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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library.
1 week 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).
1 week ago
1 month ago
I removed a few cards to make room for some cheap Tutor-type cards. This was done to help make the deck function a bit more consistently. IE, before the changes, some games you might get a ton of things with trample but no deathtouch or unblockable would show up. Things like that... Now with Shred Memory, Dimir Machinations, Dimir House Guard, Diabolic Tutor, Jarad's Orders, and Mastermind's Acquisition, you can sometimes just search your library for whatever keywords you still need on your Skullbriar, the Walking Grave.
All those benefits and the deck actually costs less money than before.
4 months ago
Suggestions from someone who started from a total junk Meren deck in 2015, and through the years made it to a cEDH (check the playlist here if you want: Meren Surgical Toolbox [2K22]:
Way too many lands. Never seen any budget deck running almost half the deck on lands only. Consider adding cheap staple cards like Kodama's Reach, Cultivate, or something like Emergent Sequence, Greenseeker (it also discards you a creature that you can pick up with meren at the end of turn), Primal Growth (good sac outlet too), Dawntreader Elk, Deathsprout, Diligent Farmhand, Rampant Growth, and notable Yavimaya Elder. Consider also adding all the 1-mana elves, all of which sit around 0.10$. If you include all these changes you can easily remove 10 lands, and sit at 35 lands total.
Some cards you included are just downright bad, even for a budget deck. You can not only find cheaper but also better replacements for cards like Reprocess, Spider Spawning, Evincar's Justice, Zendikar's Roil. Some cards you have in your maybeboard, like Skullclamp or Buried Alive are much better options. Most definitely include Village Rites and Midnight Reaper for card draw, and Spore Frog for protection. Also Reclamation Sage
Your deck has a very high CMC, 4.05. For a golgari deck this is way too high, considering reaching at least 3.00.
More generally, have a look at EDHREC.com to see what cards best fit a budget Meren deck. No offense, but even as a budget your deck certainly needs much improvement. That is, assuming you don't run cards for their flavor or because you just like them. Then that's totally up to you.
4 months ago
If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.
Tainted Strike - 2nd berserk (if you're ok with infect)
Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power
Not of This World - my secret tech, after you make it big it's free
Veil of Summer - with this style of deck protection is very important
Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.
Unmarked Grave - entomb #2
Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.
Rancor - buff and trample, you need to get through
Destiny Spinner - one of the few ways green has to fight counters
Solidarity of Heroes - 2 mana double the 12/13 counters
Wild Growth - it may not be a creature, but it does get our commander out on turn 2
Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick
Sylvan Safekeeper - free protection that they must always respect, it's very good
Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.
Lightning Greaves - haste and protection, yes plz
Dismember - takes care of many of the early problematic targets
Hatred - 1 card win with commander
Necropotence - sculpt your hand for next turn kill
Cards that I would recommend reconsidering/taking out
Harmonize - a bit too slow imo
Arbor Elf - the amount of targets you actually have isn't enough to make it consistent
5 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.
6 months ago
Bloom Tender is great, as is Phantasmal Image. Of course, Dockside+loops. Ranger-Captain of Eos is great with recursion. Cataclysmic Gearhulk is also a good backup plan for when things go wrong, and easier to reuse because you can sac it to itself. On that note, any of the Altars or other sac outlets are great. There's Peregrine Drake loops, too, and it's also just great for value if you have a cost reducer out for Kenny.
Some cards I think would be worth considering swapping out: Esika, God of the Tree Flip, Burnished Hart, Ethersworn Adjudicator (IMO, Caustic Caterpillar is best, or Cathar Commando for artifact/enchantment hate), Ghostly Prison, Propaganda, Celestial Dawn.
You could probably justify going down on lands if you upped your dork count, which would play really well if you added Ashnod's Altar to use them for mana later. City of Brass is also a pretty budget rainbow land. Chittering Witch is a good source of removal, blockers, or fodder for sac effects. Renegade Rallier and Sun Titan can make for some explosive turns, as well. Shriekmaw is great for targeted removal that can later be reanimated. Cowardice and Willbreaker are more nice effects like Horobi. Fires of Invention can be another effect like Wilderness Reclamation, and doesn't limit Kenny's activations.
But finally, my absolute most favorite card when playing casual Kenny is Final Parting. Basically another Jarad's Orders, but adding Unburial Rites or Priest of Fell Rites makes it a tight package to reanimate a fatty, or tutor one of your enchantments if needed.
7 months ago
Ohran Frostfang and Toski, Bearer of Secrets offer you some repeatable card draw for doing what you want to be doing. Frostfang's Deathtouch is really handy earlier game, draw is always handy. Midnight Reaper and Grim Haruspex are also good, but might be too many payoffs if you don't need the card draw. Blossoming Bogbeast and Thunderfoot Baloth are good ways to get Trample and a buff, handy especially if you've got deathtouch, 1 damage kills then. If you run enough Trample effects, you could also consider Saryth, the Viper's Fang or Bow of Nylea, as there are more good trample providers, some budget some not.
Over Diabolic Tutor, you could run cards like Jarad's Orders and Final Parting, or even Buried Alive to find Gravecrawler and a sac outlet, or Haakon, Stromgald Scourge and a 1 drop knight to generate a ton of death triggers, Universal Automaton is infinite mana with Ashnod's Altar I guess. Haakon always has to end up in the yard to work, but these are similar MV to Diabolic to maybe find a value engine. Gravecrawler loves Carrion Feeder or any other infinite sac outlet, but it also loves Pitiless Plunderer, at which point you can go infinite with this, making your army very tall. Haakon is more rugged than Gravecrawler, but is jankier. If you use Haakon, you can also try Liliana's Standard Bearer, both as a way to recover from a wipe and to draw cards via Haakon's recursion.
Over 'find a land when ___ dies', I would look at some options that let you sacrifice the creature for the land, such as Diligent Farmhand, which is always a source of a death trigger, even if you don't have an outlet out. Dawntreader Elk is also very good. Not saying Wood Elves are bad, but it's nice to have a death trigger attached. You might run more ramp period, any reason you don't run 1 drop mana like Birds of Paradise or Llanowar Elves, or even Elves of Deep Shadow to speed up your deck, getting to your Commander quicker is a big advantage in higher power games, especially with a powerful effect like your Commander.
Especially if you don't run more 1 or 2 MV permanents, you should look at Culling Ritual, that card is terrifying at higher power games, keep an eye out if people play a lot of 1 and 2 drops in your group to see if it will be relevant, but it can be very good.
Sarulf, Realm Eater is a crazy thing you could sneak in as a way to deal with an out of control opponent, your Commander can pump him with counters, and once he's big enough, he can clear the board completely (after you sacrifice stuff), so you can still use something like Living Death to put your dead creatures back into play, opponent's without a sac outlet have everything exiled. Sarulf will very quickly be big enough to clear the entire board, and he doesn't die when he does it, so it's back to your Commander and Sarulf vs the world, but if other players have used too many resources, they might not be prepared to come back. Maybe not a good choice if your area plays cards like Mindslaver a lot, but that's one of the biggest wipes around.
Props for using Mazirek!