Creature — Beast
When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
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Craterhoof Behemoth Discussion
1 day ago
You should run 5-6 more lands and use Craterhoof Behemoth
2 days ago
Making a Wild Pair/Birthing Pod toolbox centric mono green deck (azusa). What are the common (and uncommon) Wild Pair power combos
ex: Avenger of Zendikar -> Craterhoof Behemoth
Deadwood Treefolk -> Silklash Spider (treefolk being podded into avenger bring back craterhoof and attacking for the win, again).
tapping out fully for velroth, the ancient wild pairing Siege Behemoth.
Things like that.
3 days ago
Hello sir! I would like to offer you some comments on your deck. I've been a long fan of Golgari and Meren is an exquisite commander!
First and foremost, I think the addition of mana dorks (Llanowar Elves, Birds of Paradise, Elves of Deep Shadow, Fyndhorn Elves, Elvish Mystic) will greatly help the consistency and most importantly speed of this deck. Every Meren player wants to have Meren out with creatures around her so she can watch them die. Let's do that by getting him out before turn 4 more consistently AND having an expendable creature next to her when she arrives.
I think the second most important thing for a Meren deck to have would be a good way to tutor for creatures to put into your graveyard. You've got excellent choices with Entomb and Buried Alive (I'm on the fence about Jarad's Orders), but have you considered Hermit Druid? You can tutor for it (if you have to) and it does a marvelous job of filling your graveyard with all kinds of goodness.
I'm concerned that 33 creatures is actually a bit low for this type of deck. I think that you might consider trading honest, good cards like Krosan Grip in for Reclamation Sage. Let's be honest, you don't really need Split Second, and if your opponent is interested in countering your Reclamation Sage, then sure, let them waste a spell on a card you'll get right back, and perhaps directly to the battlefield.
One creature that I was somewhat impressed with was Smothering Abomination. It has incredible synergy with Meren in that the normal act of gaining experience will now net you cards. In addition, it is a once-per-turn sac outlet that guarantees steady progression of your experience counters. I ended up swapping him in and cutting Mindslicer. They're nearly the same card, but Mindslicer actually worked to my detriment in some games. Turns out not everyone dislikes discarding their hand :(
I feel that Scavenging Ooze has low synergy in this deck. If you actually want to exile the creatures from your graveyard, I think this is a misstep. Each thing you put in your graveyard is a resource, and you dont want to remove those for a paltry counter and life point. He is amazing in a 20 point game, but less significant in a 40 point game. Handling your opponents graveyard is not a bad plan, but his slot should really be Sakura-Tribe Elder...why is that not in this deck?
I would trade things like Sylvan Scrying for Primal Surge. It can net you experience while drawing out two lands. This is unless of course there is some land that justifies the need for a purely land tutoring spell. This could be Vampiric Tutor and be more flexible, perhaps.
I, myself, toyed with Hell's Caretaker but I finally succame to the notion that it was too slow of a card due to the need to tap it. I felt like Phyrexian Delver was a more immediate solution to the same problem. You can indeed pull more creatures out of the graveyard with Hell's Caretaker but Phyrexian Delver is just faster and ultimately that's what won me games with Meren.
I really like where your head is at with this list. I feel like the presence of Craterhoof Behemoth begs that you give this deck a more aggressive stance with mana dorks to accelerate your game to the fun! +1
3 days ago
4 days ago
-2 arbor colossus, -2 gaea's revenge, +4 primeval Titan. Do this evn if you don't go Genesis wave. He's too good in ramp strategies to leave out.
-2 vines of vastwood, -2 aspect of hydra, +4 Genesis wave. you won't need the pump anyway because your dudes will all be large anyway.
-1 naturalize (move to sideboard), -2 beast within (move to sideboard), -1 voyaging satyr, +4 Elvish Mystic. You don't really want or need the other stuff if you go Genesis wave, as the point is to ramp and flood the board with it before your opponent can react. With just some arbor elves, utopia sprays, and garruk you can generate tons of mana and not to mention that you can use nykthos to cast Genesis wave, plop down the other nykthos, sac the tapped one, and then tap for more mana..so you can generate way more mana than you will ever need.
