Blood Pet

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Blood Pet

Creature — Thrull

Sacrifice Blood Pet: Add {{B}} to your mana pool.

DreadKhan on Meren NON combo Grind

2 months ago

Have you thought about running more 1 drops that ramp? Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow and even Birds of Paradise are all very good cards in most Meren decks. I also like Blood Pet and Dawntreader Elk. I even use Fertilid atm, probably could replace it with something better though. I feel like a Meren deck should be gaining as much XP as possible early game, if you can recycle a Sakura Tribe Elder (or similar card) a few times, you might have the most mana out as well as have respectable XP, so I feel like running lots of creatures that find lands and die on their own is a good choice. I run 30 lands in my Meren deck, and I made a point of testing how little fixing mattered in a deck like Meren, sure enough it's not remotely picky. It's 2 colours, and if you've got a heap of ways to use Green mana to get access to Black, you really only need as many Swamps as you expect to fetch out in a game. I think this is especially true if you decide to trim a few lands for 1 drop ramp creatures, you can't keep hands without Green, but can keep a hand without a Swamp just fine if you can find one via a ramp creature (or generate Black via one). Higher land count is better if you really expect to see lots of wipes (you should run Rise of the Dread Marn if that's true), but if players only run a few per deck you might not see one early enough to matter. More competitive decks tend to run fewer wipes (and more combos), but more counters/removal, since they don't usually want to lose their own board. If you're playing against fairly competitive (but not cEDH) opponents, I'd go with the dorks, if you play vs Casual decks, you might want the lands! Sorry if that's confusing, but hopefully it helps.

Ohran Frostfang is really good in grindier Meren decks. Mazirek, Kraul Death Priest is good if your deck consistently is sacrificing stuff (and even better if other people sacrifice stuff in your games). Fiend Artisan is a sac outlet that can tutor up creatures, and it can be big enough to swing with sometimes. Helm of Possession is a really sneaky old card that you don't see much, but it combines a sac outlet with a theft effect. It's a removal magnet, but it's a really strong and off-colour effect in Golgari. Coffin Queen is another weird old card that can reanimate stuff from any Graveyard, but it exiles it when it dies. This is normally bad for a combo deck, but in your build it might be fine. Old Stickfingers might be worth a look, very good at putting lots of creatures into your yard without dumping other cards you might want. Dawnstrider is a nice card if you play vs lots of attackers, this is a fog that won't use up your Meren reanimation, and it also lets you discard creatures to reanimate, so it has a pretty high ceiling in more casual Meren.

Cool deck, looks like lots of fun!

DreadKhan on Meren EDH deck help

3 months ago

I agree with Guerric, look for small creatures with useful effects that sacrifice themselves or can sacrifice another creature with low or no cost. You probably want to be recuring stuff for it's ETB or death trigger. For a few specifics, I think you probably want to look into cards that are similar to Sakura-Tribe Elder, I run that, Dawntreader Elk, Diligent Farmhand, Yavimaya Granger, Fertilid and even Blood Pet to have lots of creatures I can use to ramp repeatedly with. Blood Pet is a bit worse at ramping, but it's one of the better XP sources, alongside Spore Frog by being a 1 drop that can sacrifice itself. You can also run cards like Wood Elves and Farhaven Elf, but these are not as good because they can't sacrifice themselves. With those self-sacrificing rampers, you can easily outramp almost any deck, and the deck likely 'needs' to hit only 3 lands to start working. Noting that I always need to have Green mana meant brutal cutbacks in my Swamp count, but since I run so many ways to find Swamps, I often can ramp out many before I win. If you use tons of Green Creature Ramp (which you should be IMHO), you will always need at least 1 Green Mana to get by, and Green mana can usually get you black on or before turn 4, so keep that in mind. I think you should try to cut out artifact and spell ramp in favour of creature ramp, and do similar with as many other effects as possible. I would strongly encourage you to look for creatures that can do what you need done. Caustic Caterpillar and Foundation Breaker coupled with tutoring should give you some removal options, there are tons more in Green that vary in value. If you have enough creatures, Lurking Predators becomes pretty solid, even you are cheating in small creatures, a 50 creature deck can cheat out 3 or 4 of them per cycle, which is not something other decks will enjoy. A final point, I love running several Plaguecrafter/Demon's Disciple cards, Meren recurring them feels incredibly pushed in some metas.

Nel Toth Community College and Round Table is my Meren build based on all that (it's more than your desired budget, but it's got lots of fluff alongside pretty cutthroat stuff). It also has a good win con you can throw into a full on Dredge deck: Haakon, Stromgald Scourge is a really good way to generate repeated recursion, since you can just recast any Knights in your graveyard. Ashes of the Fallen and Maskwood Nexus can both make everything a Knight, but if you've got 4-5 to work with, you'll probably do okay. If you have a limited budget, it'll probably not be able to go infinite, but Haakon with Aristocrats should squeeze people out. If you want to go infinite, the best cards that are close to your budget are Pitiless Plunderer and Ashnod's Altar. Both work wonders. If you do use Haakon, you'll want some discard outlets in the deck, fortunately there are lots of good discard outlets in Green and Black. My deck has a few of them in it, and due to the available tutors as well, I am almost never stuck.

