Do you want to own a Kindred Merfolk deck? Do you like +1/+1 counters? Did you love the Explore mechanic in original Ixalan? If you can say “Yes” to any of those, you are going to love Explorers of the Deep.
But alright, let’s say you’re not a fish enjoyer, have your fill of counters and don’t rate Explore any better than any other mechanic. Are you looking for a pre-con that does not need any changes at all to be fully functional at many tables come Commander night? You are also in luck, this deck does it all!
Merfolk Perfection

Take a look at this commander from Innistrad: Midnight Hunt Lenoire, Autumn Sovereign. It does not take much to see that they are functionally related. Of course,
Hakbal of the Surging Soul
Hakbal of the Surging Soul
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 attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
blows the Coven mechanic away because it applies to each Merfolk and not just one creature. This is the kind of scaling (pardon the pun) that a modern Commander deck requires to be functional. It could be considered shocking that just a couple of years have produced this kind of drastic power increase, but this is not power creep; Lenoire was weak when it was made.
Hakbal, though, is just right. If you get a few Merfolk on the table and land Hakbal, you’re going to start taking control of the game. That is essentially what Commander is all about, i.e., if you’re “doing the thing” you’re probably winning. More so than any of the other The Lost Caverns of Ixalan pre-cons, Explorers has tons of different ways to “do the thing” and they all work well!
While there are plenty of blue/green Merfolk commanders you could use, Hakbal is just great.
Xolatoyac, the Smiling Flood
Xolatoyac, the Smiling Flood
Whenever Xolatoyac enters 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 counter on it.
might be good for an entirely different deck, but you really get so much more synergy from Explore that it’s not even a question. This is really a deck that thrives as-is, and doesn’t need much to run very well.
Finally, you have
Swiftfoot Boots
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
, a very normal Commander staple, to protect Hakbal while you do the thing.
No Glaring Weaknesses

Afraid of counter magic? Want to bluff interaction of your own? This deck deals with both! Not only can you flash in
Singer of Swift Rivers
Singer of Swift Rivers
Flash
When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
You may cast Merfolk spells as though they had flash.
to play your Merfolk at instant speed, the deck also features
Alchemist’s Refuge
Alchemist’s Refuge
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
so you can play the entire deck in response or at end of turn. This keeps your mana open to address the most crucial threat. You have so many instants, naturally, and great removal both single target and mass. You always have something to do, every turn, even on an opponents turn.
Furthermore, this deck also includes
Karn’s Bastion
Karn’s Bastion
{T}: Add {C}.
{4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
and
Merfolk Skydiver
Merfolk Skydiver
Flying
When this creature enters, put a +1/+1 counter on target creature you control.
{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, so you can grow if nothing else needs to happen. Once you have an
Evolution Sage
Evolution Sage
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, just playing a land puts you ahead, which allows you to keep your mana open. Sure, you don’t have strict counter magic outside of
Commit
Commit
Put target spell or nonland permanent into its owner's library second from the top.
and technically
Quandrix Command
Quandrix Command
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.
, but the idea is you can always respond with something, and your responses are quite good!
Most Kindred decks are afraid of removal and board wipes in particular. Not Explorers! Not only do you have
Inspiring Call
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
which can easily draw you cards alongside indestructibility, you have the absolutely deck defining
Ripples of Potential
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
. This card beats pretty much all mass removal, and that is saying something!
Heroic Intervention
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
cannot beat commonly played cards like
Cyclonic Rift
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
or
Toxic Deluge
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
, yet Ripples does and it also advances your board state! Sure, you need to proliferate the permanent to phase it out, but this entire deck “does the thing” and easily gives everything a +1/+1 counter, so this is virtually perfect. This is another reason why Hakbal is important as they are a +1/+1 enabler.
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Almost too Much Card Draw, and Combos Aplenty

This deck has engines. Hakbal with
Nicanzil, Current Conductor
Nicanzil, Current Conductor
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.
,
Topography Tracker
Topography Tracker
When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
If a creature you control would explore, instead it explores, then it explores again.
and
Tatyova, Benthic Druid
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
, results in twice your Merfolk in Explore triggers, and each land explored potentially getting an ETB trigger, which then draws you a card and gains you a life. Yes, you’re looking at drawing cards equal to twice your Merfolk every turn, landfall all those cards which can give you proliferate triggers, and add some life gain on top of that just because.
Alright, what if you don’t get those creatures? How about Hakbal with
Herald of Secret Streams
Herald of Secret Streams
Creatures you control with +1/+1 counters on them can't be blocked.
and
Seafloor Oracle
Seafloor Oracle
Whenever a Merfolk you control deals combat damage to a player, draw a card.
? This essentially boils down to Explore for each Merfolk, then get in your unblockable attacks and draw that many cards. Did you not get those creatures? Alright, how about
Kumena, Tyrant of Orazca
Kumena, Tyrant of Orazca
Tap another untapped Merfolk you control: Kumena 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.
or
Prime Speaker Zegana
Prime Speaker Zegana
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters, draw cards equal to its power.
? The fact is, you are going to draw a gazillion cards, and you are going to see the cards you want most games.
What about raw number of bodies?
Emperor Mihail II
Emperor Mihail II
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 {1}. If you do, create a 1/1 blue Merfolk creature token.
finally gives us a better three mana Merfolk than
Realmwalker
Realmwalker
Changeling (This card is every creature type.)
As this creature enters, 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.
by also being a source of tokens. We also have
Deeproot Waters
Deeproot Waters
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.)
and
Reflections of Littjara
Reflections of Littjara
As this enchantment enters, 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.)
for even more extra Merfolk. Each of these tokens Explores and gets us that deeper into our deck to hit our powerful Merfolk.
Powering up our Merfolk is a simple task with multiple lords and multiple +1/+1 counter effects. The deck is well-made, and features the cards
Hardened Scales
Hardened Scales
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.
,
Metallic Mimic
Metallic Mimic
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
,
Sage of Fables
Sage of Fables
Each other Wizard creature you control enters with an additional +1/+1 counter on it.
{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
and
Branching Evolution
Branching Evolution
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.
among others to pump up your fish at a variety of mana values.
Lots of removal? Don’t get to your protection spells? At least you have Simic Ascendency as an alternate win con! As a card that “just sits there,” this was one of the cards that drew the most aggro from tables, so beware! It’s a nice trick once you have plenty of mana to slap it down, move to combat and see how much Exploration, and counters, happen. You can quite easily surprise a table with this as a one or two turn clock, and it’s worth the include.
Many decks have the problem of drawing a particular “half” of the deck. For example, an Aura or Equipment based deck where you only draw Equipment and don’t get any pay off effects. Hakbal, Explore and raw card draw guarantees you are going to see cards you want every time and you’re not going to only draw your counter effects or interaction, you’ll get it all!
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Potential Upgrades

