifice Commander’s Sphere: Draw a card.

Simic Signet

Two generic artifact - Uncommon

One generic, Tap: Add one green, one blue.

Sol Ring

One generic artifact - Uncommon

Tap: Add two generic.

Swiftfoot Boots

Two generic artifact - Equipment - Uncommon

Equipped creature has hexproof and haste. (It can’t be the target of spells or abilities your opponents control.)

Equip one generic.

Lands (36)

Alchemist's Refuge

Land - Rare

Tap: Add one generic.

One green, one blue, Tap: You may cast spells this turn as though they had flash.

Command Tower

Land - Common

Tap: Add one mana of any color in your commander’s color identity.

Hinterland Harbor

Land - Rare

Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

Tap: Add one green or one blue.

Karn's Bastion

Land - Rare

Tap: Add one generic.

Four generic, Tap: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Llanowar Reborn

Land - Uncommon

Llanowar Reborn enters the battlefield tapped.

Tap: Add one green.

Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.)

Mosswort Bridge

Land - Rare

Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

Mosswort Bridge enters the battlefield tapped.

Tap: Add green.

One green, Tap: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Myriad Landscape

Land - Uncommon

Myriad Landscape enters the battlefield tapped.

Tap: Add generic.

Two generic, Tap, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Path of Ancestry

Land - Common

Path of Ancestry enters the battlefield tapped.

Tap: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Reliquary Tower

Land - Uncommon

You have no maximum hand size.

Tap: Add generic.

Rogue's Passage

Land - Uncommon

Tap: Add one generic.

Four generic, Tap: Target creature can’t be blocked this turn.

Secluded Courtyard

Land - Uncommon

As Secluded Courtyard enters the battlefield, choose a creature type.

Tap: Add one generic.

Tap: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature or creature card of the chosen type.

Simic Growth Chamber

Land - Common

Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner’s hand.

Tap: Add one green, one blue.

Temple of Mystery

Land - Rare

Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

Tap: Add one green or one blue.

Temple of the False God

Land - Uncommon

Tap: Add two generic. Activate only if you control five or more lands.

Unclaimed Territory

Land - Uncommon

As Unclaimed Territory enters the battlefield, choose a creature type.

Tap: Add one generic.

Tap: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

Vineglimmer Snarl

Land - Rare

As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don’t, Vineglimmer Snarl enters the battlefield tapped.

Tap: Add one green or one blue.

Forest (7)

Land - Common

Tap: Add one green.

Island (13)

Land - Common

Tap: Add one blue.

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Explorers Of The Deep Budget Upgrades

Island from The Lost Caverns of Ixalan by Adam Paquette

Despite the name, there's not a lot of exploring happening in Explorers of the Deep, especially if you decide to sideline Hakbal as your commander. Throwing in a few other explore cards like Deepfathom Echo or Jadelight Spelunker could be a way of livening up the exploration theme.

You could also lean even mor eheavily into the merfolk theme. Thada Adel, Acquisitor is loads of fun and great in a deck that already offers some ways of making your merfolk unblockable. Tidebinder Mage is often a removal merfolk at multiplayer tables, and True-Name Nemesis can become a surprising game-winner when you've got your merfolk buffs working.

There are also ways of supercharging Explorers of the Deep's +1/+1 token theme. Primal Vigor, Hadana's Climb, and Wizard Class are considerations that offer either a lot of tokens or a bit more versatility.

Explorers of the Deep could also benefit from a few more ways of keeping its merfolk alive. Asceticism, Heroic Intervention, and Simic Charm could help out here.

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