824
2/18/2025
Monster of Muraganda
Deck Size: 100
Commander
Legal
Est deck cost: $642.42
Salt sum: 39.73
824
2/18/2025
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Commander

Quantity: 1Price: $0.99
The Mimeoplasm

As The Mimeoplasm enters, you may exile two creature cards from graveyards. If you do, it enters as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.

Creature
The Mimeoplasm (cmd) 210

Commander

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Protection

Quantity: 6Price: $106.44
Cavern of Souls

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Land
Cavern of Souls (mm3) 232
Endurance

Flash Reach When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.

Creature
Endurance (mh2) 157
Homeward Path

{T}: Add {C}. {T}: Each player gains control of all creatures they own.

Land
Homeward Path (c16) 301
Kira, Great Glass-Spinner

Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."

Creature
Kira, Great Glass-Spinner (jmp) 154
Mikaeus, the Unhallowed

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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
Mikaeus, the Unhallowed (cmm) 173
Sylvan Safekeeper

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

Creature
Sylvan Safekeeper (c14) 217

Protection

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Self Mill

Quantity: 7Price: $33.23
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.

Creature
Cavalier of Thorns (m20) 167
Glimpse the Unthinkable

Target player mills ten cards.

Sorcery
Glimpse the Unthinkable (ima) 200
Golgari Grave-Troll

This creature enters with a +1/+1 counter on it for each creature card in your graveyard. {1}, Remove a +1/+1 counter from this creature: Regenerate this creature. Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)

Creature
Golgari Grave-Troll (uma) 167
Life from the Loam

Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)

Sorcery
Life from the Loam (uma) 172
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.

Creature
Old Stickfingers (mid) 234
Stinkweed Imp

Flying Whenever this creature deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)

Creature
Stinkweed Imp (dvd) 36
Takenuma, Abandoned Mire

{T}: Add {B}. Channel — {3}{B}, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Takenuma, Abandoned Mire (neo) 278

Self Mill

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> Copy/Counters

Quantity: 10Price: $15.30
Apocalypse Demon

Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap this creature unless you sacrifice another creature.

Creature
Apocalypse Demon (hou) 58
Consuming Aberration

Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

Creature
Consuming Aberration (clb) 840
Death's Shadow

This creature gets -X/-X, where X is your life total.

Creature
Death's Shadow (mm3) 64
Lotleth Troll

Trample Discard a creature card: Put a +1/+1 counter on this creature. {B}: Regenerate this creature.

Creature
Lotleth Troll (c15) 226
Questing Beast

Vigilance, deathtouch, haste Questing Beast can't be blocked by creatures with power 2 or less. Combat damage that would be dealt by creatures you control can't be prevented. Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.

Creature
Questing Beast (eld) 171
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.

Creature
Slogurk, the Overslime (mid) 242
Thrasta, Tempest's Roar

This spell costs {3} 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.

Creature
Thrasta, Tempest's Roar (mh2) 178
Titanoth Rex

Trample Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.) When you cycle this card, put a trample counter on target creature you control.

Creature
Titanoth Rex (iko) 174
Ukkima, Stalking Shadow

Partner with Cazur, Ruthless Stalker (When this creature enters, target player may put Cazur into their hand from their library, then shuffle.) Ukkima can't be blocked. When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power.

Creature
Ukkima, Stalking Shadow (otc) 247
Ulvenwald Hydra

Reach Ulvenwald Hydra's power and toughness are each equal to the number of lands you control. When this creature enters, you may search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Ulvenwald Hydra (soi) 235

> Copy/Counters

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Ramp

Quantity: 10Price: $90.90
Burgeoning

Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Enchantment
Burgeoning (c16) 143
Cultivator Colossus

Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.

Creature
Cultivator Colossus (vow) 195
Deathrite Shaman

{T}: Exile target land card from a graveyard. Add one mana of any color. {B}, {T}: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life. {G}, {T}: Exile target creature card from a graveyard. You gain 2 life.

Creature
Deathrite Shaman (ema) 215
Far Wanderings

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Far Wanderings (c16) 148
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (gvl) 17
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (m3c) 243
Shaman of Forgotten Ways

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells. Formidable — {9}{G}{G}, {T}: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.

Creature
Shaman of Forgotten Ways (dtk) 204
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (cc1) 7
Springbloom Druid

When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature
Springbloom Druid (mh1) 181
Wood Elves

When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.

Creature
Wood Elves (c15) 212

Ramp

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| Sac Outlet

Quantity: 1Price: $7.49
High Market

{T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.

Land
High Market (c15) 289

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Draw

Quantity: 14Price: $39.04
Ancient Excavation

Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Instant
Ancient Excavation (c16) 27
Barren Moor

This land enters tapped. {T}: Add {B}. Cycling {B} ({B}, Discard this card: Draw a card.)

Land
Barren Moor (mh1) 236
Cephalid Coliseum

{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.

Land
Cephalid Coliseum (mh3) 300
Disciple of Bolas

When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.

Creature
Disciple of Bolas (c14) 140
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Greater Good

Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

Enchantment
Greater Good (2xm) 170
Momentous Fall

As an additional cost to cast this spell, sacrifice a creature. You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.

Instant
Momentous Fall (c19) 173
Mystic Remora

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

Enchantment
Mystic Remora (dmr) 59
Nurturing Peatland

{T}, Pay 1 life: Add {B} or {G}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Nurturing Peatland (mh1) 243
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.)

Creature
River Kelpie (c19) 93
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.

Creature
The Gitrog Monster (soi) 245
Thirst for Discovery

Draw three cards. Then discard two cards unless you discard a basic land card.

