So, this is Fenrhyr. I've being playing since 1994, with a 5-6 year break right for the Urza block which I miss really much now while deckbuilding!
I'm clearly a "Johnny" player looking for interesting interactions and emerging gameplays. In my opinion, deck building is almost as fun as playing and I don't mind spending hours just constructing list of cards. That's why I don't usually rip off existing lists (ok, I've done it once with Gaka's Norin because this one is so fun to play).
I only play and build EDH now, because here is the real fun in MTG for veteran players who don't want to spend that much money at every extension release.
In real life, I'm a French video game designer and writer, currently living in Dubai.
About my decks
My first rule about building Commander decks is to make the best of what you already have before looking at your credit card. Digging through your boxes might help you finding hiding gems and new way of using your trash. And if I don't have the card, my first option is to borrow it from my opponent with a Magic Control for example.
My second rule about building Commander decks is to make them multiplayer AND 1vs1. I don't like to switch cards regarding how many opponents I'm facing. That's why there is no Sol Ring for instance. In the end, 1 or 2 cards less doesn't change the face of the game.
My third rule is to always have fun. I try to make competitive decks but always with WTF twists (like Worldpurge) that may even cause my own lost. I don't care as long as the game is tense and fun for everyone.
WHY HER?
The temptress ability
In other words, she lures one opponents' creature to your lair, she uses it until she gets fed up and finally disposes of it.
And she's cheap. I know... What a ****, huh?
Basically, the tricky point is too untap her whenever you need it to choose another better (i.e. more annoying) creature in the opposite camp. Hence the original blinking/bouncing idea for this deck.
Drawbacks
No blinking/No bouncing and she pretty much a dead load
She's very weak with her 1/1 statitics. You'll have to protect her by giving her some shiny jewels for instance. And never attack with her but that goes without saying.
Hexproof/Shroud creatures are out of her league
This darling is for you if:
You like to play with other people's minions
You like blinking your cards and triggering effects when they enter the field
You like to have a toolbox in your library and not relying only on your general
This sleaze is not for if:
You prefer aggro philosophy and/or rapid victories
You prefer a strategy built only around your general or comboing in every corner
You don't want to constantly move your creatures from battlefield to exile zone and back.
Other choices
Sharuum the Hegemon - Ok, I admit she perfect for the blinking effects. But she's too trendy for me, to expensive to cast too. But a good choice for blinking and sacking your shiny toys.
Dromar, the banisher - Mass bouncing dragon. He can replace some of the cards in the deck. The strategy with him would be more aggressive, general-oriented. A bit expensive to cast too.
Zur the Enchanter - Cheap and tutor effect. You can use him to tutor specific "Whenever a creature enters the battlefied" enchantment that would be triggered on blinking effect.
The other Esper generals are not that synergetic with my blinking/bouncing philosophy and would be chosen only for the color access (in that case, I would take those fancy Sen Triplets).
THE DECK
History
I've been running this deck for quite a while now, always the same smile on my face when I get to play with other people toys. The deck evolve from a full steal/clone with touch of black and white creature removals to this much more enjoyable list.
The list gets huge changes with the Innistrad block and the new blinking cards. Not so much since then. Note that the deck was mainly designed for 1vs1 but can perform on multiplayer if you're cautious (see below)
Philosophy
The Whovians know the rule: don't blink! Blink and you're dead. Well, it will take longer than weeping angels to kill someone, but our little seducer will eventually get there. Three word to define the deck: Blink, Bounce, Steal. And if things get too messy for you, reboot the game.
Draining Whelk - So you think my deck as no counterspell, right? Here come a flying 7/7!
Teferi, Mage of Zhalfir - He is a bit expensive on the blue mana, but it's always nice to make opponents play only during their turn. Flashing some creatures during their turn is always nice, especially bouncers at attack phase
Recursioners
Entomber Exarch - A creature gone in the graveyard to soon? This guy can help you. Of course, it can also be used for the early game discard strategy.
Drawers
Mulldrifter - Classic blue draw. Evoke and blink for double draw.
Sphinx of Uthuun - Flying 5/6 Fact or Fiction. Even if an opponent sort your choices, you'll get something interesting. Also an end-game finisher.
