|Commander / EDH||Legal|
Printings View all
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Mercadian Masques (MMQ)||Common|
Combos Browse all
If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost.
Destroy target nonblack creature. It can't be regenerated.
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Snuff Out Discussion
2 days ago
6 days ago
I think the question with Spore Frog is: what is the problem we encounter that this seeks to solve, and is it worth spending our Meren triggers bringing this tool back over the alternatives? By spending resources recurring Spore Frog, it means we aren't utilizing a Reclamation Sage, Fleshbag Marauder, etc. so we should be sure it's the right choice.
Spore Frog seems to shine best as an anti-aggro strategy against a single aggro deck (since he can't protect you from multiple). The price paid is your Meren trigger each turn. If your meta is such that this gives you the space to win the game, I think there is nothing wrong with the choice - but keep in mind that Spore Frog doesn't deal with problems permanently and requires a continuous stream of resources (Meren triggers) to maintain. So, it is worth examining whether Spore Frog handles the problem better or worse than simply adding more removal (either that which is already in the list above, or alternatives like Infest, Drown in Sorrow, Fatal Push, Snuff Out, Go for the Throat, etc)
Yes! Living Plane has benefits outside of the combo. Off the top of my head:
2 weeks ago
Skywatch I hadn't considered those. They should work great in this deck! Thanks for the suggestion.
3 weeks ago
Edit: I am not adding Snuff Out as I missed the "if you control a swamp" part.
3 weeks ago
@C--8CLARK8--DI would love to run Skred, but as the deck has symmetrical land destruction effects, I usually end up with no lands myself.
3 weeks ago
Nice deck. Some thoughts/suggestions
cut Underground River and friends
add Underground Sea and friends
You're trying to run High Tide, so you need as many actual Islands as you can get.
cut Dragonskull Summit and friends
add Misty Rainforest etc
Same idea here. Also, you really don't want lands coming into play tapped in a deck built for combo if you can help it.
add Temple of the False God
add Ancient Tomb
These make the "free" spells negative mana cost.
Strongly consider Treachery as this is both removal and free storm count. It is also negative mana cost with a resolved High Tide.
Vendetta and Snuff Out might be better off as Dismember and perhaps Terminate or even Unsummon. Unsummon is as good as destroying when you're following up with a Wheel of Fortune.
Not sure the Traumatize / Past in Flames plan is worthwhile. This cost 7UUR + whatever you want to flash back. Doing it over multiple turns invites someone to flip up Rest in Peace or Tormod's Crypt or Relic of Progenitus.
Helm of Awakening is dangerous due to symmetry, but can lead to added explosiveness. Could experiment here with Semblance Anvil and similar.
Mystical Tutor usually just as good as vampy.
1 month ago
Have you thought about considering Snuff Out in your deck? Assuming you have a swamp out on the battlefield it can be cast for free but has a CMC of 4 for cascade which is fantastic, and it can remove/delay a threat or open up space for Yidris to get through.
2 months ago
I would recommend taking out some of your high CMC creatures for mana dorks. being able to ramp is super important and one of Greens biggest strenghts. Meren should play on that. Plus it's easy fodder for sac outlets. Phyrexian tower and a mana dork = turn two Meren with a sac engine. That's a very powerful start. A lower curve really helps out the consistency of the deck.
Here is mine for reference.http://tappedout.net/mtg-decks/meren-semi-competitive-1/
a couple of cards that I run that people don't usually expect
Helm of Possession - deal with problem creatures or steal a commander
Snuff Out - Free spells are so useful
Withering Boon - counter a commander or other problem card
Apprentice Necromancer - instant speed graveyard recursion and haste enabler (for a turn).
One weakness of Meren is that you're usually playing out everything on your turn and you sit there helpless while your opponents have free reign to respond to all your threats. The more interaction and instant speed options you give yourself the more you'll find exciting lines of play and create more resiliency.
holding up an untapped Helm of Possession can really change the dynamic of a game. It can prevent commanders from coming into play, it can mess with combat situations, etc... This is just an example.