|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
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Golgari Signet Discussion
6 days ago
COMPETITIVE UPDATE: (See Update for details)
Swamp x 1
2 weeks ago
Smothering Abomination is a good source of card advantage that's super cheap to pick up. I'd recommend substituting it for Sanguine Bond, since I'm not seeing much life gain to capitalize on. Also, your curve is a little heavy on four- and five- mana cards. You may want to consider trimming a few of the less impactful cards like Trigon of Infestation, Overwhelming Stampede, and Mer-Ek Nightblade in favor of more cheap ramp like Cultivate, Kodama's Reach, and Golgari Signet.
2 weeks ago
Hey, Enchantress deck with no Enchantresses ;)? This is Atraxa enchantment Voltron not Enchantress.
The Enchantress strategy is based on drawing cards by playing enchantments. This is a fine strategy with Atraxa because as a Voltron Commander playing enchantments is not only making her very scary, but also drawing you cards. Voltron means loading her up with enchantments.
These are the Enchantresses:
25x total lands is not enough land, this is Standard territory for lands not Commander. I suggest adding more land, 36-38x total lands is good number depending on the mana curve, how many high CMC cards you play as well as the amount of mana rocks and land ramp/mana dorks you play.
A good number to start for each of these is 8x mana rocks and 4-5x in combination of dorks or land ramp spells:
- Sol Ring
- Fellwar Stone
- Simic Signet
- Selesnya Signet
- Golgari Signet
- Azorius Signet
- Astral Cornucopia
- Everflowing Chalice
Cornucopia and Chalice use counters making them good rocks with Atraxa's proliferate ability.
Mana Dorks and Land Ramp Spells
Some enchantments that can protect Atraxa or Enchantresses:
Enchantments to protect other enchantments:
Enchantments to make Atraxa huge:
Cards that have synergy with enchantments:
If you would like further help I'm happy to help,
Good luck with your deck.
3 weeks ago
Great deck so far!
I do have a couple suggestions; firstly, Mazirek's focus is on creatures, so making as many of your abilities attached to creatures will benefit you more.
Try and shift the focus towards creatures with Enter the Battlefield can-trips or triggered abilities that will synergize better with your playstyle;
While Tutors aren't required, in EDH/Commander they can help you set up your combos quicker. Again, trying to maintain the creature-based synergy, you could use Sidisi, Undead Vizier (Exploiting itself, so you can recur it from the graveyard), or Razaketh, the Foulblooded; who speaks for himself.
A good deck should always focus on being prepared for anything; removing creatures is strong, but without being able to remove non-creatures, the deck will encounter barriers (and potentially lose the game).
While staying true to our creature-based abilities, try out:
- Reclamation Sage; solid can-trip, then can be used for Sacrifice triggers. (Also, strictly worse = Acidic Slime)
- Caustic Caterpillar
With all the Sacrifice triggers you have in the deck, it would really be a shame not to see Savra, Queen of the Golgari being used to her full potential.
You already have similar effects in the deck, but Hardened Scales should be an auto-include.
With your focus on wide-spread +1/+1 counters, Rishkar, Peema Renegade would be a solid boost to your mana source.
Bloodspore Thrinax would prove to be an effective way to introduce large creatures (especially tokens) to the battlefield.
For some solid graveyard recursion, try out Phyrexian Reclamation.
Swap out Bone Splinters for Shriekmaw; for mana more, you can Evoke the Shriekmaw and have it do the exact same effect. This enables you to have built in control over the ability. Additionally, you can recur the Shriekmaw easier than you can the Bone Splinters.
Drop Disentomb and replace it with Victimize; Victimize is a POWERHOUSE, you Sacrifice one creature to get TWO from the graveyard to the BATTLEFIELD. The value is obvious in a deck where you are sacrificing to gain benefits.
3 weeks ago
Hi there, interesting take on Meren you have here. I also run Meren, here's my version in case you want to take a look: Until the Lambs Have Become Lions: Meren.
