Combos Browse all Suggest
- Deep Analysis + Hermit Druid + Memory's Journey
- Hermit Druid + Splendid Reclamation
- Hermit Druid + Sevinne's Reclamation + Thassa's Oracle
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Druid
, : Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
1 month ago
Thinking of trimming back the fat a bit after some play testing.
Regarding the creature sub-theme - Grenzo, Dungeon Warden was a cool add, but it was a heavy mana cost off the bat to put a relevant one into play, plus its hit rate was somewhat low when I was goldfishing.
I also want to work in the Hermit Druid + Sevinne's Reclamation + Thassa's Oracle combo. The lands base is pretty much all non basic now, and Thassa’s can be swapped out for Jace, Wielder of Mysteries. Reclamation can still recur a lot of things in the deck, and Oracle is still compatible with Tainted Pact.
A lot of the legends in the deck already were added as silver bullets (e.g Anafenza, the Foremost. I think some of these should be cut in favor of more value-grinding legends. (While keeping the legendary count and overall curve intact.
(I’ll update the ins/outs in another comment, These are not yet fleshed out.)
2 months ago
It may seem janky, but many of the sagas work well in Muldrotha
2 of the above are recurring board wipes
Perpetual Timepiece for protection and more mill
Jeweled Lotus Is helpful for casting/recasting Muldrotha
Some other combos you could consider:
Mikaeus, the Unhallowed and Melira, Sylvok Outcast combo well with persist creatures like River Kelpie, Woodfall Primus, Glen Elendra Archmage, Putrid Goblin, and Puppeteer Clique as infinite sac targets.
Melira also works with Devoted Druid for infinite mana
3 months ago
Always aim to get your deck down to 60 cards. Playing anything over this number will lead to a less consistent and weaker deck.
Aim for the vast majority of your deck to be playsets (4-ofs) of cards. At the moment you're playing all your cards as 1-ofs or 2-ofs, which is going to lead to massive consistency issues, and make it really hard to enact any kind of actual plan. A good plan for new players building a deck is to pick 9 cards, and run a playset of each of these (making 36 cards total), alongside 24 lands.
At the moment your mana curve looks waaay too high. Modern decks typically can't justify running more than 4 cards (1 playset) costing 4 mana, and then often run nothing above this cost. You've currently got 16 cards costing 4-or-more mana, which is going to lead to your deck being quite slow/clumsy. Going from the before example of choosing 9 cards to build your deck from, i'd suggest those cards have should a mana curve something like 1,1,1,2,2,2,3,3,4.
Keep in mind Hermit Druid is not modern legal. You can tell this quite quickly as the site has highlighted this card red on your list.
5 months ago
Brightwrath Great question about removal sources. 9 Sources might be considered low, but we also play Demonic Tutor, Vampiric Tutor, and Enlightened Tutor which can get Grave Pact or The Meathook Massacre to deal with creatures. So technically, if we need to deal with a game-ending permanent, we have 12 sources to do so. However, tailoring your removal to your meta is pretty important. My meta ranges from mid to high powered casual in which combo kills are somewhat uncommon, but fast ramp, high powered threats, and control are rampant. This means I've tailored this list to favor recovering from boardwipes and outspeed my opponents rather than rely on a more controlling plan. That being said, if you find yourself dying to specific permanent threats like Ashnod's Altar, Hermit Druid, or Stasis, playing more single target removal could help. Despark, Rite of Oblivion, Path to Exile, Generous Gift, and Disenchant are all strong options depending on what you need. Personally, I haven't felt lacking in that department since I have tutors, can grab Grave Pact if I need to continuously control creatures, and my meta plays artifact/enchantment decks uncommonly.
You can definitely go without running the off-color fetches. While it will make your mana less consistent, I'd run more basics than sometimes-tapped duals. A land entering tapped can be game-losing, but you'll still probably have enough multicolored mana to not get color screwed. Additionally, if you cut those fetches, you should consider not playing Brought Back since it gets a lot of its value from them. It might be a good cut for another removal spell.
Thanks for your kind words and I'm glad you like the list!
8 months ago
Hi again peterbdude! Welcome to Meren! She rocks. I thought I'd put some suggestions and general guidance from my many years of playing her. Thankfully you can play a powerful Meren deck on a budget, so I'll try to avoid any splashy options.
