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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fertilid
Creature — Elemental
Fertilid enters the battlefield with two +1/+1 counters on this creature.
, Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles their library.
DreadKhan on
Meren, Clan of Nel Toth
1 week ago
One of my favourite things to do in Meren is to ramp (my deck is on the clunkier side, and it runs very few lands), and one of the better ways to repeatedly ramp is to use more stuff like Sakura Tribe Elder, variations include Diligent Farmhand, Dawntreader Elk, Yavimaya Granger, and maybe Burnished Hart/Fertilid. All of these can find a Swamp for you, each sacrifices itself and thus they have some nice synergy with Meren. I think the only Meren decks that don't want multiples of that effect is if they are building a very high powered list, where this kind of play 'isn't advancing your board' sufficiently. I often find that farming XP isn't a waste of time early, so these recursive ramp sources offer that as well. I think it's very hard to justify running land ramp Sorceries when you can run creatures that do the same thing, and arguably do a better job of it. I would also shave stuff like Arcane Signet or the Talisman for creature ramp, Meren can't recur your rocks for you when they get blown up. In addition to Meren there are tons of things that synergize with creatures, stuff like Beast Whisperer and Liliana's Standard Bearer can draw lots of cards via creatures, and you don't get that synergy with a 2 mana rock. Using Meren to recur Liliana's Standard Bearer is a pretty impressive bulk draw option.
Some generically good cards for a Meren list that I love are Buried Alive, Final Parting, and Jarad's Orders, each of these offers real tutoring power, and none are especially pricey. Buried Alive can find a whole combo for you to win with. Old Stickfingers is probably worth a look for the similar reasons, Meren feels really weak if you have no creatures in your yard to reanimate. I'm not sure if it's too high budget, but Fiend Artisan has a lot of synergy with Meren. You don't have to dig out a combo piece for the card to do useful things.
In my Meren deck it's a much better Rhystic Study (I run a very high creature count), but I suspect you'd get some value out of Lurking Predators. There is also Heartwood Storyteller, in my experience both belong in a deck with even more creatures but they could still be useful I think.
In my limited experience Callous Bloodmage offers pretty good graveyard hate on a very low budget, and if you don't need that it can do other stuff, it's a great card to use in infinite loop since it can do a few useful things.
Mitotic Slime offers you a ton of bodies for only 5 mana, it's not especially hard to go infinite with as a result. I like using it with Demon of Dark Schemes and Pitiless Plunderer (and a sac outlet) to win, the nicest part about using a combo like this is that each piece is independently good. Phyrexian Altar is better than Plunderer, but it's even more money (though the difference has dropped sharply).
Dawnstrider is an extra Spore Frog, one that doesn't require reanimation but offers a discard outlet, letting you put creatures in your graveyard. Silverglade Pathfinder is another discard outlet, but offers ramp instead.
I hope this isn't too try-hard for your deck, Meren is a very fun Commander to build.
jakeelephant006 on
Atraxa is a big fat bully
1 month ago
Looks like a fun deck! Atraxa is certainly a powerful commander that can go in many directions but I like your choice of going w/ +1/+1 counters mainly. I think more cards like Winding Constrictor and Kami of Whispered Hopes would really make the deck hum. Corpsejack Menace and Conclave Mentor are good adds. I think some more effects to spread around counters more such as Good-Fortune Unicorn and Mikaeus, the Lunarch would help as well.
I think the deck could use some more cards that help w/ consistency and interaction as well. Abzan Charm and Inspiring Call both draw cards in addition to having other flexibility and +1/+1 counter synergy. Fertilid and Incubation Druid both ramp and care about +1/+1 counters. Lastly, Damning Verdict would be a good board wipe addition to clear out opponents' threats while leaving your board mostly intact.
Adding cards is easier than cutting cards. Here's my thoughts on cards that could go to make room for new ones. Venser, the Sojourner doesn't seem to do too much other than being ult-ed. Semester's End is good for saving your board but it resets any amount of counters you've built up back to 1. I don't think there's quite enough planeswalkers or non-creature spells to warrant running Ichormoon Gauntlet. Arcus Acolyte seems a bit slow. Empyrial Archangel doesn't seem to do a lot of work and can be difficult to get counters on because of the shroud.
