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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Elves of Deep Shadow
Creature — Elf Druid
Gain . Elves of Deep Shadow deals 1 damage to you.
2 weeks ago
Elves of Deep Shadow is kind of like a Llanowar Elves that taps for , so it might be good to include. I also like Essence Warden for the life gain and Wood Elves for the ramp. Pendelhaven and Pendelhaven Elder might be useful as well.
2 months ago
Elves of Deep Shadow are a bit more money than Elvish Mystic, but give you access to Black mana instead, if you're concerned your ramp is mostly in Green.
Vs flying heavy metas, I do like Spidersilk Armor, but I also like Silklash Spider and Squallmonger as repeated answers to as many flyers as they have. I also run Sandwurm Convergence, and am back and forth on Katabatic Winds, which is much less mana but is a Reserved List card, the makers of Magic have 'promised' way back they wouldn't reprint any Reserved List cards (they stopped putting cards on the Reserved List in 1999 IIRC). I haven't fit Winds in anywhere yet, but it's a strong enough effect to look at. If you like the effect, I'd buy it sooner rather than later, it's price could 'spike' hard at any time, because there are so few copies of it that were printed compared to any Modern playable cards. Most Reserved List cards aren't super-good, but the odd effect was underpriced enough to be playable.
Still, Dreadlord is pretty neat, and if you can hit 7 mana it's a pretty good wipe to have around. I think that's a stronger card than Findbroker, which feels really bad when you have no synergy pieces out.
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!
2 months ago
3 months ago
Probably my best piece of advice for Meren is that I've noticed you either have to build around not caring about her ability all that much, or you have to build around having creatures in the graveyard to make her ability start working turn 1 ideally. The first build doesn't run very many creatures, but I think the other build should run at least 45, and ideally way more. Meren's ability is quite strong if you run things like Viscera Seer to ensure you have a body in the yard to recur (even if it's just the Seer). Really competitive decks avoid lots of cards that care about her ability and instead run stuff that's always good, even if Meren is never cast. I prefer the later, and in that deck Hell is having Meren out and have drawn essentially no creatures, or too few.
I'd also run as many 1 drop ramp creatures as you can, so probably just Llanowar Elves, Fyndhorn Elves, Elvish Mystic and maybe Elves of Deep Shadow is still cheap enough, not only do these ramp you, you can just sacrifice them whenever, and Meren can recur them with only 1 XP. As I said in my other post, actively look for creature versions of your effects, Dockside Chef can be reanimated with Meren/can generate a death trigger when you sac it itself compared to Witch's Cauldron, which is toast in your yard and can't be sacrificed for value. You can also repeat the Chef.
3 months ago
It might be worth looking into these cards:
Nissa, Who Shakes the World is incredibly underrated, and in a +1/+1 counter build it has added synergy!
Let me know what you think of these suggestions! I can definitely think of some more but i wanted to spitball a few just to start with :)
3 months ago
Hi again! I thought I'd put some of my specific suggestions here for easy reference, but definitely check out my answer to your forum question. I'll also post separately with cut suggestions.
1) Dorks- Llanowar Elves, Arbor Elf (which is great with Elvish Guidance and the like, Boreal Druid, Elves of Deep Shadow, Heritage Druid (might as well make everything a dork!) You want all the dorks you can get!
6) Sac Outlets- Ashnod's Altar and Phyrexian Altar if they are within your budget. Blasting Station will often kill players on its own with enough tokens. High Market and Phyrexian Tower are nice because they are lands and thus don't take up slots that could be taken up by little green men and women.
5 months ago
So excited to see this deck! I had Ishkanah, Grafwidow for awhile before the announcement for Chatterfang, Squirrel General came out. I might make a few suggestions: Doom Weaver and Graverobber Spider with some sort of sac outlet is great. Also, Hatchery Spider did a lot of great work for me. Last spiders that I loved are Sporeweb Weaver, Watcher in the Web and Sweet-Gum Recluse.
I’ve found that cards like Meren of Clan Nel Toth and Syr Konrad, the Grim are particularly powerful with the spider tribe and what they’re doing. You can get extra value out of them by throwing in a Maskwood Nexus and making them all spiders themselves.
Lastly, I’d look at your ramp for this. Three Visits or Nature's Lore or Skyshroud Claim. Deathcap Cultivator and Elves of Deep Shadow are nice dorks. She’s a little pricey, but if you can get Liliana of the Dark Realms you’ve got fabulous creatures to protect her.
Sorry, that was a lot, but it love the deck and had a lot of peoples say spiders aren’t that good. Hope you have fun with it!