To begin with, I've found that the most important thing is to lean into cards with the dredge ability (which is rated a 10 on Mark Rosewater's storm scale), play lots of self-saccing low cmc creatures that can help you stack counters and recur for profit, and to play as few non-creature spells as possible. Non-creature spells don't feel as good as it's tough to recur them once they are dredged into your graveyard, and you can't as easily repeat them for value. The best card in my deck is one that might push your budget just a little but is so good is Life from the Loam. I did used to play without it and it works, but it is really nice and if there were one more valuable card I'd recommend for the deck its this one, it just makes games so smooth its hard to overstate it. The other power card in this deck is Living Death, which combined with Syr Konrad, the Grim and some creatures on everyone's board will often win games. Recurring it with Eternal Witness can also put your opponents in a nasty lock.
The biggest problem I see so far with your build is just that there aren't many ways to put things into your graveyard. Dredgers like Golgari Thug, Golgari Grave-Troll, Stinkweed Imp, and Dakmor Salvage are critical build pieces, and cards like Underrealm Lich and Hermit Druid help a lot too, though the latter is probably on the top end of your budget. On top of this, you want a lot more low cmc self-saccing creatures. You are playing Caustic Caterpillar, which is great, but you want a lot more of this. Dawntreader Elk is like an extra copy of Sakura-Tribe Elder and is great, and there are a lot more like it which you can see in my deck here- Recycling for Profit: Dedgin' the Fill with Meren.
I do think you have a lot of fun cards in your deck and one of the great things about Meren is that she can be customized a lot to suit your own personal approach. The danger of Meren is simply in not having a good engine set up where you always have great targets to sacrifice and bring back to the battlefield each turn, and that happens when we don't have cards that can sac themselves and we don't have ways to dump more cards into our yard, and that is what I would work on tuning here! A lot of times it is the boring things and not the splashy cards that make the difference!
8 months ago
Nehon_Djinn It wasn't too bad, I would put it at a mid-low power level and it was fun to test out. I would recommend more graveyard synergy and sac outlets such as Prized Amalgam and Viscera Seer, as well as ways to fill your graveyard like Hermit Druid, Satyr Wayfinder, and Old Rutstein,. Planeswalkers are also a permanent type and you currently just have the Ashiok so you could run more for extra value, but I personally don't run them often and the best I can think of right now is Grist, the Hunger Tide. As for lands, I would recommend fetches/Ghost Quarters to hit land drops every turn with Muldrotha, as well as the new Neon Dynasty Channel lands to get 2-for-1s on an effect and a land drop. It seemed that you had a strong clone subtheme, and I would assume it is to go for a Biovisionary win. However, this leaves you with a lot of clones and not enough powerful creatures for them to copy, so if you want to stick with the clone theme I would recommend either adding some stronger creatures to copy with it or running ways to guarantee your combo such as Birthing Pod, Survival of the Fittest, and Fiend Artisan, which are all good standalone cards as well. Other than that, maybe add a bit more ramp and mana fixing such as Sakura-Tribe Elder, Burnished Hart, Springbloom Druid or fetchlands since Muldrotha has a high casting cost and they can be recast from grave to hit more land drops and ramp harder. Some other generally good cards to run would include Secrets of the Dead since you cast so much from grave and Pernicious Deed as a repeatable wipe. EDHrec is always a great resource to check what other people like to run for your chosen commander as well, and is usually worth checking out to at least get a feel for what cards to run. I hope this helped, and Muldrotha is a great commander that can be run a lot of ways, whether that be for setting up combos or just as a graveyard toolbox/value engine.
8 months ago
Hey Carrick142857 welcome back!
Alright, alright! Life from the Loam is going back in. Honestly, between you and me, probably the only reason I took it out is because I don't own it in paper.... Yeeeahhhh, I should probably change that, haha.
You make a good point! In goes Abrupt Decay.
Oh Hermit Druid.... The only reason, well, reasons, that I hesitate is 1) he's a lightning rod for removal (which one could argue is a good thing, perhaps), and 2) I'm too lazy to find the cut and the basic land replacements lol.
Hmmmmmm. Let me think about that one some more.
Anyways, those were some top notch suggestions, thanks!
9 months ago
@SyrirDarkwood: You don't have to partner them, but you can. There are crazy people out there who only play just one partner. We tried to rate these commanders on their own and if you take the perfect deck for a special partner pairing you can mostly rate the whole deck based on the strongest of these commanders, because you'll most of the time use this commander first and more often. Adding the partner will add additional colors and possibilities. But we try to rate these cards in vacuum. In the Ukkima and Cazur, cEDH version, Cazur is only there, to have the ability to play the green staples, Hermit Druid and especially Food Chain.