Dire Undercurrents - There are so many creatures coming in the battlefield with the Blink/Bounce effects, it was literally begging for inclusion! Discard effect is a cherry on the cake.
Demonic Tutor - Classic tutor. Depending on the situation you'll usually go for a something like Charm Esper to get back on your feet or a Conjurer's Closet to install your long-term blinking strategy
Sudden Disappearance - End-game finisher. Either you do it on your cards to trigger them when they come back to change a game that looked very much like lost; either you cast it on your opponent to roll over him/her with your creatures.
Bouncers
Whitemane Lion - Flashing, it can save a creature you badly need during an opponent turn.
Venser, Shaper Savant - Classic. Save you from disaster by boucing back a key card on your board or buying some time bouncing
Riftwing Cloudskate - Suspend it in early game, you'll always find something to bounce on someone's board 3 turns later.
Dimensional Breach - I love this one. Really a game changer. You have to carefully chose the order of the card coming back. Your victory relies in ready every opponent's (remaining) choice.
Worldpurge - Expensive but radical. Make the best of your fresh start by estimating what your opponents would choose for their new hand.
Supreme Verdict - Uncounterable wrath. Very useful against swarm/token decks.
Ixidron - Haters are gonna hate. Can save your life. Other cherry: Annihilate generals without putting them in the command zone.
Mana Rampers
Stormscape Familiar - One mana less on white or black spells, always good to take
Abyssal Persecutor - One of the few without any effect on entrance. Always a delight to see your opponent's face at turn 3 when the demon arrive. It's a no-brainer: you beat down your opponent, you blink.
Celestial Colonnade - End-game finisher when you don't know what to do with your mana-base
Lands
Arcane Sanctum - Worth the "coming tapped" by having 3 esper mana in one card.
Right now, there are 33 lands in this deck. Except for very bad luck or bold mulligans, mana deaths almost never occurs.
HOW TO PLAY WITH MERIEKE?
Your general
Try to get out Merieke Ri Berit as soon a possible, but with eyes on your opponent (counterspells, obvious blasts, etc.). It don't really matter if she gets shot earlier than expected (because, she will get shot... a lot), she can come back later. The point is to scare some other generals and make their owner think twice before casting and losing it, especially voltron-oriented decks.
Opening hand and mulligans
I try to always have:
- Enough lands/Mana Rampers to cast Merieke turn 3
- At least one bouncer, especially one which can bother your opponent
- At least 1 or 2 creatures to follow Merieke with a CMC of 4 or less
Mana Ramping
You need to create a small ramp in prevision of the abuse the blinking/untapping effect of specific cards with Deadeye Navigator or Mistmeadow Witch by turn 7-8. If the opponent does not put to much pressure on you, take the time to blink or tutor your mana ramper first until turn 4-5.
Piloting your game
Most of the time, you'll deal with what you draw and your opponents' creatures. Your strategy is going to built itself with the evolution of the game.
In the first turns, it is nice to have 1 blink/bounce and one of these creatures:
Depending on the situation, you'll probably have to tutor a toolboxer to quickly get rid of:
Annoying enchantments
Swords
Hexproof/Shroud giver artifacts
That's the reason why you have to carefully and wisely weight the cast of the following card. If you have no bounce/blink in hand/play sometimes, it's better to suffer 1 or 2 turns more than waste their entrance on petty cards:
Ethersworn Adjudicator - "Wipe them out, all of them"; when the road is clear, your creatures can do their job
If things get to messy at the table, drastically use your last resort solutions: rebooters. Don't forget to blink some of your creatures to get a serious advantage afterwards!
Weaknesses
This deck can be slow is you don't get your ramp. Aggressive decks use the early game to roll over you without any hesitation. You don't have that much creatures on you own in play until mid game. Stealing the right one in the opposite camp help, but swarm decks don't care about losing one...
For some cases, I just don't have the card. For others, I don't like it. But "Never say never" so let's say this is also a "maybe list".
Creatures
Angel of Despair - Why destroy what you can steal or exile with another creature? Plus, this particular angel is 7 mana to cast, which is way too much.
Evil Twin - With the new M14 Legend, you can use him on an opponent general. Slow and less effective than Merieke. No better than a classic Clone, in the end.
