Meren of Clan Nel Toth
Legendary Creature — Human Shaman
Whenever another creature you control dies (is put into a graveyard from the battlefield), you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's converted mana cost is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
|Have (2)||, gildan_bladeborn|
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|Commander / EDH||Legal|
Meren of Clan Nel Toth occurrence in decks from the last year
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Latest Decks as Commander
Meren of Clan Nel Toth Discussion
4 days ago
Hi Jagd_Tallgeese, nice Meren deck, and very different to the basic decklist many people usually have, keep it going!!!
I also play Meren of Clan Nel Toth since it came out in 2015, (but just the normal Meren sacrifice engine toolbox version)
Important things I see you could improve to make the deck more efficient while keeping your original infect version. For example, Commander's Sphere may look OK in any other deck, but what if you change it for something like Dawntreader Elk or Wood Elves ? you will ramp too, but also can use those creatures as sacrifice fodder, recover them from the graveyard... same with Go for the Throat , instead you could use a creature like Ravenous Chupacabra , and abuse of it dying and returning multiple times... and so with as much as non creature cards in the deck. Some like the altars are awesome, you should keep them. Also, remember that you are running cards like Living Dead, you should abuse of as many creatures as posible, to reanimate tons of them!
Maybe my deck can help you, I keep in mind you want an Infect build, so just take ideas in the non infect part of the deck (ramp/removal/card draw, etc): MEREN: THE NATURE'S CYCLE OF LIFE AND DEATH
Now, thinking on infect, you could add the new Vorinclex, Monstrous Raider : He doesn't infect per se, but will do two important things: Double Meren Experience counters, and double enemy infect counters. And is flavor win since he is a phyrexian.
More suggestions for the deck base (mana/removal/advantage) just to name them:
Spore Frog (Just broken with Meren. Some players even prefer not use it for considering it unfair)
Apprentice Necromancer (Surprise infect with haste! And another sacrifice engine)
Fauna Shaman (Fill your graveyard to reanimate later, while you search a ramp creature, a removal creature or in your case, your best infect creatures!)
Victimize (In other deck, nice. In Meren, broken. Also, think in the synergy with something like your skullwinder or your Eternal witness)
Phyrexian Tower Is powerful, will give you mana and sacrifice engine, but most important: Is phyrexian flavor for infect.
3 weeks ago
Would the Meren of Clan Nel Toth pre-con be okay? If I didn’t go too crazy with the upgrades?
1 month ago
I like cards like these with Damia since they get her out faster and help to empty your hand once she's out: Sakura-Tribe Scout, Skyshroud Ranger, Broken Bond, Swell of Growth, Azusa, Lost but Seeking. And they all feature ladies!
You might like these too: Alexi, Zephyr Mage, Diplomatic Escort, Silverglade Pathfinder, Go for the Throat (the promo art is also nice), Alluring Siren, Complicate, Fauna Shaman, Meren of Clan Nel Toth, Calming Verse, Song of Freyalise, Sheoldred, Whispering One
1 month ago
Thank you for the suggestion ruben5000!
I really love Pattern of Rebirth , especially in my Meren of Clan Nel Toth deck. I would say in most Muldrotha lists, it's almost always going to overperform, just maybe not in this one. The only creature worth cheating out from the library for the 4 mana investment is probably Nyxbloom Ancient (the only creature above 5 mana). Given that, Pattern isn't particularly good if Nyxbloom is drawn or milled, and it's particularly good if I don't have a way of sacrificing a creature. In most Muldrotha decks, saccing a creature is pretty easy, but in mine there aren't actually a whole lot of ways of doing it. So because of that, I've decided not to run it. It is a powerful tutor effect though, and could easily be a good budget alternative to cards like Demonic Tutor if you don't have them.
A card I would argue that might be better is Birthing Pod , because saccing Muldrotha for Nyxbloom will usually net you enough mana to recast Muldrotha easily, and Birthing Pod leaves you with a repeatable 1 mana creature tutor-to-field, allowing you access to many of your toolbox creatures without as much mana investment as Pattern would require. Birthing Pod also doesn't require a sac outlet, which is a convenient bonus.
2 months ago
Hey there, cool deck. I've been thinking about making a Meren of Clan Nel Toth Fleshbag tribal deck but I don't want something that just folds to graveyard hate. Mazirek, Kraul Death Priest is another option and they grow the surviving team to make winning through damage easier. Could be an interesting card in your 99. I think you would get a lot of use from Pitiless Plunderer too.