Instant
Thirst for Discovery (vow) 85
Tranquil Thicket

This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)

Land
Tranquil Thicket (mh1) 248
Waterlogged Grove

{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Waterlogged Grove (mh1) 249

Draw

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Recursion

Quantity: 9Price: $38.31
Animate Dead

Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

Enchantment
Animate Dead (ema) 78
Living Death

Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.

Sorcery
Living Death (cm2) 68
Muldrotha, the Gravetide

During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

Creature
Muldrotha, the Gravetide (dom) 199
Necromancy

You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

Enchantment
Necromancy (mkc) 131
Necrotic Ooze

As long as this creature is on the battlefield, it has all activated abilities of all creature cards in all graveyards.

Creature
Necrotic Ooze (2x2) 83
Shifting Woodland

This land enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Land
Shifting Woodland (mh3) 228
Timeless Witness

When this creature enters, return target card from your graveyard to your hand. Eternalize {5}{G}{G} ({5}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)

Creature
Timeless Witness (mh2) 179
Victimize

Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

Sorcery
Victimize (ema) 113
Wake the Dead

Cast this spell only during combat on an opponent's turn. Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step.

Instant
Wake the Dead (c14) 31

Recursion

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| Tutor

Quantity: 5Price: $99.45
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (2xm) 161
Entomb

Search your library for a card, put that card into your graveyard, then shuffle.

Instant
Entomb (ema) 87
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (mm3) 240
Polluted Delta

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (ktk) 239
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (mm3) 249

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Land

Quantity: 21Price: $107.93
Breeding Pool

({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Breeding Pool (gtc) 240
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cc1) 8
Deathcap Glade

This land enters tapped unless you control two or more other lands. {T}: Add {B} or {G}.

Land
Deathcap Glade (vow) 261
Dreamroot Cascade

This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.

Land
Dreamroot Cascade (vow) 262
Drowned Catacomb

This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.

Land
Drowned Catacomb (e01) 94
Forest

({T}: Add {G}.)

Land
Forest (cmd) 315
Hinterland Harbor

This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.

Land
Hinterland Harbor (dom) 240
Island

({T}: Add {U}.)

Land
Island (cmd) 303
Overgrown Tomb

({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Overgrown Tomb (rtr) 243
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (clb) 358
Shipwreck Marsh

This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.

Land
Shipwreck Marsh (mid) 267
Sunken Hollow

({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.

Land
Sunken Hollow (lcc) 355
Swamp

({T}: Add {B}.)

Land
Swamp (cmd) 309
Watery Grave

({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Watery Grave (gtc) 249
Woodland Cemetery

This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.

Land
Woodland Cemetery (dom) 248

Land

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Removal

Quantity: 16Price: $103.34
Assassin's Trophy

Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Instant
Assassin's Trophy (mkm) 187
Bane of Progress

When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.

Creature
Bane of Progress (c15) 175
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (cn2) 174
Berserk

Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

Instant
Berserk (cn2) 175
Bojuka Bog

This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Land
Bojuka Bog (c14) 285
Butcher of Malakir

Flying Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.

Creature
Butcher of Malakir (c15) 118
Culling Ritual

Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way.

Sorcery
Culling Ritual (stx) 172
Foundation Breaker

When this creature enters, you may destroy target artifact or enchantment. Evoke {1}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Creature
Foundation Breaker (mh2) 160
Glen Elendra Archmage

Flying {U}, Sacrifice this creature: Counter target noncreature spell. 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
Glen Elendra Archmage (uma) 58
Lethal Scheme

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Instant
Lethal Scheme (lcc) 201
Massacre Wurm

When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.

Creature
Massacre Wurm (mkc) 130
Overwhelming Remorse

This spell costs {1} less to cast for each creature card in your graveyard. Exile target creature or planeswalker.

Instant
Overwhelming Remorse (bro) 110
Terastodon

When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.

Creature
Terastodon (c15) 204
Toxic Deluge

As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.

Sorcery
Toxic Deluge (ema) 108
Wasteland

{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Land
Wasteland (ema) 248
Woodfall Primus

Trample When this creature enters, destroy target noncreature permanent. 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
Woodfall Primus (uma) 195

Removal

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Maybeboard

Quantity: 37Price: $530.42
Alchemist's Refuge

{T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Land
Alchemist's Refuge (lcc) 318
Altanak, the Thrice-Called

Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card. {1}{G}, Discard this card: Return target land card from your graveyard to the battlefield tapped.

Creature
Altanak, the Thrice-Called (dsk) 166
Archdruid's Charm

Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.

Instant
Archdruid's Charm (mkm) 151
Birthing Ritual

At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.

Enchantment
Birthing Ritual (mh3) 146
Body Snatcher

When this creature enters, exile it unless you discard a creature card. When this creature dies, exile it and return target creature card from your graveyard to the battlefield.

Creature
Body Snatcher (dmr) 75
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
Burning-Rune Demon

Flying When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.

Creature
Burning-Rune Demon (khm) 81
Careful Consideration

Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.

Instant
Careful Consideration (tsr) 56
Command Beacon

{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Land
Command Beacon (c15) 56
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (mm3) 35
Doomed Necromancer

{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.

Creature
Doomed Necromancer (2xm) 88
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (c16) 295
Harrow

As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Instant
Harrow (c20) 174
Kodama of the East Tree

Reach Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield. Partner (You can have two commanders if both have partner.)

Creature
Kodama of the East Tree (cmr) 239
Lord of the Void

Flying Whenever this creature deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control.