Phantasmal Image - On the plus side, it's a cheap clone. On the minus side, it's a clone that can't blink.
Solemn Simulacrum - This one is good for land tutoring, but in another deck for now.
Mnemonic Wall - It would be nice to get back some instants from cemetery. For some reasons, I prefer looking for the remaining ones in my library or using Snapcaster Mage.
Sun Titan - Recurring your weaker ETB creatures. Why not, except by the time he comes into play I don't need my 3 CMC creatures to win. And Entomber Exarch does half the job too.
Man-o'-War - I played for a while with this jellyfish; a faery took its slot.
Fleshbag Marauder - I like it. Nice to have for multiplayers game or opponents' general that tends to be cast quickly (I'm looking at you Geist of Saint Traft!). I'm thinking of bring it in, don't know what to cut in exchange.
Palinchrone - This is obviously an excellent card which should get into any blue deck. With Deadeye Navigator, you can generate infinite mana. That's pretty the reason I won't put it in, some groups don't like the infinite tricks.
Swiftfoot Boots - This one is better with its Hexproof ability. But 1 for equip doesn't fit the blinking spirit. Creatures die, that's just the cycle of life said the Lion King.
Sensei's Divining Top - To be honest, I don't have it... Merieke relies on a beauty to win.
I don't have any fetch land and don't feel like buying them yet. But if you have some, switch with some Island and Plain.
MATCH-UP
1vs1
Altought it can do multiplayer, this deck is actually more 1vs1 oriented due to Merieke stealing ability. Here are some match-up I've play and remember enough to talk about (victory %/loss %).
Nin, the Pain Artist: Easy match-up, especially against an opponent affraid to make you draw by blasting your creature. Red blast is not a threat with your toolbox, neither blue and its flying creatures. I used to run a City of Brass in a previous build which gave also me opportunity to use Nim's ability. (80/20).
Captain Sisay: A tough one, especially if you're play against Cresus. Getting Merieke out and stealing the Captain just buy you some time to face this 99-toolbox-deck. Expect a quick defeat or a long victory. Bounce out your opponent's creatures and discard strategy worked for me. Sometimes. (40/60)
Geist of Saint Traft: I HATE this one and his Hexproof. If the deck building is more aggro with swords than control, you better have some luck on your mulligans to get blockers, stones and a big guy ASAP on your side of the table. A unfavorable match-up (20/80).
In a multiplayer game, play under the radar: Merieke tends to make people nervous with her ability, so you get extra attention. Keep low profile, do some politics and wait for others to kill each other before stepping in.
That being said, you can handle a 2vs1 match by stealing/boucing the right creature at the right time. It's very tough but doable.
edit:
Well it certainly is a Blink deck, I steered away from this effect in my deck as it seems you either have to dedicate your deck to blink or forget about it.
I'll provide useful feedback in a bit, but I just wanted to quickly say that you have done an awesome job with this post and I'm excited to see more people like you picking up Duel Commander!!
@trancer99: Thanks. Palinchrone could be a wise addition to make this deck even more competitive. I don't have the card, I don't think I'll add it to the current deck either; but I've put the card suggestion in the thread.
This is a good writeup for Merieke as general. She's definitely not a Zur, but she's not all that terrible really... Kind of like a lame version of Zur that woke up the next morning after keg partying with an extremely bad hangover and explosive diarrhea (the stupid witch can't even untap herself, lol). Unlike Zur, she's not going to win games for you by herself, but at least she does "something" for the 3 mana, namely give access to the colors UBW, lol. Until something better comes along that is not Voltron/Zur.
Cool deck idea and well made primer. The first flashing red light to me tho was your land count. Unless you can get Land Tax every game, 32 lands is not gonna be enough. This deck needs to hit a minimum of 5 lands, with 7-8 lands being preferable.
You have some creatures that seem out of place and replaceable, like Abyssal Persecutor, Faerie Impostor, and Emancipation Angel. You probably also have more flicker effects than you need. Shocking, I know :D. I'd rather see more strong ETB effects like Trinket Mage, Stoneforge Mystic, and Sun Titan. Its generally better to have a couple ETB creatures in play with no flicker available than a bunch of flicker effects and no useful targets.
I was a bit afraid too I had to much bouncers/blinkers, the next list update will have less than that.