Abyssal Gatekeeper is another Fleshbag effect but you need to kill it first. Vona's Hunger and Archfiend of Depravity are great ways to take chunks of your opponents creatures out at once. Necrotic Hex could be great too but seven mana is a lot of mana.
3 months ago
- abby315 Thank you, that was very informative and extensive and i appreciate the effort.
I didn't know cards like Soul Shatter even existed and that will be of great use in the interest of utility, if thats what i need to add to this deck to round it out. I initially passed over Anowon, the Ruin Sage because of both his 5CMC and the fact i have a Meren of Clan Nel Toth deck that is essentially just forcing everyone to sacrifice their valued creatures when i sacrifice my 1/1 tokens, but i see how avoiding him leaves potential on the table. If i'm going to raise my curve (and i will!), Patron of the Vein seems like a strong contender as well.
I particularly liked "...You get outscaled. The changes I outlined above are also similar to what I did to turn Freyalise into a more streamlined Ezuri deck. You have to add a lategame. This is also why I recommend adding ramp to more reliably cast Edgar; he's an extremely powerful finisher with a board full of small vampires, and the deck relies on him for more than just 1/1s!"
It really asks me to change my perspective on how this deck is intended to thrive, and i think that will be key. I also appreciated that you made a specific list of which vampires to drop. Thank you!
King_marchesa Thank you for your input, though i find it odd you say i don't have enough white mana. I thought that would be the least common color in the deck and with Arcane Signet, Command Tower and a smattering of dual color lands, i would be OK. God-Eternal Bontu is a fantastic card, but im hesitant about sacrificing my tokens to reload my hand in this current version, probably because the deck is shaky as is. Hopefully once i raise the curve, and add removal, he will be a welcome addition.
Heliogabale Thank you. your input is particularly interesting because it seems to me like taking out Goblin Bombardment and Impact Tremors for cards like Cover of Darkness, Stensia Masquerade and Berserkers' Onslaught definitely changes the direction of the deck from forcible chip damage to favorable combat damage. I also greatly appreciate you linking your own deck as it not only lets me see a successful version of what i'd like, it also shows me other ways to make edgar markov work, and as an added bonus i get to vicariously get more advice from the suggestions on your own deck!
3 months ago
The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...
The list is huge, and it grows every year.
This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.
Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.
Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.
Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.
Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.
Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!
Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.
Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.
Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.
Garruk's Uprising alone is reason to run at least Green.
Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.
You get the idea.
As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.
One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.
Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.
I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.
5 months ago
Hey, it's going to be difficult to improve on something if you start with the mindset of "I'm not good at it". If this is your first Commander deck then you are already good at deck building especially your card sense, decent mana curve and knowing mostly what's a playable land for your budget and not a playable one. Overall, well done with your casual version of Korvold :)
One drop mana dorks are nice with Korvold because they can be the fastest ramp and then be sac fodder when you don't need them: Birds of Paradise, Elves of Deep Shadow, Elvish Mystic, Wild Growth, Llanowar Elves. Tireless Tracker, Mystery Booster version is cheapest, is good with Korvold because it can be a repeatable source of permanents to sac (clues) just by playing lands. Clues can be a backup repeatable draw source if Korvold is disrupted. Dreadhorde Invasion, Jolrael, Mwonvuli Recluse, Loyal Apprentice are two drops that can be a repeatable source of a token to sac to Korvold.
Meren of Clan Nel Toth and Korvold are quite the pair. Every time you sac a creature to Korvold you get experience from Meren and use the experience at your end step to reanimate or recur a creature you saced. Sakura-Tribe Elder and Plaguecrafter are good examples of the best of both worlds since they can sac themselves for value. Jarad's Orders is a budget tutor that's nice with reanimation since you get two creatures, one into your hand, the other into your graveyard.
Some lands within the budget to consider adding: Llanowar Wastes, Karplusan Forest, Savage Lands, Ghost Quarter. If you add green one drop mana dorks then more dual lands that can ETB untapped turn one to make green are helpful. The Jund Tri land is a upgrade for a land that always ETB tapped. Quarter is nice since it can sac itself to destroy a problematic opponent land or even your own land in a pinch and can play it from grave with Ramunap Excavator.
If you're interested in any of these suggestions then I offer more advice about what cards to cut. Good luck with your deck.