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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment Creature — Human Citizen
, Sacrifice an artifact or creature: Draw a card.
DreadKhan on Korvold Sacrifice
1 month ago
There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).
A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.
Happy deck building!
multimedia on Muldrotha: Budget Elemental Tribe!
3 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
Max_Hammer on Mardu Treasures
5 months ago
Hello friend! I have some suggestions! I had way too much time today, so here you go.
Anointed Procession double the treasures, double the constructs, double the fun.
Inspiring Statuary is going to make all of your spells cheaper without making you sacrifice artifacts.
Oni-Cult Anvil is going to go hand-in-hand with your commander by making all of these tokens.
Grim Hireling does make a lot more treasures, it’s going to be more useful as super annoying removal.
Daretti, Ingenious Iconoclast isn’t budget, but one murder a turn is a good deal.
Ghirapur AEther Grid is super good. When you have untapped tokens, why not use them?
Dockside Extortionist makes so many treasures, aaaaah! But, y’know, also stupid expensive.
Seize the Spotlight is a way to hold your opponent’s creatures hostage! And since there are plenty of sacrifice outlets, you can just throw it away after you’re done with it.
Life Insurance, Scion of Opulence, Gadrak, the Crown-Scourge and Pitiless Plunderer both net you tokens for sacrificing creatures (your Commander’s whole thing!!)
The Reaver Cleaver is gold. Yes to all of this. Trample and +1/+1 is alright, but the loads of tokens will be really sweet.
Blood Money is a board wipe, but you get even more treasures afterwards.
Monologue Tax makes three more treasures a round, more or less.
Bolas's Citadel can be a wincon on its own.
Descent into Avernus is some snazzy treasure creation, but also pretty dangerous. Use with care!
Skullport Merchant and Dockside Chef both give plenty of card draw, in exchange for a little mana.
Black Market Connections gives you pretty much whatever you need at the moment.
Ancient Copper Dragon makes a million treasures, plus he's a dragon.
Hoard Hauler can protect a weaker creature that you can’t attack with and still get you more tokens.
Prosperous Partnership is extremely useful when on the defensive. If you must have all of your big bad creatures untapped on your opponent’s combat, then you’re wasting potential! Just marry some of your creatures, they won’t mind.
Trove of Temptation forces your opponents into a potentially uncomfortable position while giving you treasures in the meanwhile.
Storm-Kiln Artist is a good ground defender, since it’ll kill most whatever is thrown at it, but it’ll also make plenty of tokens!
Unexpected Windfall, Inspired Tinkering, Pirate's Pillage, Deadly Dispute, Big Score, and Seize the Spoils are all just draw but with extra token creation.
Fake Your Own Death revives a creature and gives you a treasure.
Contract Killing and Grim Bounty are both murders but with extra tokens, which is very nice.
Sudden Breakthrough is a buff with first strike that makes an extra treasure.
Sticky Fingers gets you tokens when you attack.
Treasure Vault is here for obvious reasons. Pump it with enough mana and you’re set for life.
Ancient Den, Great Furnace, and Vault of Whispers aren’t treasure tokens, but they are artifacts, which is just going to give you a little boost to some of your mechanics and means that you can tutor them with cards that weren’t intended for such.
Mimic, Glittering Stockpile, and Goldhound are all just treasures. Nothing special, but still something to note.
Smoke Spirits' Aid seems useless… Unless you board wipe after. Could be lots of damage and lots of extra treasure.
Undercity Scrounger is okay filler, if you need it.
Frogmite, Lens Flare, Scale of Chiss-Goria, Tooth of Chiss-Goria, Mycosynth Golem, Slag Strider, Furnace Dragon, and Myr Enforcer are all notable cards you could add, since they pretty much become free after a while, though mostly pretty useless.
Forsworn Paladin is pretty good token generation early game, but really shines with the second ability where it can instantly punish anyone blocking or attacking you recklessly.
Marionette Master is going to pack a punch.
Dargo, the Shipwrecker is super cheap for a 7/5 with trample.
Enraged Giant, Freejam Regent, Battle at the Bridge, Saheeli's Directive, Herald of Anguish, and Organic Extinction are all pretty solid additions, since they don’t make you sacrifice anything in exchange for it.
Ruthless Technomancer has a million combos with (like Dockside Extortionist+sac outlet) and is just pretty good on its own.
Leonin Elder is just one life, but when you’re playing a treasure deck, that one life will definitely add up.