I used to run Trinket Mage but hadn't too many things to call for so I get rid of him. If I get Stoneforge Mystic, I'll probably have to had more equipments.
I'm missing 1 land actually (98 cards), it's 33 on my current list.
I was a bit afraid too I had to much bouncers/blinkers, the next list update will have less than that.
I used to run Trinket Mage but hadn't too many things to call for so I get rid of him. If I get Stoneforge Mystic, I'll probably have to had more equipments.
I'm missing 1 land actually (98 cards), it's 33 on my current list.
I'll take your note under consideration for my next tests and thread update
No problem! 33 lands is still awfully low... I would recommend using 38-39 lands.
One cool thing about Trinket Mage is that he tutors for whatever you need, be it an Executioner's Capsule, a Nihil Spellbomb, or even an artifact land! Abyssal Persecutor is a good card, but hes basically a 6/6 flier for 4. Desecration Demon is similar. Basically if you feel like this card is strong and wins you a good portion of your games (1 in 5 is pretty high for a 1 in 99 card) you probably need to play cards with more punch and less cards that are dependent on other cards.
Cards like Mistmeadow Witch and Cackling Counterpart are going to be really unexciting if you have nothing else. Cards that are too dependent on other effects should be taken out for better threats.
Great information! Me being a new player and have been wanting to build an EDH deck around her this is great information. I have several of her and Umbral Mantle I just cant think of her without that particular artifact.
Last Update: 2013/09/07
About me
So, this is Fenrhyr. I've being playing since 1994, with a 5-6 year break right for the Urza block which I miss really much now while deckbuilding!
I'm clearly a "Johnny" player looking for interesting interactions and emerging gameplays. In my opinion, deck building is almost as fun as playing and I don't mind spending hours just constructing list of cards. That's why I don't usually rip off existing lists (ok, I've done it once with Gaka's Norin because this one is so fun to play).
I only play and build EDH now, because here is the real fun in MTG for veteran players who don't want to spend that much money at every extension release.
In real life, I'm a French video game designer and writer, currently living in Dubai.
About my decks
The temptress ability
In other words, she lures one opponents' creature to your lair, she uses it until she gets fed up and finally disposes of it.
And she's cheap. I know... What a ****, huh?
Basically, the tricky point is too untap her whenever you need it to choose another better (i.e. more annoying) creature in the opposite camp. Hence the original blinking/bouncing idea for this deck.
Drawbacks
This darling is for you if:
This sleaze is not for if:
Other choices
History
I've been running this deck for quite a while now, always the same smile on my face when I get to play with other people toys. The deck evolve from a full steal/clone with touch of black and white creature removals to this much more enjoyable list.
The list gets huge changes with the Innistrad block and the new blinking cards. Not so much since then. Note that the deck was mainly designed for 1vs1 but can perform on multiplayer if you're cautious (see below)
Philosophy
The Whovians know the rule: don't blink! Blink and you're dead. Well, it will take longer than weeping angels to kill someone, but our little seducer will eventually get there. Three word to define the deck: Blink, Bounce, Steal. And if things get too messy for you, reboot the game.