Creature
Lord of the Void (rvr) 81
Lotus Field

Hexproof This land enters tapped. When this land enters, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (m20) 249
Mausoleum Secrets

Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.

Instant
Mausoleum Secrets (grn) 75
Maze of Ith

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Land
Maze of Ith (2xm) 322
Memory Sluice

Target player mills four cards. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Sorcery
Memory Sluice (shm) 170
Nostalgic Dreams

As an additional cost to cast this spell, discard X cards. Return X target cards from your graveyard to your hand. Exile Nostalgic Dreams.

Sorcery
Nostalgic Dreams (vma) 222
Overcharged Amalgam

Flash Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, counter target spell, activated ability, or triggered ability.

Creature
Overcharged Amalgam (vow) 71
Pernicious Deed

{X}, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.

Enchantment
Pernicious Deed (a25) 212
Phyrexian Dreadnought

Trample When this creature enters, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.

Creature Artifact
Phyrexian Dreadnought (mir) 315
Polymorph

Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.

Sorcery
Polymorph (m10) 67
Razaketh, the Foulblooded

Flying, trample Pay 2 life, Sacrifice another creature: Search your library for a card, put that card into your hand, then shuffle.

Creature
Razaketh, the Foulblooded (hou) 73
Rishkar's Expertise

Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.

Sorcery
Rishkar's Expertise (lcc) 254
Rune-Scarred Demon

Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.

Creature
Rune-Scarred Demon (ima) 106
Sidisi, Brood Tyrant

Whenever Sidisi enters or attacks, mill three cards. Whenever one or more creature cards are put into your graveyard from your library, create a 2/2 black Zombie creature token.

Creature
Sidisi, Brood Tyrant (ktk) 199
Siege Behemoth

Hexproof As long as this creature is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.

Creature
Siege Behemoth (c14) 46
Six

Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Creature
Six (mh3) 169
Squirming Emergence

Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.

Sorcery
Squirming Emergence (lci) 241
Tainted Isle

{T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp.

Land
Tainted Isle (pca) 128
Tainted Wood

{T}: Add {C}. {T}: Add {B} or {G}. Activate only if you control a Swamp.

Land
Tainted Wood (c15) 312
Traverse the Ulvenwald

Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.

Sorcery
Traverse the Ulvenwald (soi) 234
Tyrranax Rex

This spell can't be countered. Trample, ward {4}, haste Toxic 4 (Players dealt combat damage by this creature also get four poison counters.)

Creature
Tyrranax Rex (one) 189
Urborg Lhurgoyf

Kicker {U} and/or {B} (You may pay an additional {U} and/or {B} 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.

Creature
Urborg Lhurgoyf (dmu) 186
Vesuva

You may have this land enter tapped as a copy of any land on the battlefield.

Land
Vesuva (tsr) 289

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
14 pips - 12 cards
18 mana - 17 cards
39 pips - 29 cards
21 mana - 20 cards
0 pips - 0 cards
0 mana - 5 cards
55 pips - 37 cards
21 mana - 20 cards
0 pips - 0 cards
6 mana - 5 cards
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Description

