RekdaahTelambar
1.6k views8 hrs ago
Commander
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{"ops":[{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"The Mimeoplasm with Umori, the Collector companion"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Introduction"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is a deck I will never take apart. It was made for me by a close friend for a deck building challenge we used to enjoy about once or twice a year. Even back then, I knew I wanted a deck for every colour combination, and I struggled with a lot of the three and four colour decks. Then my friend blew my expectations out of the water with this amazing concept. All creatures. All bangers. No sleep 'til the third piece of grave hate annihilates me."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"What started as a budget deck has now spiraled into a home for nearly every bomb mythic and reanimator creature I’ve pulled at a prerelease. Lovingly nicknamed 'The Meme'. The deck is a favourite of both mine and my playgroups, because it's not what people expect from The Mineoplasm. Yes, it can play like the standard Mimeoplasm deck. But, it's usually a showcase of potential while I fill my graveyard with every absurd rares that make the table tense. This is a deck that has to be played correctly, or else it can be a miserable experience for the table. But, thankfully, I know how to play the deck, and it's a tonne of fun."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"The Commander"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Who doesn't know who The Mimeoplasm is at this point? Coming in the original 2011 commander decks, The Mimeoplasm is a commander many, many, many players have tried, at least for the novelty. Basically a reanimator in the command zone. A good Mimeoplasm demands respect, because it can become a hasty, commander damage threat very quickly. Also, having access to what many would argue to be the three strongest colours in MTG gives The Mimeoplasm a vast pool of powerful cards to choose from when it comes to deck building. Thankfully, this isn't that kind of deck. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That's thank to Umori, the Collector. Limiting the deck to only creature cards. Not a huge restriction, as restrictions go, but it's enough of a restriction to make the deck interesting. The Companion mechanic is many things, but I wanted to have one EDH deck that used a companion. And Umori’s power and toughness, and cost reduction, makes it at least playable. To say something positive, it is a card I always have access to for three mana, and it does multiple things in the deck. Not least of all, increasing my hand size to eight. So I am forced to discard down to hand size, and put that mythic bomb that was stuck in my hand into the graveyard where it belongs."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Hypothesis of the Deck"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"When creating this deck, the main questions I asked myself were:"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Can we build a deck with only creatures and still have enough ramp and removal in the deck to be present in every game?"},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Do we need The Mimeoplasm to win the game, or are the big creatures in the deck enough to close out a game?"},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"What is the maximum amount of creatures we can squeeze into the deck before it becomes unplayable?"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Method"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The idea of the deck is simple. Mill creatures into my graveyard, and either reanimate them with creatures in the deck or with The Mimeoplasm. The fun part of the deck lies in not really caring what is in the graveyard, and to simply keep milling. There's two reasons for this. Firstly, the more cards we mill, the more creatures we have access to with our reanimators. Secondly, this is kind of the point of the deck. Not many decks run a lot of graveyard removal cards. So, it's funny to mill mythic bomb after mythic bomb and watch the tension in the game grow. The amount of times people will say, ‘The Mimeoplasm SHOULD be the problem, but…’ is more than a handful of times. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The deck really only had two speeds."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The first speed is resource accumulation. The starting hand of this deck really should contain three lands and either two mill cards or a mill and a ramp. Something like "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Millikin"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" with three lands would be an automatic keep. Helping the deck speed up slightly and getting the game plan in action as soon as possible. Then it's simply a game of chicken. The idea is to continue to mill and occasionally reanimate certain creatures, preferably "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Angel of Suffering"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Doom Whisperer"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":", until the deck is ready to change speed or gets hit with graveyard removal."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The second speed is the cheat. There are several ways to cheat in the deck. I consider any reanimator a ‘cheat’ effect. However, the deck also has "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Bramble Sovereign"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Volo, Guide to Monsters"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to get two mythic bombs rather than one; "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Satoru Umezawa"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to cheat out the big creatures stuck in our hand, or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Muldrotha, the Gravetide"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to keep reanimating our reanimators so we can keep cheating the casting costs. And last, but by no means least is The Mimeoplasm. Patiently waiting in the command zone until a perfect mixture of huge creatures hit the graveyard like "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Tromokratis"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" and "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Earthquake Dragon"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":"."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But, what if it all goes wrong? You shouldn't care. It's a reanimator strategy. So the deck is more resilient than most. However, if someone plays a "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Rest in Peace"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Leyline of the Void"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":", just keep playing and have fun where you can. This is a deck where you can play up and down the power level. The deck could mill a powerful combination of creatures for The Mimeoplasm very early, and you could make it a very quick game. Or, you can do what I do, and just keep milling for the fun of it, and keep that tension at the table alive for a lot longer than it should be."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Conclusion"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The concept, the name, and the spirit of the deck is what has given the deck its longevity. I think many players take apart their Mimeoplasm decks, because they ‘solve’ the deck. They know what they're looking for, and they know how to consistently put that specific combination of cards together. However, this deck is all about the journey and, with the rate of mythic bombs that WotC prints, the spectacle of showing off which flashy cards you've collected. It can even be one of those decks where you keep a huge pile of bomb mythics and pull fifteen random cards at the start of every game… Actually, that's not a bad idea… I need to get back to brewing."},{"insert":"\n"}]}
Commander
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Big Boi's
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Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Land

