Shriekmaw

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Shriekmaw

Creature — Elemental

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

When Shriekmaw enters the battlefield, destroy target nonartifact, nonblack creature.

Evoke (You may cast this spell for the evoke cost. If you do, this is sacrificed when this enters the battlefield.)

Blackerhawk on Temporary Graveyard

2 months ago

Hi ViscountVonSausageRoll

Thanks for the suggestions, there are some great ones. I mean, that Nighthawk Scavenger is just a straight upgrade, and a serious one at that. I've tried Shriekmaw but I miss the sac-body Bone Shredder provides for Victimize. Buried Alive might be a good addition to get something into the graveyard, or are there any self mill cards I could use?

I'm gonna hold off on the more expensive cards for now, gonna wait a while to see if the group I'm playing with keeps playing Magic or if they're going back to boardgames.

ViscountVonSausageRoll on Temporary Graveyard

2 months ago

I can tell when you played xD

And hey, don't sell yourself short, casual 60 card is the epitome of magic.

Budget Suggestions (≤ $10): Griselbrand because he's awesome, Dark Ritual because speed, Go for the Throat or alternatively: I see you're running Bone Shredder. Perhaps considering replacing with Shriekmaw? He's less hardcastable, but he does throw himself into your graveyard in a hurry. Consider Buried Alive to fill the GY? Vampire Nighthawk has been replaced with Nighthawk Scavenger I know, the powercreeper has been powercrept.

Non-Budget Suggestions ($10+): Archon of Cruelty. I mean, read what it does. Right? That's ridiculous.
Recurring Nightmare It's pricey, but it's absolutely busted. (It sacs a dude and bounces to your hand as an additional cost) It never goes away.
Atraxa, Grand Unifier Honestly not my cup of tea, but she's very powerful. Urborg, Tomb of Yawgmoth Only because: It's just good in this deck. You're already running Liliana of the Dark Realms x2 and Coffers. Maybe find some heavily played ones?

Make Room: The most unfun part of coming back to any old deck. Well, Liliana Vess is just too expensive now days (even back then she was kinda pricey), but most of the time she ends up being a 5 CMC vampiric tutor at sorcery speed anyways. She never lives long.

Sorin Markov kind of falls under the same boat, at least in this deck imo. Usually by the time you can cast him, opponents aren't at 20 life anymore, so the appeal of "10 dmg" can be somewhat deceptive.

Anyways, welcome back, and I hope you enjoy yourself

Icbrgr on MBC: 8-Rack

4 months ago

@capwner I actually just had a FNM tonight and played this deck (but my Shriekmaw/Slaughter Pact/Sudden Spoiling/Grim Discovery are still in the mail... so instead I was running a playset of Bloodghast and some ratio of Liliana's Triumph/Sheoldred's Edict/Augur of Skulls... I will update this deck with the matchup results next week when I get the missing cards in.

Tonight I played against yawg and Rhinos and had a bye.... In the yawgmoth matchup One of the games I just got absolutely blown out by Force of Vigor getting rid of my both The Rack/Shrieking Afflictions and both of us were in topdeck mode but I ended up losing. I went 1-2 for both the games I played tonight; granted I lost but they were close/winnable I swear!

I have been toying with the idea of Cabal Coffers but The real monkey wrench of the deck is Smallpox and Liliana of the Veil... some games I can get 5 lands in play but other times its a struggle to get/keep 3; I think thats why I like Ghost Quarter simply because there isn't any investment to use it.

