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Description

As of 22/01/2022 I've decided to lift the infinite combo rule from the deck, because it couldn't keep up with my playgroups meta.
Muldrotha is still a very strong commander, but against better tier commanders if it doesn't get going fast it falls behind quite easily while others run away with the game.
The new deck stragety is very much the same but with a clearer and cleaner definition and finally some wincons.

Early game, we ramp and setup disruption tools.
Midgame we setup enablers and protect them.
And finally late game we combo off.

I will keep the old decklist and probably also update it, you can find it below.

Old version of the deck, which focuses on winning by out-value-ing the opponents.


Muldrotha Value town

Commander / EDH Luciferian

88 VIEWS | IN 1 FOLDER


This version focuses on a superfriends theme


Super Muldrotha

Commander / EDH Luciferian

104 VIEWS


  • You like to have an answer to anything that might be happening on the board.
  • You enjoy winning by going off.
  • You like disrupting your opponents.
  • Comboing is not your thing.
  • You dislike continuously disrupting your opponents.
This section shows how I see the cards in the deck.

I use this section to help me understand what I should cut when making changes.


Too good, shant be removed

1. Gilded Drake

2 mana steal/disrupt this slowed down my opponents and/or proppeled me many times.

2. Phantasmal Image

Other than being a wincon it's a 2 mana clone, as good as it gets.

3. Mindslicer

The bane of control decks.

4. Sidisi, Undead Vizier

Tutor on a stick.

Ramp

1. Birds of Paradise

2. Elves of Deep Shadow

3. Llanowar Elves

Disruption/Destruction/Denial

1. Caustic Caterpillar

Seal of Primordium strapped on a creature.

2. Destiny Spinner

Negate Makes our commander uncounterable for those times that we run out of juice but we can cast our commander.

3. Hostage Taker

Creature/artifact steal.

4. Notion Thief

Card advantage denial.

5. Venser, Shaper Savant

Generic disruption.

6. Night Incarnate

Boardwipe strapped on a creature

7. Agent of Treachery

Permanent steal.

8. Dauthi Voidwalker

Graveyard hate, can secure a counterspell if needed.


Personal Advantage

This section presents cards that help the deck

1. Trinket Mage

Mana ramp, or get combo piece

2-5. Dark Confidant, Eternal Witness, Underrealm Lich and Consecrated Sphinx

Card advantage.

I'll only cover the utility lands.

1. Boseiju, Who Endures

The probably new commander and legacy stable.

2. Otawara, Soaring City

Also probably a new commander stable.

3. Command Beacon

Gets around commander tax, I don't think this will ever get removed.

4. Phyrexian Tower

Sacrifice outlet.

5-6. Nurturing Peatland and Waterlogged Grove

Card advantage.

7-8. Strip Mine and Wasteland

Land destruction.

9. Tolaria West

0cmc tutor.

1-5. Lotus Petal, Sol Ring, Mana Crypt, Mox Diamond, Arcane Signet

Artifact ramp

6. Lion's Eye Diamond

Combo piece.

7. Sensei's Divining Top

Readded this to provide even more consistency, since with the new deck direction it would benefit a lot.

8. Aether Spellbomb

1cmc creature bounce, this is one of the best cost efficient disruption cards in the deck. It will probably never be removed.

9. Executioner's Capsule

Seal of Doom on an artifact.

10. Expedition Map

Land tutor, Realms Uncharted is better, howerver the fact that this can be curve out better might be worth keeping.

11. Altar of Dementia

Sacrifice outlet and combo piece

12. Mesmeric Orb

Graveyard fuel, also usually disrupts opponents strageties.

13. Defense Grid

Should provide enough protection from counter war, we don't mind it much since most of our interactions exist on board as permanents.

1. Wild Growth

1 mana ramp.

2. Seal of Removal

This along side Aether Spellbomb is the best cost efficient disruption card in the deck.

3-4. Seal of Primordium and Pernicious Deed

Disruption

5. Treachery

"Free" creature steal, can produce more mana than it cost, if Cabal Coffers >=4 is active.

6. Kaya's Ghostform

The best commander protector in the deck also a combo piece

7-9. Animate Dead, Dance of the Dead and Necromancy

Reanimation.

10. Dance of Many

A second Phantasmal Image

11. Oppression

Our hand empties quite fast, should help doing the same to the opponents.

12. Kenrith's Transformation

Removes annoying creature and replaces itself. This was never a dead card in my hand, yet I always think I can remove it from the deck.

13. Survival of the Fittest

Provides consistency.

14. Sylvan Library

Usually just draws 3 until I'm under 20 life, its really good early game, mediocre mid/late.