Deck Lists
1 Abyssal Persecutor
1 Body Double
1 Clone
1 Cryptic Annelid
1 Deadeye Navigator
1 Draining Whelk
1 Faerie Impostor
1 Emancipation Angel
1 Entomber Exarch
1 Ethersworn Adjudicator
1 Fiend Hunter
1 Galepowder Mage
1 Glimmerpoint Stag
1 Inquisitor Exarch
1 Ixidron
1 Knight of the White Orchid
1 Leonin Relic-Warder
1 Liliana's Specter
1 Mistmeadow Witch
1 Mulldrifter
1 Phyrexian Metamorph
1 Pilgrim's Eye
1 Restoration Angel
1 Riftwing Cloudskate
1 Rune-Scarred Demon
1 Skinrender
1 Snapcaster mage
1 Sower of Temptation
1 Sphinx of Uthuun
1 Stormscape Familiar
1 Teferi, Mage of Zhalfir
1 Venser, Shaper Savant
1 Wall of Omens
1 War Priest of Thune
1 Whitemane Lion
1 Dire Undercurrents
1 Flickerform
1 Followed Footsteps
1 Land Tax
1 Oblivion Ring
Artefacts (8)
1 Azorius Signet
1 Darksteel Ingot
1 Conjurers's Closet
1 Expedition Map
1 Orzhov Signet
1 Thousand-Year Elixir
1 Unbender Tine
1 Voyager Staff
Planewalkers (1)
1 Venser, the Sojourner
Instants (9)
1 Cackling Counterpart
1 Cloudshift
1 Esper Charm
1 Ghostly Flicker
1 Momentary blink
1 Mystical Teachings
1 Mortify
1 Swords to Plowshares
1 Turn to mist
Sorceries (8)
1 Demonic Tutor
1 Dimensional Breach
1 Fabricate
1 Merchant Scroll
1 Rite of Replication
1 Sudden Disappearance
1 Supreme Verdict
1 Worldpurge
1 Arcane Sanctum
1 Celestial Colonnade
1 Command Tower
1 Drowned Catacomb
1 Fetid Heath
1 Glacial Fortress
1 Hallowed Fountain
9 Island
8 Plain
1 Scrubland
1 Seat of the Synod
5 Swamp
1 Tundra
1 Underground Sea
3 Merieke Ri Berit
Blinkers
1 Voyager Staff
1 Cloudshift
1 Voyager Staff
2 Turn to mist
2 Mistmeadow Witch
2 Flickerform
3 Ghostly Flicker
4 Glimmerpoint Stag
4 Restoration Angel
4 Galepowder Mage
5 Conjurers's Closet
5 Venser, the Sojourner
6 Deadeye Navigator
6 Sudden Disappearance
Bouncers
1 Faerie Impostor
2 Whitemane Lion
3 Emancipation Angel
4 Venser, Shaper Savant
Untappers
3 Thousand-Year Elixir
4 Unbender Tine
Drawers
2 Wall of Omens
5 Dire Undercurrents
7 Sphinx of Uthuun
Tutorers
2 Demonic Tutor
2 Merchant Scroll
3 Fabricate
Cloners
3 Cackling Counterpart
4 Clone
4 Phyrexian Metamorph
5 Body Double
5 Followed Footsteps
Destroyers/Exilers
1 Swords to Plowshares
2 Leonin Relic-Warder
3 Mortify
3 Esper Charm
3 Oblivion Ring
3 War Priest of Thune
3 Fiend Hunter
4 Skinrender
5 Ethersworn Adjudicator
Recursioners
4 Entomber Exarch
Toolboxers
2 Snapcaster mage
2 Inquisitor Exarch
3 Cryptic Annelid
3 Liliana's Specter
4 Sower of Temptation
5 Teferi, Mage of Zhalfir
6 Draining Whelk
Rebooters
4 Supreme Verdict
5 Ixidron
7 Dimensional Breach
8 Worldpurge
1 Expedition Map
1 Stormscape Familiar
1 Land Tax
2 Orzhov Signet
2 Azorius Signet
2 Knight of the White Orchid
3 Darksteel Ingot
3 Pilgrim's Eye
Finishers
0 Celestial Colonnade
4 Abyssal Persecutor
Lands
0 Arcane Sanctum
0 Command Tower
0 Seat of the Synod
0 Underground Sea
0 Tundra
0 Scrubland
0 Glacial Fortress
0 Fetid Heath
0 Drowned Catacomb
0 Hallowed Fountain
0 Swamp
0 Plain
0 Island
Destroyers/Exilers
Toolboxers
Recursioners
Drawers
Tutorers
Blinkers
Bouncers
Cloners
Untappers
Rebooters
Mana Rampers
Finishers
Lands
Right now, there are 33 lands in this deck. Except for very bad luck or bold mulligans, mana deaths almost never occurs.
Your general
Try to get out Merieke Ri Berit as soon a possible, but with eyes on your opponent (counterspells, obvious blasts, etc.). It don't really matter if she gets shot earlier than expected (because, she will get shot... a lot), she can come back later. The point is to scare some other generals and make their owner think twice before casting and losing it, especially voltron-oriented decks.
