|Commander / EDH||Legal|
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|Tenth Edition (10E)||Rare|
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Creature — Human Cleric Mercenary
(Black), Tap, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield.
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|Have (8)||YossarianLives , AAHFI , Swamy , rebelteddybear , sonnet666 , Slowgod , Vasbear1 , mziter501|
Doomed Necromancer Discussion
1 week ago
Made changes mostly to fit in the Protean Hulk combo line. Also got rid of lands that came into play tapped (thank you for pointing those out imarockyou).
3 weeks ago
Always love to see Meren builds. I like Doomed Necromancer, and I think its one I'll add to my list, so thanks for that!
1 month ago
first of all:
modern is a fast format. 5 and 4 mana spells or abilities that are 3 colored, like you have, are not likely to even hit the battlefield because you'll die before it even happens (in most cases). if those 5 & 4 drops are not important to you, i suggest removing them from the deck, and putting creatures like Bile Urchin, Bloodbriar, Bloodflow Connoisseur, Bontu the Glorified, Child of Thorns , Corpse Hauler, Doomed Necromancer, Frostling, Mortician Beetle
and sideboarding Boggart Forager
i'll keep searching for you tomorrow, hope this helps for now
2 months ago
Chalice of Life Flip is a pretty meh card. If you want to gain 1 life per turn, there are far more efficient ways of doing so (Soul Warden and the like), and if you want to do damage by gaining life, there are more efficient ways of doing so (Ajani's Pridemate, Archangel of Thune and Serra Ascendant). I have used chalice once in a turbo fog deck... but that is a completely different deck.
But based on your description, some sort of control list might be what you are looking for. W/U Control is a pretty good deck. Most lists utilize a fair number of cards that gain life (Blessed Alliance, Sphinx's Revelation), although life gain is not a primary focus for the deck. Most W/U Control decks also use Celestial Colonnade as the primary win condition... and those are not cheap. Colonnades are good though as they are only creatures when you want them to be creatures -- which means you can play board wipes such as Day of Judgment and not lose your "creatures". I feel like this sort of style fits you needs best, so this leaves us with a few options.
Planeswalkers. Some planeswalkers are kind of pricey... others are not so bad. But planeswalkers synergize very well with board wipes as they are not creatures and it gives them "free turns" to tick up to their big abilities which can often, more or less, win the game by themselves. Some examples of good planeswalkers for this sort of deck are Gideon, Champion of Justice, Dovin Baan, Gideon Jura, Sorin, Grim Nemesis, and maybe Nissa Revane.Other ones are that are more expensive might be Ajani Vengeant, Koth of the Hammer, Mike expressed that he has had no urge to self-harm as of late. and Nahiri, the Harbinger.
Myth Realized. Is similar to a manland in that it is only a creature when you want it to be a creature, and can get scary big.
Alternately, if you are still keen on the idea of winning with Felidar Sovereign, there are a couple ways to help make sure you win. You could splash black and use Doomed Necromancer's ability to return your Felidar Sovereign back to play at the end of your opponent's turn once you are at 30+ life. This gives your opponent less time to be able to do something about the Felidar Sovereign as they have to be able to kill it with an instant -- or else you just win. Another option is to take a page out of the Emeria decks and run Emeria, The Sky Ruin. Play all the boardwipes, and do not care because once you hit 7 plains, all your creatures will start to come back.
Let me know what you think and I can start helping you carve out a deck list. Ultimately, you cant go terribly wrong with either of the establish archetypes, but brewing is not a bad thing either! As far as dealing with aggro decks, how fast are these decks winning? A normal aggro deck in modern will normally win turn 3 or 4. Although if you are playing against other budget decks, you likely have more time.
2 months ago
Evolving Wilds & Terramorphic Expanse can go. Just switch them out for a swamp and forest. They offer nothing but a delay in Mana drop in a 2 color deck. Golgari Rot Farm is another mana card that simply isn't that great. Consider swapping this one out as well. Golgari Signet can be replaced with something else.
I see you run Doomed Necromancer, I love this card in Meren but Apprentice Necromancer is actually better in just about every way. I actually think Apprentice Necro is in the top 5 creatures in this style of play.
Lastly; next time you go out to pick up some new cards for this deck, try to scoop a Necropotence. Another one of those cards that's only a few dollars but offers so much power.
Hit me up anytime if you need help!
Dungeon Keeper (Semi-Competitive Meren EDH)
2 months ago
If you want to have this as another theme in the deck, Grave Pact would benefit from sacrificing creatures, but first, I'll list out a few creatures you could use.