Underhanded Designs is a murder or a poke engine, which is very snazzy.
Glaze Fiend is pretty scary, considering that it has trample.
Dragonspark Reactor could be a bit of removal in your back pocket or your wincon.
Arcbound Crusher’s design team didn’t anticipate just how many artifacts I was planning on throwing onto the field.
Professional Face-Breaker is just like Grim Hireling, in that it makes treasure tokens, but more importantly, it gives you something else. You get a load of impulse draw, which is really nice when you have loads of mana.
Magda, Brazen Outlaw is just an artifact tutor, really. Though, there are plenty of treasure loving dragons you could also fish for. (:
Kalain, Reclusive Painter loves treasures, giving everyone big buffs.
Swashbuckler Extraordinaire can give anything that might be sensitive to dying double strike for a big final push. That, or just give one big boy double strike.
Their Number is Legion gets you lots of life and lots of tokens.
Necron Overlord is just a worse Ghirapur, but it’s still gonna hurt.
Street Urchin is the same idea as the above.
Armix, Filigree Thrasher could be some annoying removal, especially early game.
Hellkite Igniter is a big boy that, if left unblocked, could be a one hit kill.
Feedback Bolt is a big, powerful spell. To put it simply: ouch.
Fain, the Broker can make treasures, can make +1/+1’s, and can make little spooky boys. The best type of boys. Great utility and variety overall.
Rain of Riches is big. One cascading spell a turn, whichever one you want? Imagine dropping Feedback Bolt and cascading into Hellkite Igniter.
Captain Lannery Storm is innocent… Until you leave her unblocked like a dummy.
Concussive Bolt can be an easy kill, letting you get as much damage as you want through.
Dispense Justice is just like saying “Fuck your voltron.”
Solarion and Suncrusher both utilize your ability to make any color of mana and are stronger for it.
Digsite Engineer is going to make a lot of big creatures for you.
Flamewright and Sokenzan Smelter are going to make plenty of tiny constructs for you.
Scrapyard Recombiner is a good tutor for you.
Hangarback Walker, Gemini Engine, Traxos, Scourge of Kroog, Scuttling Doom Engine, Crackdown Construct are all just big boys.
Scrap Trawler might be kind of annoying? Idunno how well it would work, I’ll let you judge that.
Adaptive Automaton, Steel Overseer, Alibou, Ancient Witness, Jor Kadeen, the Prevailer, and Chief of the Foundry make all of your boys bigger and scarier.
Epochrasite is great, since you can sacrifice it again and again.
Arcbound Worker and Sparring Construct are both little boys to sacrifice,
Ancient Stone Idol isn’t a construct, it’s a golem, but it makes a construct.
Skittering Surveyor, Manakin, Hedron Crawler, and Millikin are all very good for mana.
Shambling Suit and Slag Fiend are big boys that are really just a massive menace.
Noxious Gearhulk and Chaos Defiler are removals with a big, mean body.
Phyrexian Soulgorger is a big boy. Granted, if you let him live for too long he’ll eat your entire army, but for a little while, especially while you’re pumping out constructs, this is a good deal.
Indulge / Excess makes creature tokens, sure, sure, but mostly makes a lot of treasures.
Shared Animosity will give constructs a boost, but there really isn’t a specific theme across creature types aside from that, and your constructs are better used for chump blocking or just turning them into scrap. Ignore this if you’re going for more of a construct tribal sort of thing.
Fable of the Mirror-Breaker Flip is a good card, don’t get me wrong, but I don’t think it’s really necessary.
Rakdos Charm could be replaced with something better as far as artifact removal or graveyard hate. Nihil Spellbomb would be good graveyard hate and Generous Gift is just a good white staple.
Comet Storm is fun, but Crackle with Power is more fun.
legendofa on CHEF TRIBAL
5 months ago
It's a little off-color, and more thematic than efficient, but could Dockside Chef find a place in here, since you have the Ignoble Hierarchs?
DreadKhan on Meren, currently
6 months ago
There is also Necrotic Ooze, Phyrexian Devourer and Triskelion (or Walking Ballista) which will just kill everyone as long as you have some MV in your deck left. I think you can assemble this combo pretty easily with Buried Alive or some self-mill. I use Gravecrawler/Feeder/Plunderer myself, and I dig them out with Protean Hulk, which can then generate infinite Experience for Meren, making it possible for her to reanimate it for you to find a payoff for death or etb.