DreadKhan on 100 cards for Meren

8 months ago

One pattern I noticed with Meren is that she's pretty bad if you don't have a creature to get back, she's just a clunky body that does nothing if your graveyard is empty. That's part of why I don't like fast ramp in Meren, even in fairly high power (unless you're in cEDH and barely care about the Commander) all it does it get me a 3/4 on the board, and it's also going to risk being wiped or removed early. Thus, keep an eye out for small creatures that can sacrifice themselves or other creatures. Casual Meren usually wants to farm XP to an extent, using something like Fleshbag Marauder as mentioned, or the various Sakura Tribe Elder knock-offs, will let your Meren start working right from the get go. Another idea is to use self-mill effects, there are quite a few in Golgari, but I think you'd want to run a much high creature count to make self-mill more realistic. My Meren deck presently has 57 creatures in the 99, and that doesn't feel excessive because my Commander only interacts with other creatures. You might also take a look at Evoke creatures like Shriekmaw and Foundation Breaker, these can be evoked more than once with Meren, generating XP while policing the board. There are also weird old cards like Hell's Caretaker that farms XP (but can also reanimate something huge at the cost of a token). I think as your power level goes up the value of farming XP goes down, but this can be offset by including some of the game ending tutors I mentioned previously.

If you want to stick to Casual Meren, I always loved Street Wraith when I drew it early, it doesn't have to hit the battlefield to work with Meren, since getting it back to hand lets you draw another card. I wouldn't use it outside Casual, but it's a fun trick.

Ritual of the Machine and Helm of Possession offer Golgari decks an option they typically lack, that of just stealing something. This is useful vs Commanders of some decks, but it's also good vs big stuff that defies removal somehow. Neither is a really high power card, but both feel pretty good at lower and mid power.

nuperokaso on Ninjas and Rogues

1 year ago
  • Disciple of Deceit This seems to have anti-synergy with Ninjutsu. Since you return an attacker, you are not going to untap it. Overall people seem to overestimate this card. It looks like a tutor, but it's rather quite bad.
  • Inkrise Infiltrator, Vedalken Infiltrator Power one for two mana mana is not worth it.
  • Kotose, the Silent Spider This costs too much for a 4/4 with no evasion and no immediate board effect.
  • Okiba Reckoner Raid  Flip At the start of the game, you can't use it as an attacker. In late game, Menace is not that effective. Overall Changeling Outcast is a more reliable creature for one black mana, and even that isn't exactly a premium card.
  • Twisted Embrace 4 mana is too much for this.

Other cards to add:

  • Shriekmaw - At worst it's a mediocre 2 mana sorcery removal spell, which is not bad. In longer game, you'll get a 3/2 unblockable create to close the game, which further works with nunjutsu. If you can manage to evoke it with Feign Death or Undying Evil...
  • Baleful Strix This is a two mana removal which draws a card. And with Ninjutsu, it you can draw additional card.
  • Siren Stormtamer This is an early ninjutsu enabler, which also protects your better creatures. Unlike say Negate, it can also proactively attack.
  • Sleeper's Robe Ensures unblockability of your ninjas with a card advatage just for 2 mana.
  • Clearwater Pathway  Flip Yet another untapped dual land.

multimedia on Muldrotha: Budget Elemental Tribe!

1 year ago

Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.

Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.

You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?


An example of a streamline Elemental base using current Elementals (by CMC):

I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.

Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.

Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.

zachz on Stomp my Sacc

1 year ago

Having built a similar, but different end-result deck myself, I can appreciate and understand the struggle. You're on the right track, sorting cards into sac fodder and sac engines. I also had a third category, for sac profits, that rewards you for boardwide sacrifices, exactly like your commander is doing.

For renewable, repeatable sacrifices: There's an infinite zombie fodder generator in Gravecrawler and Carrion Feeder. You can also use Jadar, Ghoulcaller of Nephalia to get a daily zombie to toss. Grafted Wargear is a fun way to repeatedly sacrifice, preferably after attacking. Witch's Oven also lets you sacrifice after creatures aren't useful anymore. Priest of Forgotten Gods is pricey but rewards you for having lots of sacrifices.

As for single use tactics, Bone Splinters is a good spell. Shriekmaw sacrifices itself. Ordeal of Erebos would do well here as well, as it sacrifices itself after building, and would sac early due to the global counters.

Lastly, Hindervines would do great to block all combat damage once your creatures get even a single +1/+1 counter.

Best of luck!

Kret on Muldrotha: Budget Elemental Tribe!

1 year ago

Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana

Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.

Hope you find some of the suggestions helpful.

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