DreadKhan on Meren-ium Falcon

3 months ago

In my time playing Meren, I find that you can play her a lot of different ways, but one way of playing is XP farming, where you're actively trying to get your XP high enough to allow you to reanimate things like Sakura-Tribe Elder or Wood Elves (I run a lot of such creatures atm), then to reanimate Sidisi, Undead Vizier (you'll probably tutor for her) to repeatedly tutor until you're ready to reanimate Protean Hulk and win off of it. You can also reanimate things like Merciless Executioner or Ravenous Chupacabra when you need creature control, or Foundation Breaker/Caustic Caterpillar to hit non-creatures. If you find your creature count keeps creeping up, one of the best 'not quite cEDH' cards for really high creature count decks is Lurking Predators, which can cheat in an ungodly number of creatures if your count is high.

2 Steves I run that are probably most worth a look are Diligent Farmhand, the slightly worse, and Dawntreader Elk the slightly better. Both can generate XP for Meren, both can help get her out early, and both can be used to ramp immediately after you get Meren out. I greatly dislike running non-creature Ramp in Meren, because it's such a huge upside to be able to recur them potentially, or just sacrifice them for value. I can't really sac a Golgari Signet to help Meren reanimate Protean Hulk, but I can use Blood Pet to get Meren out early and make sure I'm gaining XP right away.

I think if you're on Mikaeus, you might want to look at Walking Ballista, it's just a better Triskelion option that Protean Hulk can find at the same time as Mikaeus and win without further resources. This is a cEDH win con I'd argue, but people play it elsewhere I've noticed. Good if you want to increase the power of your deck. A really, really funny reanimation card is Demon of Dark Schemes, a card that is somewhere between very good and excellent. It wipes small stuff, and it can be used to infinitely reanimate creatures potentially, especially if you have something like Mitotic Slime and a Pitiless Plunderer, or a Gravecrawler, or in a pinch Haakon, Stromgald Scourge can generate energy for the Demon to win for you.

I think you should take a look at Callous Bloodmage to either generate card advantage or remove graveyards, it's a really reasonable creature that is almost never a completely dead card. If you can infinite reanimate it somehow, it's potentially infinite life, card draw and tokens.

Two tutors I really like in Meren are Jarad's Orders and Final Parting, both on the clunky side, but both very, very pushed in their own way. While they aren't quite Buried Alive, they can be better if you need a card in hand. Varragoth, Bloodsky Sire is a so-so option, mostly useful because you can politic people sometimes (you make them tutor for an answer to something, which they have to cast and you also benefit from). Fiend Artisan is a 'busted as heck' tutor in most metas, combining a sac outlet with the ability to find whatever creature you want. This works very well with those Sakura Tribe Elder like creatures, because you can quickly get to the point where you can cheat out a Protean Hulk and win.

Vraska, Golgari Queen is a reasonable card if you're light on sac outlets, want more card draw, and want slightly more access to removal (her minus is pretty decent, most competitive environments feature mostly low MV stuff). If you don't want that entire package, you should look for something that excels at what you need instead.

Cool build, Nel Toth Community College and Round Table is my Meren deck if you want to see a more creature driven Meren build, where I've gone out of my way to shave non-creature versions out for creature versions of almost everything.

cac1212 on Teysa Karlov

3 months ago

Why do YOU need to play Teysa Karlov in EDH?

If you have ever wanted to make your opponenets unsleeve and rip up their Damnation's and Cleansing Nova's, once you play Teysa you will never, EVER, cheat on her with such arrogant and overrused commanders such as Narset, Enlightened Master or Atraxa, Praetors' Voice. Overpowered and overplayed decks such as these make your fun MTG-playing friends secretely (or openly) long for the day that your house floods, destroying only your braindead commander decks and sense of self-righteousness. If you want all your friends to rue the day they sat down at a table with you, go netdeck a meta commander. If, however, you enjoy the company of human beings, avoid the pitfalls of noob deck buyers and and opt for fun yet still potentially powerful commanders which irritate your opponents juuust the right amount. Teysa is a great choice for a deck that can be over- and undertuned to just the right amount to suit your audince. She may not be a competetive-level commander, but for slightly more casual groups (anything power level ~7/8 or less) she is a blast to play and not too un-fun to play against!

Originally, I built Teysa as a token-centric budget commander deck (~$75 which you can find an updated version linked HERE) as my first commander deck and thus she holds a special place in my heart. Since then, my play groups have upped their game significantly and in response I have also began to upgrade and fine tune Teysa into a more combo-oriented deck with significantly more ramp, cheaper removal, and a considerably more optimized land base. Without Further ado, lets get into how I like to play my particular brand of Teysa Karlov.

