5Origins deck · Created on September 28, 2026 · Patch Demo · 21 Sep · Updated September 29, 2026
🧙♂️ Merlín 🎴
by Vega @vegakilesCreatorX (opens in a new tab)
Translated automatically from Spanish: card names stay in English, as in the game. Original text (Spanish) →
Game plan
⚡ It's not magic. It's sequencing. Merlin isn't trying to win fast. He's trying to make sure each of your opponent's turns has fewer options than the last. 🛡️ Protect Sandman to ramp your mana, 🌀 control the board with cheap removal and 👑 wait for the perfect turn to execute the combo. With Merlin on board and Merlin's Prophecy in hand, a single Obliterate becomes 40 damage. 💥 Your opponent thinks they're in the game. You already know they're not. 🛡️ Survive 💧 Ramp 🌀 Control 👑 Finish
Rating
5.0/ 5
4 votes
Legendary
Base cards 12 × 2
- Defense Matrix. Mana 1.
- Axe Throw. Mana 2.
- Merlin's Prophecy. Mana 2.
- Sandman. Mana 2. 1 Power, 3 Health.
- Cowardly Lion. Mana 3. 2 Power, 5 Health.
- Dark Omen. Mana 3.
- Mind Palace. Mana 3.
- Piggy Bank. Mana 3.
- Spellbook. Mana 4.
- Rain of Arrows. Mana 5.
- Sorcerer's Apprentice. Mana 5. 2 Power, 3 Health.
- Obliterate. Mana 9.
Deck composition
Computed on all 25 cards in play.
Average cost
3.6
Playable by turn 3
16
cards (cost 3 or less)
Total power
15
per unit 2.1
Total health
27
per unit 3.9
Card types
7 units · 18 spells
Cost ≤2 8 · Cost 3–4 10 · Cost 5+ 7
- Other14
- Arthurian legend3
- Baker Street2
- Classic literature2
- Land of Oz2
- Myth & folklore2
1 base cards share Merlin's saga.
- Spell ×7
- Deal Damage ×6
- Add ×2
- Buff ×2
- Defender ×2
- Destroy ×2
- Discard ×2
- Draw ×2
- Mana ×2
- Shield ×2
- Summon ×2
Top end: Obliterate (9) · Cheapest: Defense Matrix (1)
Win rate
–
Coming with the official API: win rate, matches and matchups by Legendary.
For streamers: short link, chat command, OBS overlay, image
Guide
Strengths
💧 Brutal mana engine: Sandman + Piggy Bank put you ahead from turn 2. 🪓 Cheap, efficient removal: Axe Throw, Dark Omen and Rain of Arrows clear any board. 💥 Unstoppable combo: Merlin + Prophecy + Obliterate = 40 damage in a single turn. 📖 Spellbook gives infinite card advantage in long games. 👑 Merlin turns every spell into two. Your opponent never has enough answers.
Weaknesses
🐈 Sandman is the heart of the deck. If he dies early, you lose fuel and the combo comes too late. ⚡ Fragile early game against very fast aggro. If you don't stabilize on turn 4-5, things get complicated. 🧮 Requires knowing how to count the reveal order. If you play Merlin on the wrong turn, you lose him without doing anything. 🎯 Depends on finding the key pieces. Without Sandman or without Merlin, the deck loses a lot.
Mulligan
🧠 Keep: Sandman always, he's the engine. 🐷 Piggy Bank, the ramp. 🔮 Merlin's Prophecy, knowing that Merlin already gives you one for free. 📖 Mind Palace as a fourth keep. 🦁 Cowardly Lion only if you already have Sandman. 🚫 Toss back: 💥 Obliterate and 🌧️ Rain of Arrows always, they're late game cards. 🧹 Sorcerer's Apprentice unless you have a perfect hand. 🦁 Cowardly Lion without Sandman, since he protects nobody. And any expensive card that does nothing on its own. 🎯 Depending on the opponent: 🔴 Against aggro, Sandman and cheap removal. 🟣 Against control, Sandman, ramp and Mind Palace. 🔵 Against midrange, Sandman, Piggy Bank and Dark Omen.
Key combos and lines
👑 40 damage combo: Merlin on board + Merlin's Prophecy + Obliterate. You cast Prophecy, Merlin repeats it, then you cast Obliterate. Both Prophecies repeat it and Merlin already spent his repetition on the Prophecy. Result: 4 Obliterates, 40 damage. With Sandman out, it costs 9 mana. 🌧️ Cheap combo: Merlin on board + Merlin's Prophecy + Rain of Arrows. Three Rains for 5 mana with Sandman. 6 damage to the whole enemy side. Clears any aggro board. ⚡ Ideal opening line: Sandman on turn 1 or 2, then Prophecy into Piggy Bank. Two mana of advantage for the rest of the game. 📖 Resource engine: Spellbook doubled with Prophecy. Two random spells per turn, forever. Fatigue stops existing.
Matchups
🔴 Aggro (favored, but you'll sweat): Plan: survive the early game and stabilize with cheap removal. Key: save Rain of Arrows like gold. If it doesn't show up, Cowardly Lion buys the turn you need. What comes in: more cheap removal, another Rain. What goes out: Spellbook, Sorcerer's Apprentice. 🔵 Midrange (even): Plan: win through mana advantage and force them to answer Merlin on a turn where they can't. Key: Dark Omen for their big threats. Don't waste Axe Throw on small creatures. What comes in: more Dark Omen, more Mind Palace. What goes out: Axe Throw, Sorcerer's Apprentice if the opponent has easy removal. 🟣 Control and other combo decks (depends on the removal): Plan: bait removal with Sorcerer's Apprentice and Cowardly Lion before dropping Merlin. Key: Spellbook is your engine in long games. Patience wins here. What comes in: Spellbook, more Mind Palace, an additional Defense Matrix. What goes out: Rain of Arrows, Axe Throw.
Notes and changes
v1 (initial): Base list of 25 cards. Two copies of almost everything, one legendary Merlin. v1.1: Flex slot adjustments according to the meta. Bullseye comes in over Axe Throw if the environment is full of 3 health creatures. Pending: Test variants with more draw if the meta gets slower.
Origins TCG











