Okay, here is the full decklist: Creatures (28) 1 Mother of Runes 1 Solemn Simulacrum 1 Weathered Wayfarer 1 Adarkar Valkyrie 1 Knight of the White Orchid 1 Wall of Omens 1 Sun Titan 1 Eldrazi Displacer 1 Remorseful Cleric 1 Giver of Runes 1 Charming Prince 1 Luminous Broodmoth 1 Esper Sentinel 1 Nadaar, Selfless Paladin 1 Cloister Gargoyle 1 Dawnbringer Cleric 1 Radiant Solar 1 Sanctuary Warden 1 White Plume Adventurer 1 Goliath Paladin 1 Seasoned Dungeoneer 1 Space Marine Devastator 1 Loran of the Third Path 1 Platoon Dispenser 1 Distinguished Conjurer 1 Zenith Chronicler 1 Guardian of Ghirapur 1 Guardian Scalelord Lands (39) Spells (33) 1 Wrath of God 1 Scroll Rack 1 Swords to Plowshares 1 Land Tax 1 Sol Ring 1 Skullclamp 1 Reconnaissance 1 Allay 1 Ghostway 1 Cauldron of Souls 1 Swiftfoot Boots 1 Conjurer's Closet 1 Eerie Interlude 1 Blackblade Reforged 1 Cleansing Nova 1 Crush Contraband 1 Generous Gift 1 Arcane Signet 1 Tome of Legends 1 Soul-Guide Lantern 1 Commander's Plate 1 Secret Rendezvous 1 Sword of Hearth and Home 1 Teleportation Circle 1 Immovable Rod 1 Thorough Investigation 1 Dungeoneer's Pack 1 Trailblazer's Torch 1 Lae'zel's Acrobatics 1 Legion Loyalty 1 Contraband Livestock 1 Sarevok's Tome 1 Lay Down Arms Here are the deck stats from our friends at Archidekt: What must-have cards might I have missed including here

The free disruption from Disrupting Shoal helps ensure that Merfolk can't race seven evasive points of damage
Lastly I am skipping the very powerful cards like Searing Blood and Blaze
If you decide to keep her away from the action, she can quest for a single lore - but, again, with the right cardplay, you might be able to send her questing multiple times in the same turn, stacking up a bigger pile of lore
Its ironic that that counterfeiters can reproduce the front of a MTG card so well but the back is a clear giveaway
As per rules 312.2, if a scheme card would leave the command zone, it stays in the command zone