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Merrow WavebreakersHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Shadowmoor· May 2, 2008
Carte Magic Merrow Wavebreakers

Merrow Wavebreakers is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

{1}{U}, {Q}: This creature gains flying until end of turn. ({Q} is the untap symbol.)

Complete guide

Merrow Wavebreakers is a versatile Merfolk Soldier that utilizes the unique untap symbol introduced in the Shadowmoor block. Unlike most creatures that require tapping to act, this creature finds its strength in recovering from a tapped state. By paying a small mana cost and untapping, it takes to the skies to bypass your opponent's defenses.

Understanding the Untap Symbol

The {Q} symbol represents the untap action. To activate the ability of Merrow Wavebreakers, you must pay {1}{U} and untap the creature as part of the activation cost. This means the creature must already be tapped to use this ability; you cannot untap a permanent that is already untapped. Furthermore, because the untap symbol is subject to 'summoning sickness' rules, you cannot activate this ability unless you have controlled Merrow Wavebreakers since the beginning of your most recent turn or it has haste.

How the Ability Resolves

Activating this ability follows a specific sequence. First, you announce the ability and pay the costs: you spend {1}{U} and untap Merrow Wavebreakers. Because untapping is a cost, it happens immediately and cannot be responded to by players. Once the cost is paid, the ability goes on the stack. If it resolves, Merrow Wavebreakers gains flying until the end of the current turn, allowing it to soar over non-flying blockers.

Timing and Strategy

Since you need the creature to be tapped to use the ability, the most common way to set this up is by attacking during your combat phase. If Merrow Wavebreakers survives combat or is used to tap for another effect, you can then untap it to gain flying. This makes it an excellent defensive tool as well, as you can attack, then use the ability to untap it so it is ready to block during your opponent's turn.

Common Mistakes

Players often forget that the untap symbol follows the same timing restrictions as the tap symbol regarding summoning sickness. You cannot play Merrow Wavebreakers and immediately untap it to gain flying unless you give it haste. Additionally, remember that if an opponent uses an effect to tap your creature in response to you wanting to use the ability, you must wait for their effect to resolve before you can pay the untap cost again, provided you have the mana.

Interaction examples

Basic Flight Maneuver

You attack with Merrow Wavebreakers during your turn, causing it to become tapped. During your post-combat main phase, or even during the declare blockers step, you pay {1}{U} and untap Merrow Wavebreakers. The cost is paid, the creature is now untapped, and it gains flying until end of turn.

Synergy with EtB Effects

You control Merrow Wavebreakers and cast Solemn Simulacrum. When Solemn Simulacrum enters, you put a basic land onto the battlefield tapped. While this doesn't directly interact with the untap cost of the Merfolk, having extra mana from the land ensures you can consistently afford the {1}{U} requirement for Merrow Wavebreakers on subsequent turns.

The Throne's Limitation

You have Roaming Throne on the battlefield with 'Merfolk' chosen as the creature type. While Roaming Throne doubles triggered abilities, Merrow Wavebreakers' ability is an activated ability (indicated by the 'Cost : Effect' format). Therefore, Roaming Throne will not cause Merrow Wavebreakers to gain flying twice or untap twice; the ability functions as normal.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Merrow Wavebreakers

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the permanent is already untapped, you can't activate its {Q} ability. That's because you can't pay the "Untap this permanent" cost.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a creature with an {Q} ability hasn't been under your control since your most recent turn began, you can't activate that ability, unless the creature has haste.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    When you activate an {Q} ability, you untap the creature with that ability as a cost. The untap can't be responded to. (The actual ability can be responded to, of course.)

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Myr Welder
+Biotransference
+Empowered Autogenerator
+Merrow Wavebreakers
#1

Myr Welder + Biotransference + Empowered Autogenerator + Merrow Wavebreakers

Infinite charge counters on a permanentInfinite colored mana
  1. 1Activate Myr Welder using Empowered Autogenerator's ability by tapping it, putting a charge counter on Myr Welder and adding {U} for each charge counter on Myr Welder.
  2. 2Activate Myr Welder using Merrow Wavebreakers's ability by paying {1}{U} and untapping it, giving it flying until end of turn.
  3. 3Repeat.
Myr Welder
+Encroaching Mycosynth
+Empowered Autogenerator
+Merrow Wavebreakers
#2

Myr Welder + Encroaching Mycosynth + Empowered Autogenerator + Merrow Wavebreakers

Infinite charge counters on a permanentInfinite colored mana
  1. 1Activate Myr Welder using Empowered Autogenerator's ability by tapping it, putting a charge counter on Myr Welder and adding {U} for each charge counter on Myr Welder.
  2. 2Activate Myr Welder using Merrow Wavebreakers's ability by paying {1}{U} and untapping it, giving it flying until end of turn.
  3. 3Repeat.
03

Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpredh
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