I would also think about adding a few more basics to help ensure consistency. Good luck with the deck!
Kinz on
Chishiro
3 months ago
Creature removal: Beast Within, Decimate, Kenrith's Command, Mawloc, Domri's Ambush, Ground Assault, Clan Defiance, Pit Fight, Ram Through, Inscription of Abundance, Ulvenwald Tracker, Lignify, Prizefight, Cosmic Hunger, Tail Swipe, Bite Down, Rabid Bite, Master's Rebuke, Devouring Tendrils, Warbriar Blessing, Epic Confrontation, Tandem Takedown, Chaos Warp, Vow of Lightning, Meteor Swarm, Volcanic Salvo, Arni Slays the Troll
Artifact/Enchantment removal: Migloz, Maze Crusher, Hull Breach, Kogla and Yidaro, Klauth's Will, Artifact Mutation, Cindervines, Vithian Renegades, Reclamation Sage, Tranquil Frillback, Kogla, the Titan Ape, Manglehorn, Masked Vandal, Titan of Industry, Woodfall Primus, Wickerbough Elder, Vandalblast, Abrade, Fall of the Hammer
Board wipes x3: Chain Reaction, Starstorm, Blasphemous Act, Anger of the Gods, Brotherhood's End, Chandra's Ignition, Klauth's Will, Monstrous Onslaught, Mizzium Mortars
Ramp: Goblin Anarchomancer, Incubation Druid, Springbloom Druid, Sanctum Weaver, Gyre Sage, Fertilid, Kami of Whispered Hopes, Biophagus, Wolfwillow Haven, Klothys, God of Destiny, Gift of Paradise, Font of Fertility, Dawntreader Elk, Omen of the Hunt, New Horizons, Blighted Burgeoning
We'll check these out next time.
Helnas on
Omnath locus of mana (opinions needed)
3 months ago
i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.
id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.
For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker
For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn
for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds
For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath
some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).
non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures
Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck
LightEntropy on
Infectious Angel/toxic Horror
4 months ago
Do you plan to add any basic lands? Thirsting Roots can be a fast proliferate for cards like Pentad Prism or Fertilid to get your colors. Fathom Mage is a good draw engine especially in proliferate decks. Contentious Plan is also good for proliferating. All these cards are cheap. It seems like you lack control though, but a lot of control cards are staples like Swords to Plowshares so idk if you're intentionally staying away from cards that you see copy and pasted in every deck.
Licecolony on
Mono-Green SuperFriends!
7 months ago
Heck no Lokasa!
If Pir, Imaginative Rascal gets you excited, I think you 'ought to go for it. This is YOUR deck, you can make it however you like. We can work to compensate for the speed by changing out the ramp package!
I will note that with Pir, Imaginative Rascal, you'd also get Toothy, Imaginary Friend as a free second commander which gives you access to cards like Tekuthal, Inquiry Dominus, Ezuri, Stalker of Spheres, Ichormoon Gauntlet, Deepglow Skate along with a bunch more planeswalkers and proliferators and duplicators. Since your deck is called mono-green, I'm gonna write the rest of this comment assuming you don't want to add any blue cards.
Accelerated Ramp, these are gonna focus more on getting lands straight to the battlefield and being cheap to use. If possible, having these attached to creatures to block early on:
Nature's Lore
Sakura-Tribe Elder
Three Visits
Rampant Growth
Yavimaya Elder
Fertilid
Topiary Stomper
And that would take place of all of your three mana mana-ramp and your ramp that brings lands to hand (they work best with Azuza, so now we don't need them).
Then we can come up with fast removal to protect you early and give you early blockers:
Cankerbloom
Thrashing Brontodon
Nature's Claim
We can replace the planeswalkers we lost earlier Garruk, Savage Herald, Nissa, Genesis Mage, Vivien, Arkbow Ranger, Vivien, Champion of the Wilds, Vivien, Nature's Avenger with more that'll keep you safe and will give us space for better support cards:
Nissa, Ascended Animist
Wrenn and Seven
Finally, we can think about how to use those planeswalkers more effectively with cards like:
The Peregrine Dynamo doubles up your planeswalker ability
Kamahl's Druidic Vow can be another Genesis Wave in this deck.