Land
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Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
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Araumi of the Dead Tide
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Legendary Creature - Wizard Merfolk

Sepulchral Primordial
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Creature - Avatar

Reanimator
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Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

Removal
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Dogged Detective
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Creature - Human Rogue

Master of Death
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Creature - Wizard Zombie

Monstrous War-Leech
Kicker (You may pay an additional as you cast this spell.)
As this creature enters, if it was kicked, mill four cards. (To mill a card, put the top card of your library into your graveyard.)
Monstrous War-Leech's power and toughness are each equal to the greatest mana value among cards in your graveyard.
As this creature enters, if it was kicked, mill four cards. (To mill a card, put the top card of your library into your graveyard.)
Monstrous War-Leech's power and toughness are each equal to the greatest mana value among cards in your graveyard.
Creature - Horror Leech

Necrogoyf
Necrogoyf's power is equal to the number of creature cards in all graveyards.
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lhurgoyf

Old Stickfingers
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Legendary Creature - Horror

Urborg Lhurgoyf
Kicker and/or (You may pay an additional and/or as you cast this spell.)
As this creature enters, mill three cards for each time it was kicked.
Urborg Lhurgoyf's power is equal to the number of creature cards in your graveyard and its toughness is equal to that number plus 1.
As this creature enters, mill three cards for each time it was kicked.
Urborg Lhurgoyf's power is equal to the number of creature cards in your graveyard and its toughness is equal to that number plus 1.
Creature - Lhurgoyf

Self-Mill
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Satoru Umezawa
Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn.
Each creature card in your hand has ninjutsu .
Each creature card in your hand has ninjutsu .
Legendary Creature - Human Ninja

Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Wrexial, the Risen Deep
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.)
Whenever Wrexial deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Whenever Wrexial deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Legendary Creature - Kraken

Utility
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Thrasta, Tempest's Roar
This spell costs less to cast for each other spell cast this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Legendary Creature - Dinosaur

Win-Con
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Umori, the Collector
Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
As Umori enters, choose a card type.
Spells you cast of the chosen type cost less to cast.
As Umori enters, choose a card type.
Spells you cast of the chosen type cost less to cast.
Legendary Creature - Ooze

Sideboard
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Akawalli, the Seething Tower
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli gets +2/+2 and has trample.
Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
Legendary Creature - Fungus

Cavalier of Thorns
Reach
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Creature - Knight Elemental

Drana, the Last Bloodchief
Flying
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Legendary Creature - Vampire Cleric

Gemrazer
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Creature - Beast

God-Eternal Rhonas
Deathtouch
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God

River Kelpie
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Beast

Sarulf, Realm Eater
Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf.
At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.
At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.
Legendary Creature - Wolf

Sepulchral Primordial
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Creature - Avatar

Slogurk, the Overslime
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Legendary Creature - Ooze

Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Viconia, Drow Apostate
At the beginning of your upkeep, if there are four or more creature cards in your graveyard, return a creature card at random from your graveyard to your hand.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Cleric Elf

