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All aboard the Muldrotha value train!

Commander / EDH* BUG (Sultai) Midrange Multiplayer Primer Toolbox

mvas


Hello everyone, glad to have you onboard the Muldrotha value train! This is my current build of our beloved elemental. A few things to consider: I play regularly (about twice a week) in a fairly competitive meta, though not cEDH level. Infinite combos are allowed, and players try to refine and improve their decks week after week. From my experience playing in other metas, I'd say the skill level of the average player is above what's common in most EDH playgroups. However, mostly due to budgetary concerns few if any player can afford the more expensive cards required to go full cEDH. So I'd say we're somewhat above the fabled "75% EDH" line. Keep this in mind when going over the decklist. I'll try and explain some of my deckbuilding choices in more detail in the following sections. Hope the list helps and encourages you to build around this awesome commander!

Since I started playing commander a couple of years ago, I've noticed that EDH players as a group tend to underestimate the amount of lands required for their decks. Most list on this very site usually have fewer lands than deckbuilding theory advises, not to mention really high mana curves. Even though more casual EDH can be quite forgiving as games tend to be slow, you should still strive to hit your land drops AND cast at least one spell every turn, or you'll fall behind! Also, passing without playing anything just feels downright bad. This is doubly true for a deck like this, which plays around an expensive commander and is incredibly mana hungry (you do have to pay for each spell you cast from the graveyard!). So, that's why I run 39 lands :)
Another thing that has drawn my attention after playing EDH for some time is that players tend to skimp on interaction, assuming someone else will take care for them of any problematic card that shows up on the battlefield. This is just plain wrong and leads to too many games that end much sooner than they should because nobody runs enough wraths/removal. You need to be ready to interact with your opponents (and them interacting with you!), that's an essential part of Magic.
If you go over my list you may notice there are no infinite combos or obvious ways to close out games, even though my playgroup allows it. This is by design. I've chosen to focus my deck on the value/attrition gameplan rather than including infinite combos (Mike & Trike, Flash Hulk, etc.), as the cards that make up the combos themselves tend to be dead cards most of the time. The deck is more than capable of winning by sheer attrition (playing a Pernicious Deed every turn can break the back of most decks). As I said in the begining, my meta is competitive /but/ not so much that forces you to run an infinite combo wincon. Again, we're somewhere around/above that fabled 75% line.
Pretty much every card choice in this list revolves around two things: a) abusing Muldrotha (which is why I run some unusual cards like permanent-based ramp, which althought not as efficient as cards like Nature's Lore or Farseek, is reusable), and b) increasing consistency (which explains the amount of tutors). This second point also leads me to an asepct of my gameplan which I haven't touched upon: this is a toolbox-style deck. We run multiple answers and have the means to find them when needed: exploit this! ;)
This particular build is, as stated before, geared towards a semi-competitive meta. I have played more controlling versions of the deck (running cards like Contamination, Mindslicer, Lethal Vapors, etc.) but I've chosen to cut them back for now due to the amount of hate they generate. I am aware they exist and I don't mind playing them, I've just chosen to cut them back for now. Feel free to suggest any other cards you think would fit in the deck :)
Our commander can generate inmense amount of value and card advantage if played correctly. However, it is quite expensive at 6 CMC. This is why the first time you cast her is very important to try and extract as much value off her as possible, in case someone blows her up (which tends to happen often if your opponents are already familiar with the deck). This is why you should NEVER, ABSOLUTELY NEVER cast Muldrotha when hitting 6 mana and proceed to pass. You NEED to net at least one or two cards from the graveyard. Usually, this means delaying casting her until you have a land on the graveyard. Remember, if Muldrotha resolves you can play your land drop for the turn from the graveyard AND play a spell (usually a 1 or 2 CMC spell from the yard) BEFORE any of your opponents gets priority and a chance to respond. This way, even if she dies it netted you two cards.

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Casual

94% Competitive

Date added 5 years
Last updated 3 years
Exclude colors WR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

51 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Copy Clone, Zombie 2/2 B
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