15. Seal of Doom

More removal.

16. Rhystic Study

Card advantage.

17. Chains of Mephistopheles

Much like Oppression, almost 0 downside for us, kills everyones elses card advantage.

18. Mystic Remora

Many a times, we got nothing much to do, keeping the fish alive is a possibility in those cases.
This is most probably getting removed again due to my meta though.

19. Counterbalance

Either counters stuff or stalls the game, whichever it is, it's in our favor.

1. Jace, Wielder of Mysteries

Fuels graveyard and is a second combo win-con.
Although unlike Agent of Treachery, I am almost never happy to draw this before comboing.

2. Liliana of the Veil

Card disadvantage, creature "removal"

1-2. Entomb and Vampiric Tutor

Provides consistency.

3. Intuition

This is almost guaranteed to get you the effect you are searching for if you want something specific, or it can fetch a wining 3 card setup.

4. Cyclonic Rift

We're in blue.

1. Demonic Tutor

Provides consistency.

2. Life from the Loam

Fuels graveyard, helps guarantee land drops.

3. Windfall

Card advantage.

4-5. Nature's Lore, Three Visits

Untapped ramp.

1. Seal of Removal + Aether Spellbomb

These 1cmc spells slow down the opponent tremendously, and when recurred provide a soft lock.

2. Phantasmal Image

This is probably my favourite clone, a 2cmc spell that can get the value of any creature on the board. And if I really need to I can copy my commander to reset the casts allowed during my turn.

3. Sidisi, Undead Vizier

Repeatable tutor, can get Animate Dead, into Intuition into any winning pile + any needed answer.

4-5. Oppression, Chains of Mephistopheles

These cards brings everybody elses decks down to our pase.

1-2. Opposition Agent, Oko, Thief of Crowns

Salt cards, that me and my playgroup agreed not to play.

3. Zur's Weirding

Resolving this usually drops the overall mood of the table whilst also making the game last longer purely due to the sheer amount of visible information.

Testing period: 09/03/2022 - 13/03/2022

1. The Gitrog Monster => Ad Nauseam

Same cost, much better card advantage, also instant.

2. Dakmor Salvage => Otawara, Soaring City

Without the Gitrog Monster this becomes bad.

3. World Shaper => Chains of Mephistopheles

World Shaper was on the watchlist, chains will provide us with fuel, whilst also slow down everyone else.

4. Slithermuse => Windfall

Trading one card advantage for another. Found myself not casting slithermuse from the graveyard, which means it being a permanent wasn't playing a role, so I'll replace it with a windfall since it costs 1 less.

5. Glen Elendra Archmage => Destiny Spinner

Protecting our stuff at 2 mana less.

6. Cabal Coffers => Swamp

Cabal Coffers no longer becomes relevant fast enough

7. Defense of the Heart => Lim-Dul's Vault

Defense of the Heart is way too slow.

8. Narset, Parter of Veils => Counterbalance

Narsets can't draw isn't as good when it isn't flashable. Instead I'll try some other form of value.

9. Ashiok, Dream Render => Dauthi Voidwalker

Not really sure how good this is, but I'll try it and see how it goes.

10. Cephalid Coliseum => Mystic Remora

Retrying fish.

1. Castle Locthwain => Nurturing Peatland

Better card advantage.

2. Hinterland Harbor => Waterlogged Grove

More card advantage for the time of need.

3. Drowned Catacomb => Woodland Cemetery

Green/Black are more important to have early on than blue.

Testing period: 05/02/2022 - 12/02/2022

Can remove

1. World Shaper

This gets removed as soon as I see it performing bad without these cards: Squandered Resources, Phyrexian Altar, Field of the Dead


Removed

1-2. Chainer, Dementia Master and Kokusho, the Evening Star

These were added as a wincon, but it requires lot's of setup to win in 1 turn with these. I would rather go off with the other combos.

3. Teferi, Mage of Zhalfir

Teferis "no counters" protection is very nice to have, but I don't feel its good enough. Defense Grid could be a better fit for just counter protection.

4. Exploration

This feels more like a remnant of lets outvalue the opponents stragety.

5. Field of the Dead

Phyrexian Altar and Squandered Resources are gone... Time to try something new.

6. Phyrexian Metamorph

Trade randomized value for more consistency

7. Alchemist's Refuge

Changing this to Boseiju, Who Endures

8-9. Zagoth Triome and Yavimaya Hollow

No reason of removing these other than I finally got an Underground Sea and Gaea's Cradle

10. Protean Hulk

Resolving a protean hulk does not win us the game (again) :( .