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"The Mimeoplasm with Umori, the Collector companion"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Introduction"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is a deck I will never take apart. It was made for me by a close friend for a deck building challenge we used to enjoy about once or twice a year. Even back then, I knew I wanted a deck for every colour combination, and I struggled with a lot of the three and four colour decks. Then my friend blew my expectations out of the water with this amazing concept. All creatures. All bangers. No sleep 'til the third piece of grave hate annihilates me."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"What started as a budget deck has now spiraled into a home for nearly every bomb mythic and reanimator creature I’ve pulled at a prerelease. Lovingly nicknamed 'The Meme'. The deck is a favourite of both mine and my playgroups, because it's not what people expect from The Mineoplasm. Yes, it can play like the standard Mimeoplasm deck. But, it's usually a showcase of potential while I fill my graveyard with every absurd rares that make the table tense. This is a deck that has to be played correctly, or else it can be a miserable experience for the table. But, thankfully, I know how to play the deck, and it's a tonne of fun."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"The Commander"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Who doesn't know who The Mimeoplasm is at this point? Coming in the original 2011 commander decks, The Mimeoplasm is a commander many, many, many players have tried, at least for the novelty. Basically a reanimator in the command zone. A good Mimeoplasm demands respect, because it can become a hasty, commander damage threat very quickly. Also, having access to what many would argue to be the three strongest colours in MTG gives The Mimeoplasm a vast pool of powerful cards to choose from when it comes to deck building. Thankfully, this isn't that kind of deck. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That's thank to Umori, the Collector. Limiting the deck to only creature cards. Not a huge restriction, as restrictions go, but it's enough of a restriction to make the deck interesting. The Companion mechanic is many things, but I wanted to have one EDH deck that used a companion. And Umori’s power and toughness, and cost reduction, makes it at least playable. To say something positive, it is a card I always have access to for three mana, and it does multiple things in the deck. Not least of all, increasing my hand size to eight. So I am forced to discard down to hand size, and put that mythic bomb that was stuck in my hand into the graveyard where it belongs."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Hypothesis of the Deck"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"When creating this deck, the main questions I asked myself were:"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Can we build a deck with only creatures and still have enough ramp and removal in the deck to be present in every game?"},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Do we need The Mimeoplasm to win the game, or are the big creatures in the deck enough to close out a game?"},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"What is the maximum amount of creatures we can squeeze into the deck before it becomes unplayable?"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Method"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The idea of the deck is simple. Mill creatures into my graveyard, and either reanimate them with creatures in the deck or with The Mimeoplasm. The fun part of the deck lies in not really caring what is in the graveyard, and to simply keep milling. There's two reasons for this. Firstly, the more cards we mill, the more creatures we have access to with our reanimators. Secondly, this is kind of the point of the deck. Not many decks run a lot of graveyard removal cards. So, it's funny to mill mythic bomb after mythic bomb and watch the tension in the game grow. The amount of times people will say, ‘The Mimeoplasm SHOULD be the problem, but…’ is more than a handful of times. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The deck really only had two speeds."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The first speed is resource accumulation. The starting hand of this deck really should contain three lands and either two mill cards or a mill and a ramp. Something like "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Millikin"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" with three lands would be an automatic keep. Helping the deck speed up slightly and getting the game plan in action as soon as possible. Then it's simply a game of chicken. The idea is to continue to mill and occasionally reanimate certain creatures, preferably "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Angel of Suffering"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Doom Whisperer"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":", until the deck is ready to change speed or gets hit with graveyard removal."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The second speed is the cheat. There are several ways to cheat in the deck. I consider any reanimator a ‘cheat’ effect. However, the deck also has "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Bramble Sovereign"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Volo, Guide to Monsters"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to get two mythic bombs rather than one; "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Satoru Umezawa"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to cheat out the big creatures stuck in our hand, or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Muldrotha, the Gravetide"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" to keep reanimating our reanimators so we can keep cheating the casting costs. And last, but by no means least is The Mimeoplasm. Patiently waiting in the command zone until a perfect mixture of huge creatures hit the graveyard like "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Tromokratis"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" and "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Earthquake Dragon"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":"."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But, what if it all goes wrong? You shouldn't care. It's a reanimator strategy. So the deck is more resilient than most. However, if someone plays a "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Rest in Peace"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":" or "},{"attributes":{"background":"transparent","color":"#000000"},"insert":{"card-link":"Leyline of the Void"}},{"attributes":{"background":"transparent","color":"#000000"},"insert":", just keep playing and have fun where you can. This is a deck where you can play up and down the power level. The deck could mill a powerful combination of creatures for The Mimeoplasm very early, and you could make it a very quick game. Or, you can do what I do, and just keep milling for the fun of it, and keep that tension at the table alive for a lot longer than it should be."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000","bold":true},"insert":"Conclusion"},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The concept, the name, and the spirit of the deck is what has given the deck its longevity. I think many players take apart their Mimeoplasm decks, because they ‘solve’ the deck. They know what they're looking for, and they know how to consistently put that specific combination of cards together. However, this deck is all about the journey and, with the rate of mythic bombs that WotC prints, the spectacle of showing off which flashy cards you've collected. It can even be one of those decks where you keep a huge pile of bomb mythics and pull fifteen random cards at the start of every game… Actually, that's not a bad idea… I need to get back to brewing."},{"insert":"\n"}]}















































































































































