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You're Gonna Have A Bad Time

Picture of Meren

Meren Reanimator

[Deck description is still under construction.]

[Under construction. Please come back later.]

Skullclamp, Plumb the Forbidden, Grim Haruspex, and Midnight Reaper are each great additions to this deck. Skullcap is absolutely a must, as with a whole I can add "Draw 2" to any sacrifice outlet I have, and in some cases, the clamp can be its own sac outlet. Grim Haruspex and Midnight Reaper are both great to have out, giving me consistent draw for doing what this deck wants to do. Just be careful with the Reaper, as they can kill you if you aren't careful. Plumb the Forbidden is a new addition I'm testing out; its basically a modal version of Village Rites, letting me decide how many creatures I want to sacrifice.

Yawgmoth, Thran Physician and Krav, the Unredeemed serve similar purposes here, letting me sacrifice creatures for card draw. Yawgmoth is of course the MVP here, being able to kill opponent's creatures and even proliferate., but Krav shouldn't be overlooked for his ability to sacrifice multiple creatures as a single action, and even make himself bigger. As a bonus, Krav targets any player, so he could theoretically force an opponent to draw to death.

The deck also plays with a few creature tutors that compliment a graveyard theme, namely, Fauna Shaman, Birthing Pod, Pattern of Rebirth, and Protean Hulk. The Hulk is an extremely powerful tutor that has earned its place in cEDH for a reason, and is quite potent in this concoction. Also included is a staple suite of black tutors; Demonic Tutor, Diabolic Intent, and Vampiric Tutor with Sidisi, Undead Vizier as a recurrable inclusion.

What’s the point of playing green if we’re not gonna play mana dorks? Arbor Elf, Birds of Paradise, Deathrite Shaman, Elves of Deep Shadow are great mana ramp early game, and at worst fodder for the late game. I've recently added Bloom Tender to the mix, so I'll see if her pulling two mana at a time is worth the slot.

Sakura-Tribe Elder, Springbloom Druid, and Sol Ring fill the role of standard mana ramp. With Meren's consistent recursion both Steve and Druid are very capable of pulling out all of my basics in a handful of turns, and Sol Ring speaks for itself. Pawn of Ulamog and Pitiless Plunderer each fill a similar role, giving me spawns or treasures when I sacrifice creatures. Bonus, the spawns will give me experience when I sac them for mana.

In addition to creature ramp, I also have some ramp in my land base. Cabal Coffers and Crypt of Agadeem both can give me some serious amounts of black mana under the right circumstances.

Single Target Removal

One of the key components of this deck is control, and one of the best ways to control the board is to remove threats. To that end, Abrupt Decay, Assassin's Trophy, and Beast Within are excellent for removing any kind of permanent, with minimal downside, and Withering Boon is a cute addition to deal with any creatures that may be unremovable once they hit the battlefield.

I regularly play against an Animar deck, so inclusions like Outland Liberator  , Krosan Grip, and Force of Vigor have become a necessity to snipe Anscestral Statue. Given the proclivity of artifact decks in the format, I doubt these cards will go to waste. Force of Despair is also mostly here to deal with Animar, since it can both Time Walk him and gets around his pro-black if I catch him being cast. Definitely a flex slot, though.

Plaguecrafter, for all its worth, is a card I’m still not too sure about in the deck. But, it’s recurrable and basically solos battlecruiser, so I guess he stays for now.

One thing most removal has in common is that they don’t touch the graveyard (which I’m certainly happy about), so let me introduce Scavenging Ooze and Surgical Extraction. Each can deal with problematic cards in the graveyard at instant speed, and Extraction can single-handedly remove the Dragon's Approach from the game. Key targets for these would be any Eldrazi Titans or other likewise difficult-to-remove cards.

Board Wipes

Sometimes control and stax just aren’t enough to keep the board in your favor, and so I run a few board wipes. Toxic Deluge speaks for itself, and as a bonus is somewhat modal.