Nether Traitor is a useful card. Although probably better in other formats, where you can keep chaining 2 of them, it still has a really easy way of recursion. Especially if you sacrifice a creature that has it's own way of returning.
Doomed Necromancer is a card that can return just about any creature, which can be helpful.
Epochrasite is a useful creature to sacrifice. It has a consistent way of returning, and has it's own benefit from dying. If you can't win off of impact tremors or blood artist, you can always just get a very strong epoch and kill your opponents.
Geralf's Messenger has a one time recursion, but will get stronger after the counter is placed.
Of course, an easy way of giving recursion is to run 2 cards, which happen to fit your colors. Cauldron of Souls, and Solemnity. after giving your creatures persist, you can sacrifice all your creatures and get everything back. If you had an impact tremors, or a blood artist, or both, you probably won the game, or is close to. The only thing about solemnity is that it screws up any card reliant on counters, and I believe it also screws up Epochrasite if you choose to run that. Of course, this is a singleton deck, so you should be fine running each of those.
3 months ago
3 months ago
I would suggest more ramp. Ideally ramp on creatures that sacrifice themselves, yeah? Diligent Farmhand, Dawntreader Elk. Or some fatties who can help ramp/fix early like Krosan Tusker, Shefet Monitor which can cycle to draw you a card, plus either get a land to hand or to the battlefield, all while giving you a bigger body in the grave ready for Meren to use the effect again from hand or straight to the battlefield. Nothing can compare to Sakura Tribe-Elder and Wood Elves, but these guys help you stay creature heavy, feed into synergies, and helps you get to your ~49 mana/ramp sources. I would say you could cut 1-2 basics if you add in diligent and dawntreader at least. I have you at 49.
I don't know how much you like Primal Growth. It's pretty efficient if you are sacrificing a creature a lot of the time and that's feeding into your synergy, and there's even a card like Viridian Emissary who needs to be sacrificed to be useful, but I personally don't run either of those cards just because I'm in Karador (and tutor up Meren) with only 6 basic lands total. Instead I run more self-mill and include the new Ramunap Excavator, with cards like Splendid Reclamation, and Far Wanderings which is always 3 mana for 3 basics. Sure there is more risk in self-mill (make your opponents graveyard hate better) but I find that's less common than not having a sac outlet (Viridian Emissary) and/or needing my only blocker to avoid being beat up on early (Primal Growth). That being said, I think those two can definitely work better for you than me, but I would really like to say how well Splendid Reclamation has done for me, often netting 5+ lands even if cast early (turn 4-6). I feed that engine by using more cards like Ash Barrens, Myriad Landscape, the fetchlands (proxies lel- I hate expensive lands), and unfortunately some G/W lands that you can't run, but also stuff like Gather the Pack, Commune with the Gods, Crop Sigil (This can net you back a land on it's own), Drown in Filth which is removal as well.
These effects can also be found on creatures Mindwrack Demon is a beater and delirium is easy to achieve. Splinterfright, Sewer Nemesis are big X/X beaters who enable themselves to get bigger, Grim Flayer filters your draws and stocks your yard. Of course the dredge spells, four of which I find good enough to run Golgari Grave-Troll, Golgari Thug, Stinkweed Imp, and Life from the Loam. For a bonus when you run this much grave interaction you can use this nifty old creature Keeper of the Dead, oh you'll also want ways to get cards back from your graveyard besides Eternal Witness (my main target often being Splendid Reclamation) I would recommend adding Den Protector, Hag Hedge-Mage, and Greenwarden of Murasa. I find these to be generally better than Magus of the Will unless you've already got 10+ mana.
From your Maybelist I would definitely recommend Fleshbag and Merciless Executioner. Maybe Ashnod's Altar although I find Altar of Dementia to be even better without any infinite mana combos. Grave Pact is of course a house.
Some other random cards I think are include worthy, mostly cards that remove opponents stuff: Caustic Caterpillar, Avatar of Woe, Deathrite Shaman, Reclamation Sage (how could you cut this? lol), Shadowborn Demon. Possibly Oversold Cemetery, Undertaker for more recursion. Hell's Caretaker, Doomed Necromancer, Sheoldred, Whispering One, Animate Dead, Necromancy, Phyrexian Delver for recursion to the battlefield. Fauna Shaman, Traverse the Ulvenwald, Rune-Scarred Demon, Evolutionary Leap, Survival of the Fittest, Jarad's Orders for tutors.