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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Merfolk Shaman
Whenever this attacks, you may mill three. (Put the top three cards of your library into your graveyard.)
When this dies, put all land cards from your graveyard onto the battlefield tapped. (Dying is being put into the graveyard from the battlefield.)
1 month ago
Well, if you're getting lands onto the battlefield as a main strategy anyways, packing a few large spells that are known closers (Torment of Hailfire and Expropriate come to mind, but you definitely don't have to use those exact cards, since they're expensive, but you get the idea) are a solid backup. Landfall-type strategies is another natural fit, with Scute Swarm, Avenger of Zendikar and Field of the Dead as example closers.
The biggest trick with gates is that they're nonbasic, so a lot of the traditional ramp and landfall-enabling, like fetchlands, doesn't work on them. So I feel the deck would be leaning heavily into drawing a lot of cards (something all three of your colors are really good at), and then getting extra land drops per turn with Azusa, Lost but Seeking- effects. You could even lean into self-mill (which black and blue excell at), and then recur lands with World Shaper, Ramunap Excavator, and Splendid Reclamation. That, however, is risky again from the graveyard-removal angle.
Some of the other posters mentioned a voltron angle for the commander, and I definitely see that as a possibility too! I just wanted to lay out some other options.
1 month ago
3 months ago
rambunctiousOrator, The Great Henge and Archon of Cruelty make more sense to me now. When I currently play this deck in its current state I tend to not play many cards from my hand. So the Flash cards you recommend wouldn't work to well. And like you said I don't have the best reanimation targets yet for The Scarab God to work. Maybe with the additions of The Great Henge and Mulldrifter that would allow me to play cards from my hand more. Because as of now the current way I have played this deck is ramp into mill, until I get my win con. Usually using Mirror-Mad Phantasm or Forgotten Creation to do so. I do have some synergy for landfall stuff with Tatyova, Benthic Druid and World Shaper so Avenger of Zendikar could be a fun addition in combination with those two. But I feel like to pull some of this stuff off, I would need a lot of mana.
3 months ago
Just a few other good cards to mention that I talked about on your forum thread-
3 months ago
DreadKhan I didn't even know about Yavimaya Granger and Diligent Farmhand. Those are great, and I need to add them! And you're totally right in what you said on the other thread- "hell is having Meren out with nothing to sacrifice." That happened to me earlier in my Meren career when I was still upgrading the precon, and it was miserable. That's why the self-saccing creatures are so good!
The other big mistake I had was having a great grindy, controlly deck without a clear wincon, which I'll confess is a bit of a noob's mistake. Syr Konrad, the Grim/Blood Artist/Falkenrath Noble + Living Death/Massacre Girl fixed that, and World Shaper + Field of the Dead added a second one. None of the cards from the first "combo" are over $10, and only Field of the Dead is pricier from the second, and while fun to have both you don't need them all. There is also the option of just getting lots of mana and casting Exsanguinate or Torment of Hailfire, but I passed on those ones since it's something I do in my Teysa, Orzhov Scion deck.
If you can fix your engine and have a clear winning "combo" (not an infinite combo, just a bunch of cards that synergize to help you win) you'll have so much fun!
3 months ago
Red05 - I would say it needs "more" self-mill not in the sense that more cards should self-mill, but the cards you include should each mill for more. Bang for card buck mill-wise.
It feels like the aim of this deck is to get the graveyard as full of some juicy keywords as quickly as possible, then let the beatdown commence with whatever creatures are on board after a Kathril play. The self-mill you have is somewhat limited or can't be played until later turns when you could already be falling behind. Dakmor Salvage is only good when you can consistently send it back to grave, Splinterfright just dies if you have no creatures in grave already, Stitcher's Supplier only mills 3 until your opponent decides to kill it, Deadbridge Chant and See the Unwritten require 6 mana which can take time, etc...
Pair that with the fact that there's only ~17 decent keyword providers at your disposal, the odds of ripping the several that you'll want to start with is low without more consistent mill. Some back-of-the-napkin math shows that even if you mill yourself for 6 cards there's still a ~1/3 chance that NONE of those creatures even get milled, let alone only milling some of the more tame keywords like flying or hexproof which by themselves probably won't win you any games.
Therefore, it feels like having some low-cost, high-yield self-mill options would be extremely valuable - the kind of thing where when you pull it in your opening hand or turn 2 you know you can get the ball rolling. You already have Nyx Weaver, Skull Prophet, World Shaper, and Death's Oasis which fits that bill, and having a couple more cards like those would add a lot more consistency. Mesmeric Orb (though a bit expensive) is reliable and even works on your opponents. As I mentioned before, dredge cards would be an especially nice conclusion since it means self-mill can lead you to more self mill when you don't need card draw. My personal favorite is probably Shambling Shell since it can sac itself turn after turn if you have just 3 mana and are desperate for grave fuel.
After messing around with a version of my own and trying some stuff out, easy discard outlets could also be a good inclusion in case you rip your meaty keyword cards into your hand and can't play them. Your Greenseeker fits nicely there, and Lotleth Troll can do the same but turning himself into more of a threat in the process.
3 months ago
Thanks for those suggestions! Right now I've got 7 cards in the "Graveyard Mill" category plus another 4 in other categories like ramp that also help with mill (Satyr Wayfinder, World Shaper, Skull Prophet, and Dakmor Salvage). I still need to play the deck a few more times to see how it works, but do you think it still needs more self-mill beyond those 11 to get the graveyard built up?
4 months ago
I'll throw some options out there and you can weed out the ones that are too expensive.
Lotus Cobra is a must. This card can take your deck and make it incredibly explosive.
Oracle of Mul Daya, Ancient Greenwarden, and Crucible of Worlds to allow for you to easily recycle lands back from the graveyard (especially helpful for your sac fetch lands). Warden also lets you milk even more out of those landfall triggers!
Fabled Passage for another relatively inexpensive fetch land you can use both to color fix, as well as get extra landfall triggers for. Ghost Town for an abusable land you can return to hand on off turns to allow for guaranteed land drops. Terrain Generator to have another repeatable way to play extra lands per turn.
Azusa, Lost but Seeking, Exploration, Burgeoning, Dryad of the Ilysian Grove, Kodama of the East Tree, Sakura-Tribe Scout, Skyshroud Ranger, Walking Atlas, Wayward Swordtooth all allow you to play additional lands per turn reliably.
Courser of Kruphix is good
Felidar Retreat does incredible work in generating tokens and/or counters
That's what I've got to start. I can take another look later and see if I have anything else.