Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Create a 1/2 green Spider creature token with reach for each creature card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost, then exile it.)
1 month ago
Kazierts - You definitely went full jank! As the deck is, in Modern I feel like this is a struggle bus...no offense...With a average CMC of >4.0 and not many cards to disrupt your opponent or even interact with their board, I feel like your spiders are going to get squashed more often than not.
Despite my initial bleak forecast, I feel like Nyx Weaver might have some merit in this deck. It feels like you are trying to get some cards in your graveyard fast to power up things like Unholy Heat. Nyx Weaver aids with that and keeps the spider "tribe" feel. Chainweb Aracnir is a suggestion for lowering the manna curve. Its ability to be recast from the grave is a bonus if you get into a dogfight. Rotwidow Pack again hits on the theme of getting cards into the graveyard and has a nice "tribal" feel to it. Arasta of the Endless Web might be nice to run a few copies of just to aid in getting some bodies out on the field if your opponent loves to play spells.
In terms of support, Swarmyard could be helpful to keep some of those heavy hitting spiders on the board if you could swing it. Running tri-colors is tough though with utility lands added in. Spider Spawning is not good but it is an option as well.
Good luck and happy brewing!
6 months ago
V2.0: Shifted aim toward answers from threats. Tokens aren't anything to worry about before turn seven, anyway.
Armored Skaab: Down by one.
Blex, Vexing Pest Flip: Cut. Buffing the tokens to speed up lethal is counterintuitive to much of the rest of the deck's intention to stall. Rarely, if ever find reason to use the back side, and life is valuable to this deck only so far as delays are concerned. Once you're stable, you don't need to fish so desperately for pieces.
Boneyard Wurm: Down by one.
Lotleth Giant: I really like this because it dodges blockers, but it's never decisive like a seven-drop ought to be. Dropped.
Decisive Denial: Dropped. Couldn't justify its use when creature-based iterations can be used to keep the effect and fuel other spells.
Drown in Filth: Dropped. Part of the issue is the mana requirement. It's hard to reliably draw all three colors in the first two turns, so a lot of my starts were awkward with this. It could also fizzle early on by not having enough of the right thing in my graveyard.
Spider Spawning: Reduced by two. Slow, and the deck is pretty heavy on recursion. Despite issues with the tap requirement, Vilespawn Spider is a body, on or off the field, and anything in the way of attackers or pumping spells is important.
Spiketail Hatchling: Added four copies. Might look for one I like with a mana cost to make the tax a greater burden. Or maybe something with lower CMC and no flying.
Winds of Rebuke: Added three copies.
Spore Frog: Added four copies.
Deadbridge Chant: Added one copy. Still not wholly sold on this, but it makes sprinting against other stall decks much more viable. Valid target for Winds of Rebuke, if you happen to need to reset with elixir.
Land: Reduced prominence of black and green for blue.
6 months ago
Welcome to the club, wschlobohm!
As Balaam__ says, there are a few cards here that aren't in many self-mill decks, and some of them are pushing your average mana value up. Craterhoof Behemoth, Rune-Scarred Demon, and Resolute Archangel in particular are probably not going to help that much. This deck has almost no way to generate mana quickly, so those cards are going to be sitting in your hand for a long time before seeing use. Cutting them and replacing them with less mana-hungry cards will be a strong first step.
Archaeomancer isn't really living up to its potential here, with a total of five instants and sorceries. It can come out and be saved for a more spell-centric deck.
Third thought, you have only two white cards in here, and I already suggested cutting one of them. If you take out Planar Cleansing as well, that should tighten up your mana immensely.
This point will require a higher budget, but take a look at multicolor lands that enter untapped. Anything from Llanowar Wastes to Drowned Catacomb to Breeding Pool will accelerate your deck, since you can use lands the turn they're played.
My final thought for the moment is to take a close look at every card and ask, Does it put cards in my graveyard? Does it take advantage of cards in my graveyard? Does it directly win me the game? If the answer to all of these for any card is no, then that card can probably be taken out and replaced with a card that does advance your game plan.
Look to get four copies of the cards you want to use most. This will increase your odds of drawing those cards.
If you want to look into more competitive decks along these lines, check out Dredge and Reanimator decks. Both of these strategies are based around filling your graveyard as quickly as possible and using it as a new resource. Alternatively, Laboratory Maniac and its friends Thassa's Oracle and Jace, Wielder of Mysteries are the centerpiece of a common instant-win Commander strategy, if you prefer that angle
And above all, have fun!
9 months ago
I think the decks has largely improved since you posted it. Now I think you should focus on your strategy. Gaining exp counters or reanimate isn't a strategy per se, but it's the engine that should get your strategy running. I see you run the Magistrate's Scepter and Coretapper combo. I think this is a much more valuable combo, which is being played in competitive decks too. Also don't get focused too much on getting exp counters. Assume you have infinite: you don't reanimate infinite creatures, nor an infinitely powerful creature. You reanimate one creature at the end of each of your turn, assuming (which is unlikely) that Meren is left unscathed. So consider exp counters a facilitator toward your strategy rather than the goal in itself (hence why Spider Spawning isn't that valuable, in my opinion).
If you run a combo, I suggest playing more (cheap) tutors, such as Final Parting, Mausoleum Secrets, Unmarked Grave, Buried Alive, Profane Tutor, Wishclaw Talisman. Also, if you decide to run a combo, then other cards in your deck should aim at achieving that rather than do things that are separate from it, meaning you should include all 1-mana elves, and all cheap mana dorks (both enchantements and artifacts) to help you achieve your strategy.
You can also just decide to go aggro, but then I'd simply suggest to play a budget version of Skullbriar, the Walking Grave rather than Meren.
In any case, your mana curve is still quite high, 3.26 essentially means you play one spell each turn, possible no spells for the first 2 turns.
9 months ago
I'm assuming if someone plays Rest in Peace/Dauthi Voidwalker then I am alr screwed unless I draw into enchantment hate or one of my major win cons pretty quickly. Arachnogenesis is $30-40 card and will probably end up creating many less spiders than Spider Spawning(Btw as I said before, they aren't meant to be blockers. They give me exp counters and sac triggers). I have alr considered adding Protean Hulk and have alr determined that I will add it but I am just finding a card to swap it in for.
9 months ago
ThatWeirdPerson I guess Spider Spawning is overall a slow card, considering that you are playing multiplayer (I assume) with someone close to your budget, you'll see plenty of mass removals. It costs too much mana for what it is worth.
True, maybe the card is a good draw in late game when your graveyard is filled (assuming someone isn't playing Rest in Peace, Dauthi Voidwalker, or just put a Bojuka Bog on you), but I figure in late game you might want yo play more powerful spells, such as Living Dead or something that reanimate your graveyard rather than having random spiders which won't do much other then block. If that's what you seek, then just go with Arachnogenesis, which is basically a better and more viable option than Spider Spawning. This is also a better solution since your deck has virtually no interaction (i.e., cards that interacts during an opponent's turn or in response to something happening, mostly instant cards).
Consider also to play Protean Hulk, which sells for very cheap these days. There's no better card in the whole of MTG than Hulk in a Meren, and generally Golgari deck.
9 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.