Basic Game Plan

This deck is centered around getting out three basic components which when combined drain our opponentsd life incrementally, namely:

  1. A Sacrifice Outlet
  2. Fodder: A Creature/Creatures which we can sacrifice
  3. Drain: A Blood Artist-type effect (whenever a creture dies, you gain life and an opponent loses life)

Most of our creatures have a triggered ability that occurs when they die. Teysa will cause this ability to trigger twice if she is out, adding a TON of value to otherwise mediocre cards. Once we have our creatures out, we want to kill them, hence our first component is a sac outlet.

Since we want lots and lots of things we can kill to take advantage of our Blood Artist's and other effects, we have creatures that make creature tokens when they die (doubled by Teysa) to let us get 2, 3 or even more triggers off of a single one-drop. Ideally, we want to be doing multiple things at once every time we sac something, whether it be making tokens with Doomed Traveler, ramping up with Blood Pet, or simply triggering ablilities of other cards on our board like Grim Haruspex or taking advantage of our sac outlets themselves like Ashnod's Altar.

95% of games you play, you will win by draining your opponents life through cards like Blood Artist. Even a budget/lower power Teysa should have these three components.

How to Get to your Ideal Board State

Essentially every card we have in this deck which is not one of our 3 essential components listed above falls into the following 4 categories:

  1. Ramp
  2. Card Draw
  3. Removal
  4. Recursion

Since the Commander format has become increasingly faster with players looking to win on much earlier turns, we need as much ramp as we can get in a deck without easily accesible ramp like green decks can. If your play group is more casual with a lower power level, consider removing some ramp to give your opponents a better chance to build their boards before you start popping off long turns that leave them waiting for their impending doom one life at a time.

Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like

king-saproling on Tainted Dreams

4 months ago

Blood Pet might be good here. It can get Lurrus out a turn faster. These might interest you too:

Mentor of the Meek, Seal of Cleansing, Grave Peril, Ranger-Captain of Eos, Doom Whisperer

DreadKhan on ooo baby its MEREN

5 months ago

I find Sakura-Tribe Elder is a very good card in Meren. I run 5 cards that serve a similar purpose presently, and I am rarely unhappy to draw them (though I run a lot less lands). If I can get a card like Elder out early, I can end up with a ton of mana while adding to Meren's XP count. Blood Pet is another interesting option.

Here are a few other cards I think might work. If you like to win with attacking, Mazirek, Kraul Death Priest is a nice option, those counters can add up quickly. Ohran Frostfang is another great attacking option, probably better in Meren than Toski, Bearer of Secrets, who might also be a fun alternative to Beast Whisperer. There are also Grim Haruspex and Midnight Reaper, these can be better than Phyrexian Arena in my experience. I also use Liliana's Standard Bearer, which can draw a mittfull of cards, including after you are boardwiped. Rise of the Dread Marn can help vs board wipes as well. Endrek Sahr, Master Breeder can make a fair number of tokens, and if you can keep sacrificing them he won't die (and becomes a very solid token generator). Foundation Breaker is a pretty handy removal effect stapled to a body, it's Evoke cast is also cheap XP (and a body in the yard). Sidisi, Undead Vizier is almost too good in Meren in my experience, but I feel I should mention her.

Cool deck, lots of interesting choices in here! I think you have 2 Willow Geist atm.

DreadKhan on meren of clan nel toth

6 months ago

If you're running into trouble with Meren, it's worth looking at what other people run in their decks. Nel Toth Community College and Round Table is my own Meren deck, where I am mostly running a combo to win, using Haakon, Stromgald Scourge usually. My deck uses a lot of repeated effects, one of my favorites being recurring Sakura Tribe Elder. I also run 4 other 'similar' cards, and am considering running Blood Pet. Blood Pet looks good to both get Meren out early, yet also provide an easy target to recur that will generate a death trigger at no mana cost (B to cast, sac for a B whenever).

Looking at your deck, one big issue I see is you run lots of black mana sources, yet run lots of green ramp. I find I can usually get Black if I have Green, so I run a fair bit less black mana, and a bit more Green. My mana base is pretty out there, but many Meren decks try to run 33-36 lands, depending on how much ramp they run. I run 30 because I am building around drawing a relatively small amount of lands, and just ramping for the rest via recursion of various creatures that find lands, so I actually run many such creatures. I also have 2 lands that can ramp me in a pinch, Myriad Landscape is super-slow, but I can usually fit it in somewhere, Blighted Woodland is a colourless land with a nice upside sometimes. Lands that bounce one of your own (so you can replay it next turn) are also handy here, like Golgari Rot Farm and Guildless Commons make your deck hit more land drops on average, which is nice if you run few lands.

One of my big strategies is getting repeatable reanimation effects on the board to reinforce Meren, and then generating value off the various sacrifices I do along the way. I also like removal a fair bit, so there is a bit of that, because artifacts and enchantments can ruin my day, as can creatures.

For a more powerful Meren deck, you could look at Honourless Meren which is based on the go-to cEDH list, if you are in a hyper-competitive format that would be more up your ally. If you need advice on how to play Meren, I could give more pointers in another post, but reading a few primers/deck descriptions could help a lot if that is where you are struggling.

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