Pretty solid mid-tier Muldrotha deck, less oppressive than many of its more expensive counterparts but adaptable and fairly dangerous. This is the more well-rounded grindy list, and I plan to build land-based and aristocrat variations based on this list in the future. Everything in this deck can potentially resolve several times, and there is substantial room for improvement in all areas. My current build is constrained by my budget but will see updates in the coming weeks. I'll outline some key tech and interactions below:

Since Muldrotha doesn't interact with non-permanents, the best ramp in the deck is attached to easily re-castable creatures like Farhaven Elf and Burnished Hart or artifacts/enchantments like Commander's Sphere , Ashnod's Altar and Into the Wilds . Being able to cast Muldrotha one or two turns ahead is often backbreaking for opponents, as is having access to insane amounts of mana during the mid to late game, and Muldrotha generally ensures that you'll always have something to spend it on. Kruphix, God of Horizons is an excellent insurance policy for the late game and a pseudo-mana sink, and can be cast as an enchantment from the bin to free up the creature slot for that turn.
Following the trend, the Muldrotha removal suite largely consists of permanents and only includes instants and sorceries sparingly. Phyrexian Ingester , Shriekmaw , and Ravenous Chupacabra are the most easily recursive creature removal pieces, and are accompanied by Reality Shift and Crux of Fate (my stand-in for something better like Damnation ). Artifacts and enchantments are taken care of by Seal of Primordium , Caustic Caterpillar , and Acidic Slime , all of which generally threaten to come back every turn. Acidic Slime and Field of Ruin are efficient land destruction, and Karn Liberated can basically get rid of anything. All of these can be cast from your graveyard with Muldrotha out, with the exception of Reality Shift and Crux of Fate .
Quickly loading up your graveyard is essentially ridiculous card draw in this deck, and I've included several efficient self-mill pieces. Vessel of Nascency , Satyr Wayfinder , Perpetual Timepiece , Sultai Ascendancy , Nyx Weaver , and Deadbridge Chant make up most of the mill package, and all six of them can be cast using Muldrotha again and again as needed. Hedron Crab and Jace, Memory Adept can target other players as well as yourself, which is sometimes relevant and card advantage otherwise. If you end up milling a key instant or sorcery, Scribe of the Mindful can retrieve it for you The tutor package is primarily focused on creatures and the assembly of combos, and consists of the following cards. Rune-Scarred Demon and Demonic Tutor can get anything, Bring to Light can get creatures or instants/sorceries, and Fauna Shaman , Buried Alive and Pattern of Rebirth are all responsible for tutoring creatures. Fauna Shaman performs especially well in this deck, as you can almost always cast the thing you discarded in the next few turns, and Pattern of Rebirth can be cast from your graveyard as needed. Disciple of Deceit can fill your graveyard AND hand with threats if left alone, and can potentially tutor anything but lands. More conventional card advantage comes in the form of Sylvan Library , Fact or Fiction , and Disciple of Bolas . Sylvan Library is especially effective when you can regularly shuffle your library and Muldrotha affords you plentiful opportunities to do so, Fact or Fiction usually ends up effectively drawing you four or five cards, and Disciple of Bolas is absolutely gross when paired with a big reanimation target like Diluvian Primordial .
This deck relies on free, dependable sacrifice outlets to enable many favorable lines of play, and these can be used for everything from straight-up value to evading exile effects and everything in between. Viscera Seer enables death effects while providing some filtering for your draws, Vampiric Rites often represents decent card advantage, Ashnod's Altar provides excellent ramp, and Greater Good lets you see way more cards than you're supposed to. All of these can be used to evade attempts to steal, handicap or exile your creatures as they can be cast again as long as they make it to your graveyard, which is relevant in most games. Otherwise, you'll just use these outlets to generate insane amounts of value.
In many situations, the graveyard you've spent the game cultivating will come under threat from somebody at the table, and I've included a few ways to protect it. Perpetual Timepiece and Elixir of Immortality can save you from a Bojuka Bog -type effect at instant speed, and Nyx Weaver can rescue an important thing in a pinch. Muldrotha is also a magnet for removal, and there are several methods of keeping her in play. Dispel and Swiftfoot Boots protect her from spot removal and other unwanted shenanigans, and usually the sheer amount of ramp can overcome the first several iterations of commander tax. If all else fails, Muldrotha can be reanimated from the graveyard by Animate Dead or a transformed Journey to Eternity  .

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

33 - 0 Rares

27 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.65
Tokens Elemental 2/2 G, Emblem Kiora, Master of the Depths, Emblem Nissa, Vital Force, Energy Reserve, Manifest 2/2 C, Octopus 8/8 U, Zombie 2/2 B
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