Bane of Progress is here to deal with the artifact or enchantress player getting out of control, and Thief of Blood is here to wipe out planeswalkers.

Honorable mention goes to Living Death for essentially being another board wipe.

  • Spore Frog –– The best card in this deck, hands down. Not only does it come out extremely quick, but its also incredibly difficult to remove. Spore frog turns off any combat-focused strategies, and increases your experience at the same time. I'm never disappointed to see this card in my hand.
  • Collector Ouphe –– Null Rod on a recurrable body. Can potentially lock out Artifact decks, or at least just turn off someone’s rocks.
  • Dauthi Voidwalker –– What can I say, its just realllly fun to steal people's cards. Just leaving the voidwalker out for a couple turns nets you a nice toolbox of spells to choose from, usually including at least one counterspell. Honestly, its an absurdly powerful card.
  • Gonti, Lord of Luxury –– I’m gonna be honest, I almost didn’t add Gonti into the deck. Turns out, he might be my favorite card! The utter value from his ETB is insane, not only do I get to remove any problematic cards from the top of my opponents’ decks, but I also get to steal one of those cards and I’m not even locked out of casting it because of colors.
  • Mindslicer –– This card needs Jesus. In just a blink of an eye your opponents can go from having their next few turns planned out to top-decking, and it can easily come out early in the game.
  • Sheoldred, Whispering One, Vorinclex, Voice of Hunger –– Staple kill-on-sights in the format. Sheoldred can stand in for Meren if I can't use her anymore.
  • Grave Pact –– An auto-include in any deck that sacrifices as part of its main gimmick. Can shut down nontoken decks.
  • Contamination –– Black's better version of Blood Moon. Doesn't even hurt me all that much, since most of my deck is black, and I run mana dorks that help with green mana when I need it.
  • Maralen of the Mornsong with Opposition Agent -- This combo is such an absolutely brutal softlock. No one can draw, and every turn you’re exiling a card from each opponent’s library while tutoring yourself. Given that this pair costs {6} total, it is fetchable with a single Hulk.
  • Tergrid, God of Fright   -- The deck is sort of running a side-theme of stealing opponents cards, and Tergrid fits into that theme quite well. I like to force opponents to sacrifice permanents, and discard, so at the very least I'm keeping them from using the graveyard like I am.
  • Sacrifice Fodder

    These are the cards that are very good at dying, and not much else.

    Nether Traitor and Pawn of Ulamog: the Traitor is very easy to recur for additional sac triggers, and the Pawn will also continuous spit out tokens that are either good for sac fodder, or even to generate some colorless mana.

    Sacrifice Outlets

    The deck makes use of several cards that have the benefit of saccing our creatures, but here are the few and the proud that shoulder that burden.

    Viscera Seer, Yahenni, Undying Partisan, Yawgmoth, Thran Physician, and Krav, the Unredeemed: Each of these are great ways to sacrifice creatures for free or very little, and each also gives out great resources for doing so. Both Altars are top-notch for the extra mana, but the creatures here are fantastic choices because they can be recurred by Meren. It should not be discounted that Yawgmoth and Krav draw cards, either.

    Reanimators

    We don't rely on substantial token generation, so when our fodder hits the 'yard, we need a way to bring them back. That's where Meren comes in, but sometimes she's just not available.

    Reanimate, Animate Dead, Necromancy, Junji, the Midnight Sky, Living Death, and Eternal Witness: All are great, cheap ways to reanimate anything if we want additional triggers, or if we are having a hard time getting Meren to stick on the battlefield. Living Death can also double as a board wipe, and E-wit has the added benefit of getting us back spells and artifacts.

    Aside from Stax effects, there are also several cards that just work well together, and even an infinite combo.