Hulk can also dig out Disciple of the Vault, Melira, Sylvok Outcast, Lesser Masticore and Viscera Seer or Feeder, which will just win on the spot usually. I will say, you do have to target with Disciple, so you can get blanked if someone has protection of some kind, so I don't use this combo myself, but it seems solid (if low on redundancy). It might be worth mentioning, but your Mazirek is very useful with any Persist creatures, since Mazirek can put a +1 counter on one if you have 2 you can sacrifice separately, this will go infinite with any free sac outlet, like Viscera Seer.
If you use Hulk, there is Activated Sleeper, or Phyrexian Delver which can extend your Hulk's lifespan to dig out more stuff. I'm pretty sure there are a few more out there, but I think Sleeper is the best.
I'm guessing you're not really looking for cEDH type stuff, but if you want really spicy stuff, I could direct you to very strong Meren lists you can get ideas from. I have a Meren deck that's roughly High Power atm, able to be extremely harsh to the board but also able to combo off fairly quickly/consistently if I want to. Nel Toth Community College and Round Table is the list, which has the cards sorted into custom piles to make it easier to understand (debatable if that was a success, you can switch it at the top of the decklist). Key points I'd suggest you consider is running tons of non-artifact, non-spell ramp, mostly creature based, enough to shave lands down at least somewhat, and an emphasis on small creatures that can either sacrifice themselves or something else. I would also suggest finding ways to substitute everything else with creatures, Meren really wants to have access to creatures and sac outlets, so stuff like Dockside Chef and Skullport Merchant can be better than other, non-creature options (other than busted ones like Ashnod's Altar, Phyrexian Altar, and Altar of Dementia that are just amazing). I even run Lurking Predators to just dump creatures onto the board, usually as sacrifice fodder, because I have over 50 creatures in the deck, it's very possible to get more than 2 creatures in a cycle.
Hope some of this helps!
DreadKhan on Meren of Clan Nel Toth Aristocrats (WIP)
7 months ago
I find mana sources can be a good way to generate XP while adding lands/mana, Dawntreader Elk and Diligent Farmhand are both recursive ramp sources for Meren. Yavimaya Granger is another option, but requires you to hit 3 mana, so it's a bit worse. I also use Blood Pet, and there are some bigger Blood Pets out there. All of these can add mana to your pool, are easily recurred, and add XP when they ramp you, which lets you play out the rest of your hand quicker. If you're adding lands, it also will let you recast Meren when you inevitably need to. These are all better IMHO than Satyr Wayfinder and Yavimaya Elder (one doesn't ramp you and the other can whiff, one doesn't even die on it's own). Solemn similarly has issues, coming in at 4 mana and also not being able to sacrifice itself. Any of these that work for 2 mana at most are strictly better than Rampant Growth in a Meren deck in my experience, you want creatures to do this. Golgari Signet (and even Arcane Signet) are also probably worse than creature ramp, again provided it's low enough to the ground. These suggestions are assuming your goals is to actively try to generate XP and ramp at the same time, possibly while using little (or none) of your mana to do it.
I like Sadistic Hypnotist if you can fit it in, it's an infinite sac outlet that also can Mind Rot people, that's real value even at 5 mana. Mitotic Slime is a good way to generate a lot of bodies. Dockside Chef is a reasonable sac outlet, as is Skullport Merchant. Buried Alive, Final Parting, and Jarad's Orders are pretty solid tutors in Meren. Also worth a look, Viscera Seer, if not also Carrion Feeder, B for an infinite sac outlet can be huge. Worst case scenario they can off themselves for Meren to reanimate (free XP is always good).
7 months ago
Chain Devil and Slum Reaper can be a lot better than Fleshbag Marauder with your Commander. The fact that they cost 4 mana base means they'll work with your Commander, which seems like a pretty big asset. Could be too slow I guess? Anyways, probably not worth bothering with, but Skullport Merchant and Dockside Chef can each nab an extra card off of a Blitz creature after they swing/tap.
DreadKhan on Life-sucking Witch
7 months ago
If you don't want to go heavy on lands, you can run stuff like Llanowar Elves, Elvish Mystic and Fyndhorn Elves. There is also Wild Growth and Overgrowth, which can be really strong. Usually people run creature ramp or land ramp in Golgari decks, and don't go very heavy on artifacts (and may well run stuff like Bane of Progress that make artifacts feel bad). You can use Dockside Chef too, or Viscera Seer to generate advantage while using creatures that you can also sacrifice in a pinch.
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