|Commander / EDH||Legal|
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Creature — Demon
When Abhorrent Overlord enters the battlefield, put a number of 1/1 black Harpy creature tokens with flying onto the battlefield equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
At the beginning of your upkeep, sacrifice a creature.
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Abhorrent Overlord Discussion
11 hours ago
At the beginning of your upkeep both Sheoldred, Whispering One and Abhorrent Overlord will trigger. You can put the triggers on the stack in either order, but you will have to choose a target for Sheoldred, Whispering One's ability. The target has to be a card in the graveyard already, so you will not be able to choose the creature that you are planning to sacrifice.
If you have Reaper from the Abyss and Archfiend of Depravity on the battlefield and your opponent's end step and Morbid is active, you can put both abilities on the stack in either order, but you have to choose a target for Reaper from the Abyss. If Reaper's ability resolves first, they will be short that one creature and can choose two others to keep. If you have Archfiend of Depravity's ability resolve first, they'll still have the targeted creature, but can choose it to be one of the creatures sacrificed so that the can keep to others. If on the other hand Morbid is not active by the time it goes to their end step, only Archfiend of Depravity's ability will trigger and even if a creature does die, it will be too late for Reaper from the Abyss to trigger.
Improvise allows you to tap any untapped artifact to reduce the cost of the spell, regardless of whether it has a printed tap ability or not. The tap requirement is only there to prevent multiple spells in a single turn from benefiting from your artifact count, as they do with Affinity.
13 hours ago
So im trying to make the most out of a finally finished demonic tribal, Kvlt Ov The Horned One (Demonic Tribal), just had a few questions if anyone would be generous to impart some knowledge :)
Trying to get the most out of Sheoldred, Whispering One, already included Blanket of Night, Urborg, Tomb of Yawgmoth, and Filth to not only grant her damage proper passage, but the demons in my deck as well. Adding Whip of Erebos and Cover of Darkness for added evasion and lifedraining seemed to be a given on an already flying deck.
Her resurrecting necromantic abilities, if i use Shadowborn Demon, and Abhorrent Overlord which require sacrifice, can i sacrifice them first by their own cost, then have her immediately resurrect them for their enter-the-battlefield abilities? Or would they need to be raised next turn.
Regarding Grave Betrayal (i know with her, i can steal a creature per turn by using her to force them to sac), if i have a Archfiend of Depravity, reducing their creatures to 2, followed by a Reaper from the Abyss, can they synch to reducing opponent's creatures to ONE, then theoretically steal them all with Grave Betrayal and then utilizing Coat of Arms since technically theyre black zombies? Supersized stolen black zombie boardwipe?
Finally, last question, with Herald of Anguish, with the improvise, the artifacts need a tap-ability to utilize, correct? Like i couldnt tap Herald's Horn, but Grimoire of the Dead would be acceptable, correct?
13 hours ago
So i finally completed my demonic tribal Kvlt Ov The Horned One (Demonic Tribal), just had a few questions.
Also, with Shadowborn Demon or Abhorrent Overlord, the only creatures i utilize with self sac, can i sac them at upkeep, then Sheoldred, Whispering One immediately resurrects them for their enter the battlefield abilities, or would it have to be next turn?
Finally, (i do apologize im trying to set the logistics), regarding a Sheoldred, Whispering One, Archfiend of Depravity, Reaper from the Abyss combo, can she force opponent to sac, archfiend brings their creatures to 2, then reaper further reduces to 1 in some way? (With Grave Betrayal, im looking to steal all creatures eventually then utilize Coat of Arms to build their stats as black zombies in addition to the demonic tribal stat boost)
2 weeks ago
Another cool thing about this deck is that the general makes the mill effect repeatable.
I'm going to describe an interaction and talk about turn n, where n is whatever turn you pull off the first combo.
Turn n: Sacrifice an Apostle or a Harpy to the Overlord, crack six Apostles to get the Demon of Dark Schemes, kill a few hundred creatures, massive mill.
We got all that already.
Second main phase (still turn n): Cast the General.
During your main phase, exile the General to the command zone and return all Apostles to the field. The Schemer makes them 0/0s, so Extractor sees 60 triggers and mills for another 120.
You'll notice that it takes two turns for this to cycle. However, commander tax increases by two each time the general goes to the zone. You're also guaranteed every land drop, since you have no other cards in your library at this point.
If you're playing a massive game and you need even more mill, you can get more than twice that mill in one more turn, as follows.
Turn n+1: Sac Demon of Dark Schemes to the Overlord, like before. DON'T SAC THE COMMANDER.