{"ops":[{"insert":"I have been playing "},{"insert":{"card-link":"The Mimeoplasm"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(Commander 2012)"},{"insert":" for over 10 years now. This is one of my favorite commanders. The deck can be taken in numerous directions; graveyard/reanimator, mill, self-mill, infect, copycat, discard, +1 counters, ooze tribal, shapeshifters, straight up stompy... and that's not to mention more creative options. I always end up with a graveyard/self-mill/control build. This commander is forever awesome even if it's not top-tier anymore. This deck is just fun.\n\n"},{"attributes":{"bold":true},"insert":"RAMP:"},{"insert":" The 'plasm is a 5 drop commander "},{"attributes":{"italic":true},"insert":"the first time"},{"insert":" that we cast him and he is nearly always a target, so this deck should start off strong and keep the momentum. The infamous turn 1 "},{"insert":{"card-link":"Sol Ring"}},{"insert":" as well as "},{"insert":{"card-link":"Burgeoning"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(+"},{"attributes":{"italic":true},"insert":{"card-link":"Life from the Loam"}},{"attributes":{"italic":true},"insert":")"},{"insert":" and "},{"insert":{"card-link":"Deathrite Shaman"}},{"insert":" in the self mill theme works great. Rather than play a non-creature spell it is generally better that we put more bodies in the build so I will opt for "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" instead of "},{"insert":{"card-link":"Rampant Growth"}},{"insert":" especially because he sacrifices himself and putting any cards in the grave is just good in general. Despite the fact that it is better to play more creatures, however, we can still acknowledge that "},{"insert":{"card-link":"Nature's Lore"}},{"insert":"/"},{"insert":{"card-link":"Three Visits"}},{"insert":" are nearly every bit as good as "},{"insert":{"card-link":"Wood Elves"}},{"insert":" so considering their capability to search for color fixing land and put it into play untapped I will play any of them but I run into issues when looking at "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":" vs "},{"insert":{"card-link":"Harrow"}},{"insert":"; the latter puts the land into play untapped which gives it a large upside over playing the druid. The druid does work better with "},{"insert":{"card-link":"Wake the Dead"}},{"insert":" but this is a small concession to make. The fact that "},{"insert":{"card-link":"Far Wanderings"}},{"insert":" puts three lands into play for 3 mana is something that simply cannot be ignored, tapped or not. \n\n"},{"attributes":{"bold":true},"insert":"DRAW:"},{"insert":" While we could get some card advantage from the dedicated self mill cards it is still important to be able to draw enough cards to keep up with the opposition and dig for the game plan. What is going to help to fuel this deck even more so sometimes than self mill is going to be draw/discard effects as these allow for specific selection of what will hit the grave rather than just milling whatever and hoping for the best. These cards will also help to empty out the high CMC dorks that are stuck in the hand and move us on to better things to hold in hand. "},{"insert":{"card-link":"Thirst for Knowledge"}},{"insert":" and "},{"insert":{"card-link":"Thirst for Meaning"}},{"insert":" don't necessarily fit the best here with a lack of artifact/enchantment fodder but are still certainly viable options, I'm just keeping "},{"insert":{"card-link":"Thirst for Discovery"}},{"insert":" considering I do have basic lands so this card does actually give the option to discard only one card if needed "},{"attributes":{"italic":true},"insert":"(which will actually make it a +1 rather than card neutral)"},{"insert":". "},{"insert":{"card-link":"Careful Consideration"}},{"insert":" will draw more cards and discard more cards which is very likable "},{"attributes":{"italic":true},"insert":"(but it can also have the flexibility to be a +1 if needed)"},{"insert":", "},{"insert":{"card-link":"Ancient Excavation"}},{"insert":" is underplayed as it has high upside and "},{"insert":{"card-link":"Greater Good"}},{"insert":" is just fantastic to pitch a "},{"insert":{"card-link":"Golgari Grave-Troll"}},{"insert":" or a "},{"insert":{"card-link":"Woodfall Primus"}},{"insert":" to. There is also "},{"insert":{"card-link":"Lethal Scheme"}},{"insert":" serving dual purpose as simultaneous draw/discard "},{"attributes":{"italic":true},"insert":"and"},{"insert":" removal which is great to help to free up an extra slot to jam something else in the deck. As much as I like some good draw/discard some real superstars are going to be "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" and "},{"insert":{"card-link":"River Kelpie"}},{"insert":" which can just draw mounds of cards with the synergy in this deck. "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":" and "},{"insert":{"card-link":"Momentous Fall"}},{"insert":" really help add some life gain and make for decent options to sac the commander to if needed.\n\n"},{"attributes":{"bold":true},"insert":"DREDGE:"},{"insert":" Still some of the best options since 2005 to dump some junk in the 'yard, "},{"insert":{"card-link":"Life from the Loam"}},{"insert":"/"},{"insert":{"card-link":"Stinkweed Imp"}},{"insert":"/"},{"insert":{"card-link":"Golgari Grave-Troll"}},{"insert":" just do the job. More than that, each of them has at least a bit of synergy with the deck, which leads me to why "},{"insert":{"card-link":"Golgari Thug"}},{"insert":" doesn't make the cut; he "},{"attributes":{"italic":true},"insert":"forces"},{"insert":" you to put a dork back on top of the library and the lack of choice there makes me have to cut him as when he dies his own trigger will mean that there's technically one less card I will be able to mill with his dredge ability but then to make matters worse he also just has "},{"attributes":{"italic":true},"insert":"no impact"},{"insert":" on the table. At least Stinker is flying/pseudo-deathtouch and uncle Gary still has some muscle in his crazy old age. "},{"insert":{"card-link":"The Ancient One"}},{"insert":" is a much newer addition which not only offers 8/8 stats for things that check them but has an ability that Gary can get down with as we can replace the draw with his dredge 6 and then immediately discard him to mill 5 more cards all in one package. Now I really wanted to jam "},{"insert":{"card-link":"Glimpse the Unthinkable"}},{"insert":" in here too for some quick grave building but ultimately as a non-creature card I had to pick and choose "},{"insert":{"card-link":"Urborg Lhurgoyf"}},{"insert":" even though I like him less and he