There were many games when I wished
Mist Dancer
Mist Dancer
Flying
Other Merfolk you control get +1/+0 and have flying.
Encore {5}{U}{U} ({5}{U}{U}, 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.)
was
Lullmage Mentor
Lullmage Mentor
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token.
Tap seven untapped Merfolk you control: Counter target spell.
. Giving a pile of Merfolk +1/0 and Flying was decent at killing off one player, but not two or three. Meanwhile, if I had the ability to sit back and not get wiped and stop big spells, I’m sure I would have won another game or two.
You can reach a critical mass with this card and
Xolatoyac, the Smiling Flood
Xolatoyac, the Smiling Flood
Whenever Xolatoyac enters 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 counter on it.
that legitimizes the Salamander’s inclusion. At three mana, you’re just better off than many higher mana spells and Lullmage Mentor also really allows you to commit to the board and not be that fearful.
Hindervines
Hindervines
Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them.
feels like another copy of
Wave Goodbye
Wave Goodbye
Return each creature without a +1/+1 counter on it to its owner's hand.
or
Aetherize
Aetherize
Return all attacking creatures to their owner's hand.
, so adding a third one sided board wipe to the deck, that costs even less mana, is really attractive.
A card that is hard to beat in raw flexibility,
Simic Charm
Simic Charm
Choose one —
• Target creature gets +3/+3 until end of turn.
• Permanents you control gain hexproof until end of turn.
• Return target creature to its owner's hand.
does enough different things for only two mana that it can be a legitimate include in many decks. I think
Bygone Marvels
Bygone Marvels
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.
is a better card for another deck, and I’d much rather have this charm in my hand for two mana at instant speed.
I’m not sure why neither
Forerunner of the Heralds
Forerunner of the Heralds
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
or
Merrow Harbinger
Merrow Harbinger
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
were not included in the base deck. They have nice synergy with Explore if you want to guarantee +1/+1 counters, and obviously give you your pick of almost anything in the deck in a fair way. A different idea is to run
Step Through
Step Through
Return two target creatures to their owners' hands.
Wizardcycling {2} ({2}, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
which can Wizardcycle for many of your Merfolk.
In most Commander decks, I generally like to include at least one or two older cards. Her,e
Lord of Atlantis
Lord of Atlantis
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
is a fairly easy include. Of course
Vodalian Hexcatcher
Vodalian Hexcatcher
Flash
Other Merfolk you control get +1/+1.
Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays {1}.
is equally as free an include and likely makes every list that modifies the pre-con.
In most of my games, I felt extremely safe. If I ever had Commit in hand, I felt pretty unstoppable. Just one or two more counters would feel nice, however. I would include
Counterspell
Counterspell
Counter target spell.
,
Disallow
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
or
Voidslime
Voidslime
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
based on your preference.
In terms of my first cuts, it would likely be
Tishana, Voice of Thunder
Tishana, Voice of Thunder
Tishana's power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
When Tishana enters, draw a card for each creature you control.
for being too much mana,
Tributary Instructor
Tributary Instructor
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
for the same reason and
Cold-Eyed Selkie
Cold-Eyed Selkie
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
for being a three mana 1/1. You can’t remove too many bodies for spells, though, so further replacements need to be balanced.
The Final Verdict
When I compare Explorers of the Deep to the other Ixalan pre-cons, what strikes me the most is the balance. You have some low drops like
Benthic Biomancer
Benthic Biomancer
{1}{U}: 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 this creature, draw a card, then discard a card.
,
Kiora’s Follower
Kiora’s Follower
{T}: Untap another target permanent.
and
Merfolk Skydiver
Merfolk Skydiver
Flying
When this creature enters, put a +1/+1 counter on target creature you control.
{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
who do enough early to be helpful, but also have a use in late game to legitimize their inclusion.
After your early drops, you run out Hakbal and get two or three Explore triggers. If that goes off without a hitch, you are off to the races! If not? Well, you can recover because you have enough ramp and draw, Hakbal will be back, and you may have some interaction to protect them this time.
The deck plays naturally, and feels like it was built by a human being that enjoys playing Magic and likes Merfolk. It’s relatively rare for a pre-con that can simply do its thing, and well, to also have plenty of tricks and upgrade possibilities. Stock or upgraded Explorers has enough going for it that you should not feel out of your depth at any level of Commander table.
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