Turn n+2: Sac the Overlord to itself, then crack the commander. Return all the Apostles, the Overlord, and the Schemer. They all hit the battlefield at the same time, so you can choose which ETB effect to trigger first. Put the Schemer's ability onto the stack, then the Overlord's. The Overlord sees 60 Apostles (1 devotion each) and 9 more devotion from the demons. This gets you 69 harpies. Then those 69 harpies and the 60 Apostles die from the Schemer's ability, netting you 129 triggers for the Extractor and 258 mill in three turns.
1 month ago
While I do like a lot of the combos & the cards you've packed into this deck, I think this deck still has quite a few weaknesses:
1) How do you deal with commander hate? i.e repeated destruction (aside from re-casting it and Sylvan). If you don't have Mazirek, I don't think this deck will go anywhere.
2) Still needs more tutors; your combos are great but I don't know how reliably you'll get them with Sidisi/Razaketh/Diabolic (did I miss something?). How about Protean Hulk, Defense of the Heart or Tooth and Nail? You could always tutor up a combo like Mycoloth + Sylvan Safekeeper or It That Betrays and Sheoldred. Though I know this deck likes it slow and steady, you could also go off on a chain such as Defense of the Heart / Tooth & Nail -> Protean Hulk + Sidisi/Razaketh, sacrifice Hulk -> tutor for Animate Dead (to recur Protean later), protean trigger to tutor any combo 6cmc, Animate Dead the protean, Sacrifice it, grab an Eternal Witness to get your Animate Dead back, rinse and repeat-> Razaketh/Tutor/Sac for Deathrender or Ashnod's Altar -> Razaketh/Tutor/Sac for any creature you want onto the battlefield, starting with token generators (Abhorrent Overlord or Hornet Queen, and sacrificing tokens for mana/tutor and cast all of your colorless artifacts. Akroma's Memorial and Craterhoof Behemoth = GG! It might cost you 20 life or so but it sure will be fun (for you)!
3) Weak to board wipes, takes awhile (unless you have good luck) to reach full potential. Things like bitterblossom just aren't as fun as cheating something like Abhorrent Overlord or Hornet Queen. Also try Living Death just in case someone wipes you.
I would also advise removing some of the weaker mana accelerators: Birds/Elvish Mystic/Deep Shadow and replace it with more....sac-related fodder because they feel pretty useless drawing it late-game.
Fun cards to consider: (Apologizes if already included)
It That Betrays, Pernicious Deed, Savra, Queen of the Golgari, Endrek Sahr, Master Breeder, Akroma's Memorial, Spore Frog, Carrion Feeder, Volrath's Stronghold, Oran-Rief, the Vastwood, Hardened Scales, Walking Ballista, (control: Contamination, Bojuka Bog)
on Demonic orb
1 month ago
Ahh, ok that makes a little bit more sense. As for suggestions, you could up the Ghost Quarter to a 4 of and then put in Ob Nixilis, Unshackled for the nifty combo of making them lose 10 life and sac a creature. Also with Torpor Orb, Soulstinger becomes a great vanilla body, but its ETB is still good enough to play without Torpor Orb. Treacherous Pit-Dweller is fantastic with Torpor Orb a 4/3 then a 5/4 all for ? Hell yeah, I'll do that! Abhorrent Overlord may be a fantastic late-game play if you have enough devotion. Hope that helps!
1 month ago
I love this commander.
I might suggest more creatures in the mainboard - some mill-themed (e.g. Manic Scribe, some value (e.g. Grave Titan; some big (e.g. Sheoldred, Whispering One, some small (e.g. Jace's Phantasm). Maybe +/- 30 total?
I'm a big fan of Altar of the Brood in The Locust God decks. How might you generate a bunch of tokens in UB or colorless to trigger multiple mill effects each turn? A protected Liliana, the Last Hope, that ultimates might be good. Chasm Skulker is a good squid battery if you can protect it until it has a ton of counters. Abhorrent Overlord might help if your devotion to B is up there. Nuisance Engine and Spawning Pit are okay. Myr Battlesphere comes to mind, too. And maybe a Carrion to use on a giant Consuming Aberration.
Altar can be a pretty narrow win con, but it's easy to recast if you can bring it back to hand.
Have fun playing!
1 month ago
Hey, I'm the owner of the deck that MQQMAN434 mentioned. I planned on doing a high power build with a writeup, but still haven't gotten around to it
Depending on what you plan on budgeting and overall meta competitiveness (I'll try to cover as many cost specific items as I can). Using Star City Prices, cuz I'm faster with that site compared to TCGPlayer :
$5 or less
Buried Alive: One of Meren's best friends. Can dump value in the graveyard like Sakura Tribe Elder or Spore Frog, or a game-ending combo. Devourer/Triskelion/Necrotic Ooze lets you deal your deck's worth of cmc to creatures and players at your choosing. A slower, higher power Entomb, essentially.
Fyndhorn Elves, Elves of Deep Shadow, Arbor Elf: Finishing the cycle of 1 mana dorks gives you a faster way to get Meren on board. The quicker she's on board, the quicker the grind on your opponents begins.
