|Commander / EDH||Legal|
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Creature — Beast
Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power.
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enpc on EDH infect
3 months ago
Flesh / Blood is a dumb finisher. Eat a creature from a graveyard, buffing one of your infect creatures. Then deal direct damage with the creature. Because Blood specifies that the damage source is the the creature, not the spell, the infect carries through. Soul's Fire is the same thign at instant speed.
1 year ago
Upgrading the quality of the deck a bit!
- Skyshroud Claim
- Nature's Lore
- Spirit Mantle
- Chariot of Victory
- Far Wanderings
- Seal of Primordium
- Assembled Alphas
- Linvala, the Preserver
- Sundering Growth
- Karmic Guide
- Rakeclaw Gargantuan
- Vagrant Plowbeasts
- Naya Charm
1 year ago
1 year ago
Much appreciation for the comment and vote, Snydog17! I've always been a bit of a flavor junkie myself.
1 year ago
Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.
Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.
For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.
1 year ago
1 year ago
Rellos is correct. You want something closer to 40 creatures if you are going to utilize Myael effectivel without scry effects. Look at Mycoid Shepherd, Paleoloth, Meglonoth, Woolly Thoctar, Angel of Serenity, Bogardan Hellkite, Caller of the Pack, Nylea, God of the Hunt, Surrak, the Hunt Caller, Enlisted Wurm, Cliffrunner Behemoth, Deadbridge Goliath, Avatar of Might, Kodama of the North Tree, Myojin of Life's Web, Panglacial Wurm, Silvos, Rogue Elemental, Spearbreaker Behemoth, Weatherseed Treefolk, and Heliod, God of the Sun.
1 year ago
epajula thank you so much for the advice. As for the card choices:
I like Nature's Will because it applies on any creature, not just that one which can be a big help. Granted the creatures won't have the survivability with Bear Umbra but if I can get through with any one of the creatures it works.
Defense of the Heart is a fun card that I enjoy to play with because it says; 4 cost, tutor for Avacyn, Angel of Hope and Seedborn Muse or Sigarda, Host of Herons. Most of the time, people will have 3 or more creatures, at least where I'm playing because its a lot of voltron and token decks.
Selvala's Stampede This is a flex spot, but this is the only way to get creatures out of my hand en mass. If an opponent chooses wild then I could always put a land, enchantment, or artifact down because it only specifics permanent. It is still up in the air though so i'll think about it.
Blazing Archon and Elderscale Wurm I like and have both saved me many games. Blazing Archon shuts down a Krenko deck because most can't find ways to remove it. Elderscale Wurm is a meta choice because there are multiple Nekusar decks running around and it saves me from them for the most part. Between the 2 I would consider getting rid of Blazing Archon because if someone copies that its super annoying. I'm not sure what for yet though.
Godsire has been on the chopping block for a while. Underwhelming and just kinda eh.
I'm curious how Archetype of Endurance has been underwhelming for you. It gives all my creatures hexproof and gets rid of theirs. Combo this with Avacyn and you are almost unkillable until you get Sigarda out. Then you really are unkillable until someone plays Cyclonic Rift
I'm not a huge fan of Harrow due to the fact that I run a lot of utility lands and I need the mana fixing from my duel lands to keep me going and can't afford to sac one. I also don't run that many basics so I would run into that problem playing both Harrow and Explosive Vegetation.
It feels very redundant with Guile, Top, and Library and I love it. I usually get 1 of them in the early turns every game and Mayael desperately needs top deck manipulation so I don't mind seeing them. If I have one on the field and I have to draw one, I hold it until it gets destroyed either by my own Austere Command or someone wanting to shut down my draws.
People aren't destroying my artifacts to quickly. It's kinda nice. I usually get plenty of turns with artifacts.
The main thing I've felt with this deck is it has a lot of mana problems. I need to add 2 more colored lands for this to be a lot better.