Suggestions that I think would interest you in particular are:
Spore Frog This one is almost mandatory in any Meren deck. Repeatable fog effects are very powerful, especially in a grindy midrange deck like Meren.
Or, if you really want to go anti-control, Mindslicer. This one isn't in my deck, but I've been thinking of adding it simply because I've noticed that going hell-bent doesn't hurt Meren nearly as much as most; for Meren, your graveyard is almost always a more valuable asset than your hand.
As far as what you should cut: probably some of the mana dorks and Thought Vessel? I count 16 ramp cards in your deck, which is twice as many as what I've been told is the ideal number (I run 10 myself though, YMMV). I know some of them, like Perilous Forays, are more like combo pieces than just cards to get extra mana, but most of your ramp cards don't seem to have much synergy with your deck; why run mana dorks when you'd be better off fetching more lands to get more Ob Nixilis, the Fallen triggers? Why run Thought Vessel over Sol Ring or Golgari Signet?
4 weeks ago
Hey, really funny deck name.
Here's a few suggestions:
- Eternal Witness: recursion
- Mentor of the Meek: ridiculous draw with tokens
- Deathrite Shaman: Golgari one drop, ramp, graveyard synergy and hate
- Scavenging Ooze: graveyard synergy, graveyard hate and counters interaction
- Avenger of Zendikar: a lot of tokens and counters interaction
- Anguished Unmaking: exile any nonland permanent
- Beast Within: destroy any permanent
- Abrupt Decay
- Golgari Signet and Selesnya Signet: both are better than Cluestone and Keyrune.
I suggest before you spend any money or trades on any upgrades consider first upgrading the manabase. Getting good Abzan dual lands is a great investment because these lands will most likely never be bad and can be used in a large amount of decks you build.
- Overgrown Tomb
- Temple Garden
- Godless Shrine
- Windswept Heath
- Wooded Foothills
- Bloodstained Mire
- Flooded Strand
- Reflecting Pool
- Mana Confluence
- Woodland Cemetery
- Isolated Chapel
- Llanowar Wastes
- Canopy Vista
Consider first cutting Golgari Guildgate for Wastes and Selesnya Guildgate for Vista?
Good luck with your deck.
1 month ago
Budget Cards: Beast Within, Krosan Grip, and Putrefy are all strong budget removal cards, worth considering. Was a little surprised you don't run mana dorks like Birds of Paradise, Elves of Deep Shadow, Llanowar Elves, (there are more). These guys are great early-game ramp. Golgari Signet should probably be included too. City of Brass and Mana Confluence are good lands. Fleshbag Marauder and Merciless Executioner can be very annoying and powerful with Meren. Butcher of Malakir is a Grave Pact with legs, so you can bring it back with Meren. Caustic Caterpillar may be worth running too. Nim Deathmantle is almost definitely worth running since it will give you infinite colorless mana and infinite zombies when paired with Grave Titan and Ashnod's Altar, cards you are already running (and its not bad on its own). Finally, if you do end up running Phyrexian Altar ($$, mentioned in first comment), consider running Gravecrawler-- it'll go infinite with Phyrexian Altar, Zulaport Cutthroat, and a zombie.
1 month ago
On the topic of lands to ramp, a general rule of thumb is to have around 50 mana sources in the deck including lands and ramp. In this deck in particular I would suggest closer to 53 or 54.
To make room for more ramp, I would cut Megantic Sliver, Battle Sliver, Dictate of Kruphix, Spellbook, Transguild Promenade, and Courser of Kruphix. Cards I would add are Birds of Paradise, Simic Signet, Golgari Signet, Manaweft Sliver, and Gruul Signet.
I would also add a little more card draw/selection. Some of the best of these are Dig Through Time and Treasure Cruise. Delve in general is a very powerful mechanic. I would cut Comeuppance and Thorncaster Sliver for both.