Sideboard

Creature (2)

Sorcery (1)

Enchantment (2)

Instant (1)


Maybeboard


Early draft of a 75%-ish Meren deck, designed for more "fair" play than cEDH pods.

Core goal: To present an interactive deck which cannot win, de facto or de jure, in a single turn cycle, and which must win by beating in.

The prevailing meta is light on land-kill, encouraging a ramp strategy based around ETB/LTB creatures that fetch lands to play. A conscious effort is made herein to curtail the deck's power, including an aversion to two-card combos and mana denial, an omission of efficient tutors, and an absence of all artifact-ramp or efficient mana dorks. Resolving Meren earlier than T3 or later than T4 is to be avoided. The win-con should constitute a traditional beat-down approach bolstered by a sac-control strategy, with some hand-attack/hand-lock support to offset disruption. Testing may present a need to include light Stax/prison elements, such as Root Maze, to progress through the early-game. Any win-condition must be able to be disrupted with strong play and a modest window of opportunity; counter-or-die situations ought to be considered anathema to the core goal. The mana curve is deliberately kept somewhat heavier where it could be lean in an effort to maintain a heightened degree of parity with opponents. Any efficient (i.e. two-card) combos found during testing will be removed.

Most interaction, and indeed most spells, are creatures, with a light smattering of supportive enchantments/artifacts and a few pieces of powerful instant-speed disruption. Consequently, cards that care about creatures or creature cards are broadly preferred over those which do not.

The current main sub-theme is lands-matter, which itself may lead to a switch to The Gitrog Monster; this tension in the deck merits further exploration.

Cards marked as foil in the maybeboard are ones I have yet to acquire that I consider auto-includes for the deck. Cards marked as altered are flex spots I am testing or would like to test for general synergy and efficacy. While making cuts, there may be a sideboard and acquire list present; most cards in the sideboard have been recently slotted into the mainboard, though the ones marked as altered are cards I would like to include but have not made room for.

Possible alternate or additional sub-themes, whether efficient or cutesy:

  • Eldrazi tribal
  • Elf tribal
  • Zombie tribal
  • Thallid/Saproling tribal
  • Dredge
  • Reanimator (which might be too strong/"unfair" for the goal at hand)
  • Hand-lock (which might precipitate a shift to Nath of the Gilt-Leaf)
  • Self-mill
  • Lantern-control
  • +1/+1 counters with *vus-style creatures (e.g. Pentavus)
  • Spirit of the Night package
  • Transmute (or generally inefficient/restricted tutors)

Possible mechanics/cards to explore:

Metagame choices:

  • Vampire Hexmage: Beyond the Depths-combo, there is a sufficiently high local preponderance of Superfriends and Planeswalker-Commander decks that this has utility on its own
  • Unravel the Aether: One player in particular runs multiple decks chock-full of Gods; another runs Blightsteel Colossus. Tutor density is also very low in the meta while recursion is very high, making this somewhat harder removal than Naturalize
  • Crop Rotation: Even setting aside Depths-combo, fetching Bojuka Bog at instant-speed can neuter decently many local decks

Notable Omissions:

  • Blood Artist and its kin are eschewed for the time being in an endeavor to discourage attempts to win outside of the combat step
  • Necropotence and Necro-Impotence will be avoided unless testing reveals a need for more consistent draw to seal games; regardless, no efficient combos will be deliberately run, which should keep the use of either confined to value-plays and not digging for combo pieces
  • Sidisi, Undead Vizier and Razaketh, the Foulblooded have yet to be tested to determine if they are too powerful for the desired pods
  • Sol Ring, Mana Crypt, Carpet of Flowers, and the legal Moxen are omitted to reduce the likelihood of a possible T2 Meren; the same is true of mana dorks
  • Sylvan Library is likely too strong of a card draw and card selection engine for the desired build
  • Yisan, the Wanderer Bard and Birthing Pod both seem likely to be too strong, and will only be tested after the deck is more refined and its power level better assessed
  • Strip Mine, Wasteland, and Dust Bowl were omitted out of deference to concerns about mana denial in the meta, though they may yet prove acceptable
  • Gaea's Cradle, despite its synergy with sacrificing lands and obtaining extra land drops, would be too powerful for the desired meta
  • City of Brass and Mana Confluence, though both excellent, have not made the list as yet due to my desire to take this deck deep into the late game; until I have a better grasp on life management for my shell, I want to avoid lands that must hurt me when I get mana from them, especially since I already plan on abusing fetchlands in conjunction with, e.g., Mirri's Guile

Suggestions

Updates Add

In accordance with the observations below:

Out:

In:

The deck is now dealing with tension along the axes of sacrifice matters, discard matters, and lands matter, but hopefully this early shift towards hand attack will give me a better sense of direction.

Comments

Revision 3 See all

(7 years ago)

+1 Autumn's Veil main
+1 Bitterblossom maybe
+1 Bone Shredder maybe
+1 Bottomless Pit main
-1 Burgeoning main
+1 Cabal Therapy maybe
+1 City of Brass maybe
-1 Constant Mists maybe
+1 Contamination maybe
+1 Creeping Dread maybe
-1 Crucible of Worlds main
+1 Cunning Lethemancer maybe
+1 Darkblast main
+1 Death Cloud maybe
+1 Driven / Despair maybe
+1 Duress maybe
+1 Entomber Exarch maybe
+1 Fatal Push main
-1 Forest main
+1 Go for the Throat maybe
and 61 other change(s)
Date added 7 years
Last updated 7 years
Exclude colors WUR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 1 Mythic Rares

46 - 3 Rares

23 - 2 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.90
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Elf Warrior 1/1 G, Emblem Liliana, Defiant Necromancer, Experience Token, Marit Lage, Plant 0/1 G, Serf 0/1 B, The Monarch, Zombie 2/2 B
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