
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.
Flood the board with Merfolk, then use Hakbal's combat-step explore trigger to grow your team and dig for lands and gas every turn. You snowball card advantage and counters while ramping aggressively, eventually swinging wide with a buffed, evasive Merfolk army backed by tribal lords and a finisher.
Tighten the curve with cheap, efficient Merfolk and stack multiple lords plus evasion enablers (islandwalk) so your explored board is hard to block. Add counter doublers (Branching Evolution, Doubling Season) and proliferate effects to maximize explore value, and include protection like Heroic Intervention and a Lightning Greaves/Swiftfoot Boots to keep Hakbal online. Top-end finishers such as Craterhoof Behemoth or Triumph of the Hordes convert your wide board into reliable lethal damage.
Seeded from a single deck — rates appear once more public decks exist.
→ Infinite +1/+1 counters on certain creatures, Infinite colored mana, Infinite combat phases
→ Infinite +1/+1 counters on certain creatures, Infinite colored mana, Infinite combat phases
Combos via Commander Spellbook.
Same color identity (GU), by popularity.