kinda sucks without any evasion but the least you can say is that he can build up some power in the 'yard with those */* stats "},{"attributes":{"italic":true},"insert":"(calculated in all zones)"},{"insert":" and he is a creature which is just more useful than self milling a sorcery "},{"attributes":{"italic":true},"insert":"(If I find that I can do without him then I'll probably switch the two around)"},{"insert":". "},{"insert":{"card-link":"Cavalier of Thorns"}},{"insert":" mills 5 on ETB "},{"attributes":{"italic":true},"insert":"and"},{"insert":" will give me any land from those 5 "},{"attributes":{"italic":true},"insert":"untapped"},{"insert":" on the field at the same time "},{"attributes":{"italic":true},"insert":"and then"},{"insert":" it can fish my non-creature spells/whatever I want back out of my grave?! Heck yeah! Now, one of the most valuable cards - good "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":" is an excellent way to build the grave with 'Plasm snacks and because of this he must be saved for when other options are low; self milling over and over builds a scary grave that entices other players to exile the whole thing earlier so cards like Stickfingers are there for picking up the pieces. "},{"insert":{"card-link":"Sidisi, Brood Tyrant"}},{"insert":" is also great to help get some bodies out to block incoming aggro swings or potentially build a quick zom-bag army that can overrun in a control mirror. \n\n"},{"attributes":{"bold":true},"insert":"RECURSION:"},{"insert":" This deck is a self-mill/discard/graveyard oriented build. Good recursion is an absolute advantage. The typical "},{"insert":{"card-link":"Animate Dead"}},{"insert":"/"},{"insert":{"card-link":"Necromancy"}},{"insert":"/"},{"insert":{"card-link":"Victimize"}},{"insert":" package is a no-brainer, it's like these cards can never be beat. Notably, "},{"insert":{"card-link":"Reanimate"}},{"insert":" is absent. This is because: 1. It is always better to play creatures instead of non-creatures as non-creature cards are much worse when self-milled, which is why I have "},{"insert":{"card-link":"Doomed Necromancer"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(sacrifices itself, which puts it's own activated ability in the grave for "},{"attributes":{"italic":true},"insert":{"card-link":"Necrotic Ooze"}},{"attributes":{"italic":true},"insert":" to later gobble up)"},{"insert":"; 2. When we do select non-creature spells to add it is best to go to permanent spells first so the least we can say is that "},{"insert":{"card-link":"Muldrotha, the Gravetide"}},{"insert":" will give us those options from the grave when she hits the battlefield "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Animate Dead"}},{"attributes":{"italic":true},"insert":"/"},{"attributes":{"italic":true},"insert":{"card-link":"Necromancy"}},{"attributes":{"italic":true},"insert":")"},{"insert":"; 3. Comparatively to other similar spells we could play, "},{"insert":{"card-link":"Reanimate"}},{"insert":" does not have as strong of synergy as something like "},{"insert":{"card-link":"Victimize"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(which gives us a handy little sacrifice and two whole bodies from the grave in a deck filled with ETB and LTB triggers)"},{"insert":" or even a "},{"insert":{"card-link":"Makeshift Mannequin"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(not in the deck but I kinda wish it could be, instant speed reanimation is excellent with ETB triggers and the mannequin counter doesn't really bother persist creatures or several other dorks either)"},{"insert":" or even the also classic "},{"insert":{"card-link":"Dread Return"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(if this is milled it actually gives us an option from the 'yard and casting this for no mana by just sacrificing creatures can very possibly be an advantage)"},{"insert":". The bottom line on "},{"insert":{"card-link":"Reanimate"}},{"insert":" is it just isn't necessary and is actually one of the weaker options when you really think about it synergistically and the recursion package overall can only grow to be so large before it has become larger than "},{"attributes":{"italic":true},"insert":"necessary"},{"insert":" as we need as much room as we can get to jam in impactful dorks to bring back with said recursion. "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is also sort of a must if playing in at least Golgari colors but then again her sister "},{"insert":{"card-link":"Timeless Witness"}},{"insert":" is basically just as good but gives another option to play from the grave "},{"attributes":{"italic":true},"insert":"(and she's prettier)"},{"insert":", the mana cost is really no big deal. All the way from the precon itself, "},{"insert":{"card-link":"Living Death"}},{"insert":" is of course, as always, a boardwipe/mass reanimation blowout that possibly sets up a game winning scenario so that's NEVER getting cut but the underrated "},{"insert":{"card-link":"Wake the Dead"}},{"insert":" should really see some more play. Keeping in mind that "},{"insert":{"card-link":"Flash"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"banned"},{"insert":", "},{"insert":{"card-link":"Wake the Dead"}},{"insert":" is kinda just "},{"insert":{"card-link":"Flash"}},{"insert":" from the grave instead of the hand but it can fetch "},{"attributes":{"italic":true},"insert":"multiple targets"},{"insert":". The most notable synergies here are: "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":" comes down to basically just "},{"insert":{"card-link":"Momentous Fall"}},{"insert":" on ETB, "},{"insert":{"card-link":"Cavalier of Thorns"}},{"insert":" just does what he does which is multiple things, "},{"insert":{"card-link":"Rune-Scarred Demon"}},{"insert":" comes out to provide a free "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Woodfall Primus"}},{"insert":" is giving a quick hit on any enchantment/artifact/planeswalker or even a land and then he is going to persist and do it again, "},{"insert":{"card-link":"River Kelpie"}},{"insert":" turns WTD into a draw X and will also persist, "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" turns WTD into a mass artifact/enchantment wipe, "},{"insert":{"card-link":"Massacre Wurm"}},{"insert":" will clear all of the little ankle biters off the board and greatly punish their controllers "},{"attributes":{"italic":true},"insert":"(could even kill someone right there)"},{"insert":", "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":" will just un-die all of the other non-humans that came out with him so then we just get to keep all of them but Mikey himself and "},{"insert":{"card-link":"Butcher of Malakir"}},{"insert":" will turn WTD into a pseudo-boardwipe which doesn't target anything and makes each opponent sacrifice their creatures so it gets around hexproof/indestructible. Lets not forget that we can just use WTD as a removal spell to kill some attackers by pulling out dorks like "},{"insert":{"card-link":"Titanoth Rex"}},{"insert":", "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":", "},{"insert":{"card-link":"Consuming Aberration"}},{"insert":" or "},{"insert":{"card-link":"Apocalypse Demon"}},{"insert":" as flash blockers. The power and flexibility of WTD can be gross, and the limitation of only being able to cast it on an opponent's combat is a small downside considering that every player "},{"attributes":{"italic":true},"insert":"must"},{"insert":" have a combat even if they do not decide to attack "},{"attributes":{"italic":true},"insert":"(unless they can somehow skip it)"},{"insert":" and most of the value from WTD happens right away. \n\n"},{"attributes":{"bold":true},"insert":"DEVOUR FOR POWER:"},{"insert":" Of course one of the main game plans is to stomp with an OP Mim and connect for some dope commander damage. Now you could go for some arbitrarily large bodies just for the heck of it and just turn sideways and see what happens but I'm a little more strategic than that. When selecting \"targets\" "},{"attributes":{"italic":true},"insert":"(The 'Plasm does not actually target, which is an advantage in itself)"},{"insert":" for the ooze monster to morph into there are a few criteria that must be met: "},{"attributes":{"underline":true},"insert":"power"},{"insert":", "},{"attributes":{"underline":true},"insert":"evasion"},{"insert":", some form of \""},{"attributes":{"underline":true},"insert":"protection"},{"insert":"\" "},{"attributes":{"italic":true},"insert":"(never forget to bring protection)"},{"insert":", a "},{"attributes":{"underline":true},"insert":"consequence"},{"insert":" for removal and less so but also important can be "},{"attributes":{"underline":true},"insert":"haste"},{"insert":". The cards that are offering "},{"attributes":{"underline":true},"insert":"power"},{"insert":" don't "},{"attributes":{"italic":true},"insert":"need"},{"insert":" to live up to much *but* it is much better when they have "},{"attributes":{"italic":true},"insert":"something"},{"insert":" going for them. "},{"insert":{"card-link":"Death's Shadow"}},{"insert":" rears it's ugly head again and for only 1 black he just efficiently kills himself "},{"attributes":{"italic":true},"insert":"(how nice of him)"},{"insert":", "},{"insert":{"card-link":"Consuming Aberration"}},{"insert":" is a staple of the deck and is a very solid body for 5 mana so it's kinda hard to go wrong not to mention it "},{"insert":{"card-link":"Mind Funeral"}},{"insert":"ing your opponents setting up for the 'plasm to steal some of your opponents bodies, "},{"insert":{"card-link":"Titanoth Rex"}},{"insert":" is simple but it quietly puts itself in the grave and replaces itself "},{"attributes":{"italic":true},"insert":"(which gives another instant speed opportunity to dredge)"},{"insert":" while also giving trample just for fun, "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":" can be easily cast so why not wreak some havoc on the battlefield first rather than just quickly toss the body in the bin and man if you aren't playing "},{"insert":{"card-link":"Apocalypse Demon"}},{"insert":" here you are missing out on a ton of power but in addition to that it can serve as a sac outlet and/or swing in and merc someone without Mr. Mime even getting involved with any of his mimicking antics. These kind of choices make sense and fulfil the need to satisfy the hunger of the commander but generally aren't a huge burden to have in the hand all of the time. The other criteria all apply to creatures for the 'plasm to copy. I expect the \"base\" of my 'plasm to have good "},{"attributes":{"underline":true},"insert":"evasion"},{"insert":" no matter what and at least 2 in any combination of "},{"attributes":{"underline":true},"insert":"protection"},{"insert":", an LTB or death "},{"attributes":{"underline":true},"insert":"consequence"},{"insert":" and/or "},{"attributes":{"underline":true},"insert":"haste"},{"insert":". "},{"insert":{"card-link":"Lotleth Troll"}},{"insert":" is old and he gets some crap but this little dude is a free discard outlet in the early game and the commander can copy him to come down with trample plus 1 mana regen "},{"attributes":{"italic":true},"insert":"and"},{"insert":" it can grow itself while setting up for another cast later in the game "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Necrotic Ooze"}},{"attributes":{"italic":true},"insert":" is also a fan)"},{"insert":". "},{"insert":{"card-link":"Slogurk, the Overslime"}},{"insert":" doesn't have a dire consequence for an LTB but it's useful and in the meantime the 'plasm that copies it is a 'plasm that grows which is so cool and it will come with enough +1/+1 counters already on it to return the commander back to hand which lets us evade commander tax and there's always some great nonbasic lands we can scavenge back out of the 'yard. "},{"insert":{"card-link":"Ukkima, Stalking Shadow"}},{"insert":" is one of the most deadly options which will kill an opponent if it lives and it will possibly kill an opponent if it dies so how's that for an ultimatum? "},{"insert":{"card-link":"Thrasta, Tempest's Roar"}},{"insert":" is a surgical strike against at least one opponent that comes down swinging with hexproof "},{"attributes":{"italic":true},"insert":"(just for the turn, which is entirely fair)"},{"insert":" and trample "},{"attributes":{"italic":true},"insert":"(a better form of evasion than flying)"},{"insert":". Even "},{"insert":{"card-link":"Woodfall Primus"}},{"insert":" gives a persist trigger so if you don't like the ooze when he's a Primus then you really won't like him after he automatically comes back as the next best thing in the 'yard(s). If my body doesn't come with protection built in or if my 1 mana regen fails me then I still have "},{"insert":{"card-link":"Sylvan Safekeeper"}},{"insert":"/"},{"insert":{"card-link":"Kira, Great Glass-Spinner"}},{"insert":"/"},{"insert":{"card-link":"Glen Elendra Archmage"}},{"insert":" to guard my commander with or at least "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":" for some undying action "},{"attributes":{"italic":true},"insert":"(all of which are bodies that I can fish out of the grave with relative ease)"},{"insert":". No matter which choices you make, keep in mind the more stompy you go the more generic you become. It's cool to have character to your deck.