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Meren's Road to Durdle Town

Commander / EDH BG (Golgari) Sacrifice

Vilhelm


Maybeboard


Welcome to Durdle Town!

The design philosophy of this deck is that we want as many things to do on our turn as possible. The deck is overflowing with one drops so that we always have a play from turn one onward. Top end cards then leverage the abundance of one drops to storm off and play through the deck.

The game plan of this deck is to reach a critical mass of draw engines and lands to draw and play the entire deck. The secondary goal is to win the game with Zulaport Cutthroat off of Shirei, Shizo's Caretaker or a Living Death loop with Eternal Witness.

This is a budget deck, with some cards above $5 included because I already had them in my collection. The only cards at or above $5 which are necessary for the deck are Underrealm Lich, Eternal Witness, and Living Death.

Single Card Discussion:

  • Jarad's Orders: Good both midgame for value and late game for finishers. It costs a bit too much mana, since spending a turn tutoring isn't that powerful much less fun.
  • Skullwinder: I made the mistake of running this card as Eternal Witness part two. I was wrong, this card is god awful. Giving your opponent the same effect is only good if you're both losing to a third opponent. Since the reason you'd play this card is to loop Living Death, you'll be returning multiple cards to an opponent who want to stop you from wrathing their board repeatedly.
  • Gleancrawler: Clunky to get out and creates limited value. Possibly the worst top end card of the cards I considered.
  • Tortured Existence: Best case forms a lackluster card advantage engine with gleancrawler. Worst case does nothing without an already existing card advantage engine. Medium case gives some value with a dork.
  • Strionic Resonator: doesnt work with shirei, can’t target the same creature with meren, too much mana to justify copying etbs
  • Ravenous Squirrel: Given unlimited mana, this card does everything our deck wants. However, it’s always too slow. Not bad as a big beater/blocker though. Being a creature makes it much better than Vampiric Rites.
  • Foster: Provides solid value, but is a little too mana hungry.
  • Hope of Ghirapur: Can lock a spellslinger out of the game, but recurring it every turn hampers our own gameplan. Could remove, since it doesn't help us durdle.
  • Phyrexian Reclamation: Can fail early game, and not especially relevant late game. Best midgame, but is it good enough? Actually have never activated it once during goldfishing. Hot garbage.
  • Primal Growth: Noncreature ramp is not good enough.
  • Kagemaro, First to Suffer: Not only does it cost too much mana, it probably won't kill the creatures you want it to.
  • Mycoloth: Not a good finisher. Provides very little value, only attempts to close out the game. It requires too much investment and wait before the payoff.
  • card: traverse the uvenwald: Almost impossible to trigger delirium.
  • Yavimaya Elder: good but not great. Is card advantage but only for lands. Would have rather have an etb draw creature.
  • Elvish Rejuvenator: We don’t play a lot of nonbasic lands, so 9% the chance to whiff on this card is too big of a risk.
  • Dictate of Erebos: This card makes games unfun for your opponents. That means it's probably correct to play it, but I just don't have the stomach for it.
  • Foundation Breaker: seemed like a good fit, but evoking it is not ideal because we'd rather leave it on the battlefield to sac later. Possibly outclassed by Masked Vandal.
  • Dawntreader Elk: Fine, but doesn't combo with Shirei, Shizo's Caretaker, so I'd rather have a three mana 1/1 ramp elf.
  • Magus of the Abyss: does nothing on etb, so not really what we want. Our value is so exponential that having this card produce value over several turns is not ideal.
  • Null Profusion: Hot garbage. Skipping the draw step hurts.
  • Merciless Executioner,Demon's Disciple: Redundant creature hate.
  • Cabal Therapist: is a pet card of mine but it does nothing on etb, so not really what we want. Our value is so exponential that having this card produce value over several turns is not ideal. In fact, it's hot garbage.
  • Grave Titan: Not a great card for this deck, since we aren't looking to win through combat. The tokens it makes aren't really usable since we care about nontoken creature deaths, and it costs too much mana.
  • Westvale Abbey  : Too slow, colorless mana is bad.
  • Mishra's Factory: Colorless mana is sooo bad.
  • Heirloom Blade: foster #2. Having to equip this preemptively is cumbersome. A nonbo with both skull clamp and shieri.
  • Deathreap Ritual doesn’t help us go off, just helps us not run out of gas. outclassed here by even Beast Whisperer.
  • Vampiric Rites: Way too slow.
  • Reclamation Sage: We really need to be able to blow up Rest in Peace. Synergizes with Wirewood Herald, but not Shirei, Shizo's Caretaker.
  • Fleshbag Marauder: Redunant creature hate, could be brought in if you're a meaner deck pilot than me.
  • Timeless Witness: Since our most powerful engine is Living Death + Eternal Witness, it benefits us to have multiple copies. This also rounds out our 4 cmc Birthing Pod targets. However the card just feels too slow at 4 mana.

These are cards that I don't own but if I did might go in.

  • Grisly Salvage: is a great cantrip that finds us what we need early game and stocks the graveyard.
  • Morbid Opportunist: If deathreap ritual was a 3 mana creature, I’d consider playing it, and this is even a bit better since it triggers off of random creatures our opponents control dying.

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Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

15 - 0 Rares

19 - 0 Uncommons

27 - 0 Commons

Cards 100
Avg. CMC 2.37
Tokens Day, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Emblem Liliana, Defiant Necromancer, Experience Token, Goat 0/1 W, Morph 2/2 C, Night, Treasure, Zombie 2/2 B
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