    Life from the Loam + Boseiju, Who Endures/Takenuma, Abandoned Mire -- The NEO channel lands speak for themselves, especially the modern staple, Boseiju. Add in Life from the Loam, and now they're ridiculous. Now I can ensure that I always have an answer in hand, and some self-mill on the side certainly doesn't hurt.

    Liliana, Heretical Healer  /Grist, the Hunger Tide -- The planeswalker abilities of these cards are a little underwhelming, but the reason I'm mentioning these two here is because, while in the graveyard, each counts as a creature, and that means Meren can recur them! And if I find space for Braids, Arisen Nightmare, then her ability can combo with Meren and one of these PWs to create a steady source of life loss and card draw.

    Mindslicer + Skullclamp -- For when you want to get ahead of the game.

    Contamination + Ophiomancer -- Pretty self explanatory, snake charmer pays for Contamination's upkeep, so there ends up being no drawback.

    Saw in Half + Cabal Ritual + Eternal Witness -- An actual infinite combo in the deck. By sawing in half E-wit, we get two E-wit tokens whose triggers go on the stack. With both triggers, get back Saw in Half and Cabal Ritual. As long as you have threshold, cast Cabal Ritual for five black mana, three of which will pay for another Saw in Half, which will make two more E-wit tokens. After getting back Cabal Ritual and Saw in half again, use the two remaining black mana for Cabal Ritual, and simply rinse and repeat.

  • Ramunap Excavator –– More ways to abuse the KND channel lands.
  • Ophiomancer –– I feel like this could be a good token generator, but I'm not sure if its better than anything I'm already using. [Edit]: I've decided to switch this out for Pawn of Ulamog, since while the ceiling on Pawn is huge, it also requires my engine to already be working to get any value from it. On the contrary, the ceiling on Snake-boi is pretty static, but will happen regardless.
  • Grist, the Hunger Tide, Liliana, Heretical Healer  , and Braids, Arisen Nightmare -- These three are sort of a package deal. Grist and Lili both act as creatures in the graveyard, which means I can recur them with Meren, and also act as planeswalkers on the battlefield, so I can sack them to Braids to force opponents to lose life and let me draw cards (or sac one of their own PWs, but I doubt anyone would really choose that).
  • Suggestions

    Updates Add

    As new sets roll out, some changes are made. Such is the way of the world.

    Anyway, let's see what's changed!

    I've made quite a few changes since my last update, most of which I don't remember, as they were somewhat inconsequential. But here are some of the biggest changes in the deck:

    Sol Ring is back in! It really is just too good. Can't remember what I took out for it though...

    Dark Ritual is out for Cabal Ritual: This is a change due to the advent of Saw in Half, an absolutely broken card with Cabal Ritual + any creature that returns instants to your hand--like Eternal Witness, for example. Check out the Wincons tab for more information on this infinite combo.

    Skithiryx, the Blight Dragon is out for Junji, the Midnight Sky: Skittles is a fun card, but ultimately only existed to be a closer in the deck. Junji is a versatile upgrade, and just an overall better card in my opinion.

    Plaguecrafter is out for Braids, Arisen Nightmare: Braids feels like an upgrade over Plaguecrafter, as she sticks around a bit longer. Giving my opponents the choice of whether or not to sac their permanent is a downside, but even if they choose not to I get to draw a card, so not a total loss. Besides, I shouldn't be relying on Braids/Plaguecrafter as removal; if I need something removed that badly, well, that's why I run interaction. EDIT (11/15): This change ended up being moot, as I instantly took or Braids for Saw in Half.

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    Date added 4 years
    Last updated 3 months
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    10 - 0 Mythic Rares

    47 - 0 Rares

    19 - 0 Uncommons

    7 - 0 Commons

    Cards 100
    Avg. CMC 2.92
    Tokens Clue, Copy Clone, Day, Eldrazi Spawn 0/1 C, Experience Token, Marit Lage, Morph 2/2 C, Night, Treasure
    Folders Owned Decks, EDH DECKS
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