\n\n"},{"attributes":{"bold":true},"insert":"CHALLENGING THE STATS:"},{"insert":" The first issue I have with commonly played cards in this deck is with "},{"insert":{"card-link":"Yargle and Multani"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in over 50% of decks)"},{"insert":". Sure, it has 18 power. So what? There are plenty of cards that can get very high in power. This vanilla dork is a do-nothing card that is pretty much just here to be tossed in the grave for Mimeo food. It's great for counters but it's bad for almost anything else. Total dead draw when you could use a real card, at least "},{"insert":{"card-link":"Apocalypse Demon"}},{"insert":" can act as a sac outlet, has flying and probably gets MUCH BIGGER than this dude. "},{"insert":{"card-link":"Lord of Extinction"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in over 40% of decks)"},{"insert":" is right up there with Y&M and has a lot of the same issues. Lord was good about 10 years ago. The game has many new cards that are much better choices now. If your only objective is raw power then sure, I guess you get it with these two big dumb dorks. "},{"insert":{"card-link":"Frantic Search"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in over 40% of decks)"},{"insert":", as cool as it kind of is, is also now absent from my list. This only draws you 2 cards and is an overall -1 in card advantage. The only thing that Search really has going for it is \"Untap up to 3 lands.\" Now, if you're running multiple lands that produce more than 1 mana like "},{"insert":{"card-link":"Golgari Rot Farm"}},{"insert":" & the like, "},{"insert":{"card-link":"Lotus Field"}},{"insert":" or a proxy "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":" or something then you have good reasons for FS, it becomes a ritual spell. That can help to recast the commander or something. Sounds good. Generally, I don't think the synergy is in most decks. "},{"insert":{"card-link":"Thirst for Discovery"}},{"insert":" and it's counterparts are the same mana cost, also instant speed, draw 1 more card and are at worst card neutral which is much better. "},{"insert":{"card-link":"Careful Consideration"}},{"insert":" draws 2 more cards for 1 more mana and is also instant speed and always has "},{"attributes":{"italic":true},"insert":"the option"},{"insert":" to be a +1. "},{"insert":{"card-link":"Wonder"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in over 30% of decks)"},{"insert":" is yet another very old school card that is kinda bad by todays standards, the problem with flying is that it doesn't work "},{"attributes":{"italic":true},"insert":"against"},{"insert":" flying so an opponent only needs an "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" to block the combat damage. That's not even mentioning any token engine that can produce flying blockers, "},{"insert":{"card-link":"Arachnogenesis"}},{"insert":", Angels/Demons/Dragons "},{"attributes":{"italic":true},"insert":"(good luck against "},{"attributes":{"italic":true},"insert":{"card-link":"Kaalia of the Vast"}},{"attributes":{"italic":true},"insert":")"},{"insert":"... there's plenty of flying in commander. Now the first thing that would come to mind is "},{"insert":{"card-link":"Brawn"}},{"insert":" considering it is the better counterpart to "},{"insert":{"card-link":"Wonder"}},{"insert":" and trample gets through one way or another whether they block with a flyer or even indestructible. Thing is that "},{"attributes":{"italic":true},"insert":"all"},{"insert":" of these dorks are quite outdated. You will find it to be a chore to draw into any of them which are terrible creatures themselves and have to find any way to just toss them in the grave. Worse yet, if you "},{"attributes":{"italic":true},"insert":"rely"},{"insert":" on these cards for evasion, there's more graveyard hate than ever and it can be all too easy and instant speed for any opponent to go \"I'll exile your graveyard with _________\". It's much better to put "},{"attributes":{"italic":true},"insert":"any"},{"insert":" more effective card in than "},{"insert":{"card-link":"Wonder"}},{"insert":"/"},{"insert":{"card-link":"Brawn"}},{"insert":". "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in 40% of decks)"},{"insert":" is not such a great choice either, this is for the same reasons why "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" is pretty bad. There is no opportunity "},{"attributes":{"italic":true},"insert":"(without flash, which doesn't fix the problem anyway)"},{"insert":" to cast Ripples and get it's trigger immediately, so you will cast this spell to do nothing for a turn cycle. That's 3 mana for "},{"attributes":{"italic":true},"insert":"zero value"},{"insert":". If an opponent happens to wipe the board of nonlands/enchantments "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Ruinous Ultimatum"}},{"attributes":{"italic":true},"insert":","},{"attributes":{"italic":true},"insert":{"card-link":"Bane of Progress"}},{"attributes":{"italic":true},"insert":")"},{"insert":" before you get back to your turn again then it was a total waste. Even then, you waited a whole turn cycle to mill 3 cards and maybe pay even more mana "},{"attributes":{"italic":true},"insert":"(only 1 or not)"},{"insert":" to get just one of those cards in your hand? This is putting you behind on mana and value wise you could just cast the much older "},{"insert":{"card-link":"Glimpse the Unthinkable"}},{"insert":" and immediately mill 10 cards for only 2 mana and still do plenty more with your turn. Draw wise this is not drawing you any significant amount of cards, this is very slow. It isn't a good idea to play a card that does two different things but does neither of them very well, which is a reason why I don't really play a lot of charm spells either, but that's besides the point. Any cards like "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":" are not doing enough for your deck as they are very slow and ineffective. I also personally want as much control over how many cards go in my grave as possible, so something that automatically mills on a regular trigger is something that I personally stay away from. Once I have milled what I need then I don't "},{"attributes":{"italic":true},"insert":"need"},{"insert":" to fill my grave any more, I'm just giving my opponents more to exile with "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" or "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":". "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(in 40% of decks)"},{"insert":" can be a decent card but "},{"insert":{"card-link":"The