Opening hand and mulligans
I try to always have:
- Enough lands/Mana Rampers to cast Merieke turn 3
- At least one bouncer, especially one which can bother your opponent
- At least 1 or 2 creatures to follow Merieke with a CMC of 4 or less
Mana Ramping
You need to create a small ramp in prevision of the abuse the blinking/untapping effect of specific cards with Deadeye Navigator or Mistmeadow Witch by turn 7-8. If the opponent does not put to much pressure on you, take the time to blink or tutor your mana ramper first until turn 4-5.
Piloting your game
Most of the time, you'll deal with what you draw and your opponents' creatures. Your strategy is going to built itself with the evolution of the game.
In the first turns, it is nice to have 1 blink/bounce and one of these creatures:
Depending on the situation, you'll probably have to tutor a toolboxer to quickly get rid of:
That's the reason why you have to carefully and wisely weight the cast of the following card. If you have no bounce/blink in hand/play sometimes, it's better to suffer 1 or 2 turns more than waste their entrance on petty cards:
If you are not too much pressured, you can go for your blinking engines:
To initiate the end-game, call for one of the following depending of the current board:
If things get to messy at the table, drastically use your last resort solutions: rebooters. Don't forget to blink some of your creatures to get a serious advantage afterwards!
Weaknesses
This deck can be slow is you don't get your ramp. Aggressive decks use the early game to roll over you without any hesitation. You don't have that much creatures on you own in play until mid game. Stealing the right one in the opposite camp help, but swarm decks don't care about losing one...
The worst cards to play against obviously:
For some cases, I just don't have the card. For others, I don't like it. But "Never say never" so let's say this is also a "maybe list".
Creatures
Artifacts
Lands
I don't have any fetch land and don't feel like buying them yet. But if you have some, switch with some Island and Plain.
1vs1
Altought it can do multiplayer, this deck is actually more 1vs1 oriented due to Merieke stealing ability. Here are some match-up I've play and remember enough to talk about (victory %/loss %).
More to come...
Multiplayers
In a multiplayer game, play under the radar: Merieke tends to make people nervous with her ability, so you get extra attention. Keep low profile, do some politics and wait for others to kill each other before stepping in.
That being said, you can handle a 2vs1 match by stealing/boucing the right creature at the right time. It's very tough but doable.
2013-09-07:
Thread created
I've been trying to assemble a list of print-out proxies myself w/Merieke:
http://forums.mtgsalvation.com/showthread.php?t=530586
edit:
Well it certainly is a Blink deck, I steered away from this effect in my deck as it seems you either have to dedicate your deck to blink or forget about it.
Not to mention if you have Mull Drifter available too you could draw your way to Inquisitor Exarch and just flicker it until you kill someone.
Palinchron + Deadeye Navigator = unlimited mana
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I now that in Esper color, she's not the best general in line, but wouldn't it be boring if everyone plays Zur or Sharuum?
You have some creatures that seem out of place and replaceable, like Abyssal Persecutor, Faerie Impostor, and Emancipation Angel. You probably also have more flicker effects than you need. Shocking, I know :D. I'd rather see more strong ETB effects like Trinket Mage, Stoneforge Mystic, and Sun Titan. Its generally better to have a couple ETB creatures in play with no flicker available than a bunch of flicker effects and no useful targets.
I was a bit afraid too I had to much bouncers/blinkers, the next list update will have less than that.
I used to run Trinket Mage but hadn't too many things to call for so I get rid of him. If I get Stoneforge Mystic, I'll probably have to had more equipments.
I'm missing 1 land actually (98 cards), it's 33 on my current list.
I really love the Abyssal Persecutor, 1 win of 5 is thanks to him.
I'll take your note under consideration for my next tests and thread update
No problem! 33 lands is still awfully low... I would recommend using 38-39 lands.
One cool thing about Trinket Mage is that he tutors for whatever you need, be it an Executioner's Capsule, a Nihil Spellbomb, or even an artifact land! Abyssal Persecutor is a good card, but hes basically a 6/6 flier for 4. Desecration Demon is similar. Basically if you feel like this card is strong and wins you a good portion of your games (1 in 5 is pretty high for a 1 in 99 card) you probably need to play cards with more punch and less cards that are dependent on other cards.
Cards like Mistmeadow Witch and Cackling Counterpart are going to be really unexciting if you have nothing else. Cards that are too dependent on other effects should be taken out for better threats.
Thank you for your time making this post.