I'll also add Vorinclex, Monstrous Raider though will warn you MOST people do not enjoy playing against that card.
Note that my opinion is just as useless as anyone else's and any choices you make will be the right ones for you. I hope you find your fun <3
Licecolony on
Mono-Green SuperFriends!
7 months ago
Scute Swarm also sounds great with all the land ramp.
If you want your creatures to also be ramp, there's:
Fertilid works great with your deck proliferate
Beanstalk Giant land and then big creature
Topiary Stomper land and then big creature
Yavimaya Elder two lands and a card on a 3 drop
Epicurus on
Ramos the Mutated Lord
8 months ago
+1 just because I love Mutate! Hahaha, don't even know if this deck is good or not, but it definitely could be, and looks fun as hell either way.
I can make some suggestions, but take them with a grain of salt. I really believe that I would have to actually play the deck to determine what it needs, what it doesn't need, and what might be helpful to add or cut in order to improve it.
First, here's a list of cards that are generally good for a Ramos deck:
Shielding Plax - gives Ramos Hexproof, puts two +1/+1 counters on him, and draws a card.
Maelstrom Nexus - Puts five counters on Ramos with one spell, grants free casting.
Corpsejack Menace - Speeds up access to Ramos's mana ability.
Zacama, Primal Calamity - Castable using Ramos's ability, and in my experience one of the best things to do so with.
Horned Kavu - Two colors for feeding Ramos, allows you to recast something, and has the added bonus in this deck of possibly allowing you to re-mutate stuff.
Next, I think that you need more early ramp. Here are some suggestions for that, starting with the most obvious choices:
To help facilitate some of these inclusions, here are some suggested cuts:
Thrun, the Last Troll - You have enough targets to Mutate without this, and removing him lowers your mana curve.
Lore Drakkis - Yeah, I know, that would make one less Mutate trigger, but it really doesn't do much of anything else for you. You don't have many instants and/or sorceries.
Krenko, Tin Street Kingpin - I understand why you may want him (he generates blockers, and you are vulnerable to go-wide strategies), but I think he's just unnecessarily raising your curve. By the time you can cast him, you'll probably have a lot of other spells you'd rather cast with that mana. If your meta dictates that you require defense against go-wide, there are better choices. Crawlspace, Lightmine Field, Silent Arbiter/Dueling Grounds.
Fertilid - Absolutely a waste of mana. There are a million things you're better off with than this.
Geist of Saint Traft - I'm actually torn on this one, but I really believe that it falls into the same category as Thrun. You'll likely have other good targets for mutation, though the Flying and Hexproof combination is a good one. I'd still consider your mana curve when deciding whether to keep it.
The Ozolith - Other than Ramos and Crystalline Giant, I really don't see how this is incredibly useful. It's genuinely a good card, but I don't see enough here to justify its inclusion.
Zendikar Resurgent - Too high of a cost. By the time you can cast it, this deck shouldn't need it. If you want to keep the draw effect, you're better off with Chulane, Teller of Tales.
Windgrace's Judgment - Pure jank. I take it your meta is mostly multiplayer? Even so, you'd probably benefit much more from some kind of cheaper, targeted removal. However, if you're so inclined, Decimate for one less mana, or Ruinous Ultimatum for a much more beneficial effect.
Finally, your land base could use an upgrade. That's probably obvious, and likely due to budget restrictions. I get it, land can be what makes a deck expensive to build, and casual decks sometimes aren't worth the money. However, you have a lot of lands on your list that ETB tapped, and that is disconcerting. Pain lands and check lands are the cheapest way to remedy this problem (albeit, the check lands are way more effective if you have shock lands and/or triomes, and furthermore aren't exactly inexpensive either).
I hope I didn't explode your brain, hahaha. If anything, take all of this as proof that I really want this deck to be awesome!
Cheers!
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