Mimeoplasm"}},{"insert":" doesn't benefit from artifact cards. The greaves are always a target for people to get off the battlefield and this gives players the ability to take away your shroud "},{"attributes":{"italic":true},"insert":"and/or your haste"},{"insert":" and gives them the power to do it at the worst time for you to lose them. Playing more creatures that have haste and/or hexproof/shroud built in to begin with or more creatures that can protect your commander "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Sylvan Safekeeper"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Kira, Great Glass-Spinner"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Glen Elendra Archmage"}},{"attributes":{"italic":true},"insert":")"},{"insert":" is a better idea, frees up an extra slot in the deck and creatures are much easier to get back than an artifact "},{"attributes":{"italic":true},"insert":"(because they can be "},{"attributes":{"italic":true},"insert":{"card-link":"Reanimate"}},{"attributes":{"italic":true},"insert":"d)"},{"insert":". \n\nNotes on some other cards:\n\n"},{"insert":{"card-link":"Barren Moor"}},{"insert":"/"},{"insert":{"card-link":"Lonely Sandbar"}},{"insert":"/"},{"insert":{"card-link":"Tranquil Thicket"}},{"insert":" can give a dredge for 1 mana at instant speed, potentially saving a dredge card from being exiled from the grave. \n"},{"insert":{"card-link":"Crop Rotation"}},{"insert":" will get "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":", "},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":", "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":", "},{"insert":{"card-link":"High Market"}},{"insert":", or "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" at instant speed "},{"attributes":{"italic":true},"insert":"(practically for free)"},{"insert":".\n"},{"insert":{"card-link":"Deathrite Shaman"}},{"insert":" is not outdated in commander, he's still an excellent 1 drop that helps to set up "},{"insert":{"card-link":"Living Death"}},{"insert":" by removing threats in the grave beforehand.\n"},{"insert":{"card-link":"Burgeoning"}},{"insert":" is only good if we can continue to replenish our hand with more land and the draw package should do it but then there's also "},{"insert":{"card-link":"Slogurk, the Overslime"}},{"insert":" and "},{"insert":{"card-link":"Life from the Loam"}},{"insert":".\n"},{"attributes":{"strike":true},"insert":{"card-link":"Mausoleum Secrets"}},{"attributes":{"strike":true},"insert":" can put "},{"attributes":{"strike":true},"insert":{"card-link":"Animate Dead"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Necromancy"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Wake the Dead"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Victimize"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Overwhelming Remorse"}},{"attributes":{"strike":true},"insert":", or "},{"attributes":{"strike":true},"insert":{"card-link":"Living Death"}},{"attributes":{"strike":true},"insert":" into your hand at instant speed."},{"attributes":{"italic":true},"insert":" (cut for now, sadly)"},{"insert":"\n"},{"insert":{"card-link":"The Ancient One"}},{"insert":" has 12 options for CMC 6 or higher creatures that will put the grave at threshold requirements with no other cards at all, if you include the discard from his ability.\n"},{"insert":{"card-link":"Old Stickfingers"}},{"insert":" is gold in this deck and is the best/easiest way to rebuild the graveyard if it gets exiled, so he should be used wisely. \n"},{"insert":{"card-link":"Ukkima, Stalking Shadow"}},{"insert":" can essentially let you "},{"insert":{"card-link":"Fling"}},{"insert":" "},{"insert":{"card-link":"The Mimeoplasm"}},{"insert":" at a player with any sacrifice outlet.\n"},{"insert":{"card-link":"Soul Shatter"}},{"insert":" is a 3-for-1 instant removal spell that doesn't target but still gets the biggest stuff off the board and gets around indestructible because of sacrifice.\n"},{"insert":{"card-link":"Necromancy"}},{"insert":" has the option to be flashed which is actually great with ETBs or persist creatures not to mention some other neat possibilities, essentially a mini "},{"insert":{"card-link":"Wake the Dead"}},{"insert":".\n"},{"insert":{"card-link":"Timeless Witness"}},{"insert":" costs 1 more mana than "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" but it can be used from the grave if milled and I usually don't want to cast it anyway. \n"},{"insert":{"card-link":"Necrotic Ooze"}},{"insert":" absorbs useful abilities from 8 cards in here including mana, shroud, regeneration, reanimation, a "},{"insert":{"card-link":"Negate"}},{"insert":", self-mill, grave-hate and a free discard for creatures,.\n"},{"insert":{"card-link":"Sidisi, Brood Tyrant"}},{"insert":" can make zom-bags at instant speed if there is an available draw effect and a dredge card in the graveyard or any other kind of instant self-mill.\n"},{"insert":{"card-link":"River Kelpie"}},{"insert":" draws cards when "},{"attributes":{"italic":true},"insert":"anything"},{"insert":" is played out from "},{"attributes":{"italic":true},"insert":"anyone's"},{"insert":" graveyard at "},{"attributes":{"italic":true},"insert":"any time"},{"insert":" including itself.\n"},{"insert":{"card-link":"Overwhelming Remorse"}},{"insert":" is essentially "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" in this deck but with more flexibility and zero downside.\n"},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" draws cards when a land is put into the graveyard from the library from anything, including sacrificing, cycling, discard and dredge.\n"},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":" recurs most of the ETB triggers in the deck while also being a lord for almost all of the creatures and the persist crew just never die. \n\n\n"},{"attributes":{"italic":true},"insert":"Even if little is truly known of this bizarre entity, every civilization of Muraganda is aware of its existence. It got its name from the fang druids, which calls it the Mimeoplasm, as it absorbs the traits of anything it engulfs. The Mimeoplasm is always followed in its roaming by the saurid warriors of the south, who believe it to be the key to a mysterious afterlife, and hope to see in it traces of their fallen loved ones. The elves of the tropics believe that the Mimeoplasm be part of nature's cycle, a way to channel death back into life; while the scarwitches hiss when it approaches, seeing it as the ultimate enemy of the world. Whether it's a natural process or a malevolent force, the Mimeoplasm never fails to command respect."},{"insert":"\n"}]}
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