-2 primordial hydra, -2 fertile ground, +4 Eternal Witness. Witness is awesome because you can Genesis wave and hit e-Witt with it, and then pull back the Genesis wave and cast it again.
Take out the other two fertile grounds and add in two more leatherbacks, and take out the other voyaging satyr for a Kessig Wolf Run and the out a first for any red/green dual land (Like Stomping Ground, or pr terra ly Cinder Glade)
And if you really want to win hard, add in Craterhoof Behemoth.
5 days ago
Starfield of Nyx is a combo piece in a completely different deck. True Conviction is the true definition of Win More. If you want to alpha strike Craterhoof Behemoth is a better option because it gives trample. Seasons Past is un-fucking-believable in terms of card advantage. Vandalblast is strictly better than Shatterstorm.
5 days ago
Rith was also my first commander years ago before they introduced the first commander sets, she excels at creating alot of tokens very quickly and overwhelming the board. There are some more pricey cards that could really help you out such as Doubling Season, Elesh Norn, Grand Cenobite, Craterhoof Behemoth, Eldrazi Monument, Defense of the Heart, Tooth and Nail are all amazing. Some more obtainable things id recommend are Saproling Symbiosis, Cathars' Crusade, Warstorm Surge Mana Echoes Citanul Hierophants
1 week ago
Black Sun's Zenith is a perfect addition to the deck. My playgroup has a lot of indestructible, so this will work very well. I also like the control and being able to shuffle it back into my library.
Fair enough about the Kin-Tree Invocation. It is only good as part of a combo, and how likely is it that I will be able to do that combo, and if it can't stand on its own (it can't even be the only card out), is it even worth including? I want to playtest it a little more, but I will mark it as the first to go.
I think sideboard is more appropriate for Rise of the Dark Realms. My playgroup only has 2 decks I can think of that would warrant it, and they aren't used that often. I will be running Praetor's Counsel after removing that and Colfenor's Urn.
My ramp isn't bad, it's mostly like you were saying, the draws and mulligans are hurting me. I've adjusted the number of basics to help that out a bit. If I need to go higher than 32 lands I need to start cutting ramp, and I'm not sure where to start with that...
I took out Exquisite Blood, as I won't be comboing out with it and Sanguine Bond. I found a stronger alternative anyway with Miren, the Moaning Well. I think that is a much better fit for a high toughness deck, and opens up more interesting combos to me.
I decided to add a Gravity Well instead of the + like I was originally leaning towards. It frees up some space, and is a more permanent solution. I have a Great Oak Guardian already, I just need to do a better job of having him available to block when necessary.
You kind of piqued my interest in taking this deck a different way than I thought. I expanded on your idea, and went further with the free casting idea, while also benefitting from the high toughness health gains with my commander. The alternate deck is here:
I think it would definitely be fun, and a little different route than most fatty decks I have seen. I will keep trimming it down and working on it and see how it playtests. Feel free to comment on that one too if you like. It has a lot of interesting interactions already, and all I really did was put the bigger green creatures in that had a strong ability that tied into the original deck theme.
Both of those shaman suggestions are great! I decided to also add Eternal Witness for some more recursion and synergy. They will all benefit from Bosk Banneret too. I also found Conspiracy today which I had never heard of before. This means I can declare Treefolk, and my Timber Protector will give every creature indestructible AND I can still comfortably call it a Treefolk Tribal deck.
In lieu of adding the Craterhoof Behemoth I've added a Thunderfoot Baloth instead. I can only think of one time where I every lost my commander, and I brought her back out the next turn, so I will constantly get the benefit of Lieutenant. Add in the protection from + and I have a really fun, and strong, pack of creatures.
Thanks again for providing so much well-explained feedback. I've only been playing for about 3 months, and I've only had my mono-green version of this Sapling deck for about a month, so your explanations have really helped me out. I really like tribals, especially Treefolk, and no one else has really been willing to work within those constraints to make the deck as strong as it could be. All the other suggestions from other websites started with "Well first switch to Doran", or "Treefolk tribal isn't competitive so do this instead".