Merfolk Sovereign
Lord of Atlantis taught the tribe to swim past blockers; this one teaches it to choose. The static buff is the familiar Merfolk anthem, the half of the design every tribal lord since the early days has carried, but the tap ability is where the card earns its crown. Evasion in this tribe was historically a passive, all-or-nothing affair, baked into a lord and applied to everyone at once. Here it becomes a targeted, repeatable decision: each turn, one Merfolk gets a clear lane, which turns the unblockable threat into a movable spotlight you point at whatever the board can least afford to let through. That selectivity changes the texture of the assault. A blanket evasion lord wants you to commit a wide board and swing with the whole school; this one rewards picking the single attacker whose connection matters most, whether that is the largest body, the one carrying an equipment, or the one whose damage trigger decides the game. It is the difference between a tide that rises everywhere and a current you steer. The body is unremarkable and the buff is standard issue, so the whole identity rests on that activated ability and the threat-assessment it demands turn after turn: not how hard the school hits, but where.