Blood Pet: In the same vein as the dorks above, Blood Pet is cute as a quick mana and a way to get experience innocuously.
Mindslicer: Sadistic Hypnotist's bigger brother. He isn't a sac outlet himself, but getting him sacced has a much bigger bang.
Viscera Seer: The 1 drop sac outlet every Meren deck needs. Can sac to himself for that vital first counter. Plus, control over your draws in the mid-lategame gives you a good amount of control and consistency.
Blood Artist/Zulaport Cutthroat: Useful for the long game, letting you gain incremental life, or kill the table if/when you decide a Mikaeus is in the budget. Mostly a redundant combo piece in the second case though.
Bane of Progress: Stops artifact/enchantment decks dead in their tracks. More of a meta call, but a lot of decks like their Sol Rings and whatnot.
Grim Haruspex: multimedia is dead on the money on this one. You refill quick and efficently for just playing the game.
Fecundity: A spicy piece of tech if you're the only sac/reanimate deck in your meta and can abuse it the best.
Yisan, the Wanderer Bard: Finds you action if you can't find it yourself.
Entomb: Puts a card where you can easily interact with it. An essential staple imo
Fauna Shaman: A cheaper version of Survival of the Fittest. More fair, unfortunately, but also not $50.
Birthing Pod: Feed Meren bodies, pull value out of your deck. Good for putting creatures into play around counterspells
Massacre Wurm: Meta call if you deal with a lot of mana dorks and hatebears.
Sylvan Library: Pure old card advantage. Playing Meren at a fairly high power level also makes you shuffle a lot inherently. You'll almost always be able to see a fresh 3 if you so desire
Toxic Deluge/Damnation: Toxic kills indestructible things (and deals with Sigarda in a way that Fleshbag can't), and Damnation. Meta call for needing a second wrath in Damnation, mostly if you deal with a lot of Army-in-a-can shenanigans that Fleshbag loops can't deal with.
Worldly Tutor: It's a tutor. It gets you a creature you need. nuff said.
Contamination: Useful for hating out greedy strategies, or locking the game down until you either have a win con online or make the game unwinnable for anyone else. Picks on Gaea's Cradle and Nykthos quite well
No Budget (I may have noticed while writing this up, that this section is basically nothing but tutors)
Mikaeus, the Unhallowed: You already know you need this. Triskelion is not a very good card without Mike.
Survival of the Fittest: The most broken card you'll ever play with in a Meren shell. I guarantee it.
Diabolic Intent: Another tutor, especially synergistic with Meren.
As far as cuts go, my suggestions are:
Death's Presence: I'm a fan of winning outside the combat step, so bigger beef isn't really what I'd run. YMMVAmbition's Cost (if you're adding one of the suggested forms of card draw. Don't skimp on drawing, it's how you get consistency)
Eldrazi Monument: The only creature you really want indestructible is Meren. Focus on keeping the mana flowing and they'll give up on the virtue of you never being locked out of your commander
Thief of Blood: Card is a meta call, if you have a lot of Planeswalker commanders or +1/+1 counter players, keep. If not, it's not all that good.
Phyrexian Plaguelord: Cheaper sac outlets are better. You'd rather be trying to win the game than playing a 5 mana dude that might kill 1 or 2 creatures
Mazirek, Kraul Death Priest: 5 mana for a beater. Same reason as Death's Presence
Cloudthresher: Expensive card that does little
Abhorrent Overlord: The harpies aren't going to give you the game. Looping it seems for 1/1 flyers seems cute, but isn't handing you the game for its staggering 7cmc
Puppeteer Clique: Unless you really like your opponent's GYs, it's not as good. You'll be trying to win off of your graveyard more often than not.
Also recommend retuning the landbase. Not a huge fan of the ETB tapped lands, they slow you down. In a 2 color deck, you don't need the fixing as badly. Not saying run out and buy fetches and Bayous, but replacing them with basics will make the deck feel much more smooth when you cut down the average cmc of the deck by tuning. Llanowar Wastes is probably the best budget add to the landbase. City of Brass and Mana Confluence are nice to have as well
Sorry for the wall of text, there's a lot of information to give. The other part to consider when making changes is what kind of game you're playing for. I built the precon league one as an efficient combo engine that aimed to finish the game quick with a couple of 2-card combos, with the ability to grind out value if that wasn't working. To that end, I added a lot of tutors and worked towards the combos aggressively, making the table play around me as the aggressor. The alternative is playing the long value game, with Fleshbag and Sadistic Hypnotist picking your oppenents' boards and hands apart before beating them down with whatever you have handy. Luckily Meren plays both styles quite strongly and has answers to hate cards like Rest in Peace. As long as you don't get overly greedy or backed into a corner, you should be able to survive getting a lot of your deck exiled and keep on churning