11. Scroll Rack

Usually(~60% of the time) we don't have enough cards in hand for this to be relevant.

12. Crucible of Worlds

Nice to have, doesn't help new deck stragety.

13. Viscera Seer

This was better in previous deck stragety

14. Oracle of Mul Daya

This can provide card advantage over some turns, but in the end it's just ramp. With the total removal of topdeck manipulation this is better off becoming some other kind of ramp.

15. Glacial Chasm

16-17. Gravebreaker Lamia and Ancient Tomb

Switching this to The Gitrog Monster and Dakmor Salvage

18. Grist, the Hunger Tide

Feels like there are better options with the new deck direction.

19. Phyrexian Altar

Nice to have, but apart from Field of the Dead this doesn't do much.

20. Squandered Resources

It is very nice when World Shaper is down, but it's also a dead card everytime when he is not.

21-22. Island Swamp

With the addition of so much fast mana our land base should be able to drop to 35-36

23. Siren Stormtamer

In my current meta removal is of the not targeting variety.

24. Plaguecrafter

Inconsistent.

25. Sunken Hollow

Had to play this tapped one too many times, replacing it with a fetchland that can get green.


Added

1-4. Underrealm Lich, Slithermuse, Consecrated Sphinx and Dark Confidant

Card advantage

5. Defense Grid

Cheap protection, in theory this could be good. Replaces teferi

6. Sensei's Divining Top

Re-adding this, should provide consistency, which we now look for.

7. Boseiju, Who Endures

More removal on a land, I see this becoming a commander stable.

8-9. Underground Sea and Gaea's Cradle

10. Kenrith's Transformation

Removes oppresive creature and replaces itself.

11-12. Vampiric Tutor and Survival of the Fittest

Should provide consistency

13. Defense of the Heart

Doesn't win us the game, but it should either slow down opponents or bring us up to speed.

14. Expedition Map

Not sure about this one yet, maybe Realms Uncharted is still better, keeping it for the curve.

15. Tolaria West

More LED/Crypt tutor

16-17. The Gitrog Monster and Dakmor Salvage

Even more card advantage

18. Oppression

Our hand empties quite fast, if everyone elses does too that would be great.

19-21. Llanowar Elves, Birds of Paradise, Elves of Deep Shadow

Fast mana

22. Castle Locthwain

More card advantage.

23. Liliana of the Veil

Re-adding this maybe it can synergize with Oppression

24. Seal of Doom

More removal.

25. Windswept Heath

More color fixing.

In no particular order:

1. Hullbreacher => Teferi, Mage of Zhalfir

Ban replacement, with the addition of Teferi, Mage of Zhalfir we can remove the counterspells that we mostly used defensively.

2. Seal of Doom => Executioner's Capsule

Costs the same, has the same effect but is an artifact, which we have less of.

3. Aura Thief => Agent of Treachery

Aura Thief was at most an annoyance and more often than not, not even that. I much rather pay 3 more mana and immediately get the best permanent on the board.

4. Swan Song => Blood Artist

The deck always struggled with gaining life back, this might remedy that.

5. Counterspell => Avenger of Zendikar

With Squandered Resources and World Shaper loop, this is probably worth another try.

6. Dryad of the Ilysian Grove => Mesmeric Orb

Dryad of the Ilysian Grove was mostly played for the extra land drop, but the deck lacks early card advantage. Mesmeric Orb should provide us with card advantage while hopefully disturbing our opponents plans

7. Spore Frog => Viscera Seer

We have enough land tutor to get Glacial Chasm if we need attackers protection, time to try more sacrifice outlets.

In not any particular order:

1. Coiling Oracle => Survival of the Fittest

Coiling Oracle has always been an option to remove. Initially I was planning to turn this into Fiend Artisan. But that soon changed when I realised that it's just a bad Survival of the Fittest (kinda).

As a side bonus, this can also fetch Grist, the Hunger Tide.

2. Lion's Eye Diamond => Hullbreacher

I rarely risk losing my hand for ramp and since I am not comboing with it, it's not worth the slot. Hullbreacher is more disruption that can also ramp us.

3. Clever Impersonator => World Shaper

World Shaper was removed on 20/10/2019, but with the addition of Squandered Resources, I think it can propel the deck further.

4. Tamiyo, Collector of Tales => Grist, the Hunger Tide

Tamiyos passive is an okay thing to have, that you also don't care about when it's not there. The Eternal Witness effect is what made this card be in the deck, but this deck is about disrupting your opponents and Grist, the Hunger Tide can do that right away (almost). While Tamiyo has to -3 and then spend more mana to cast whatever you got.

5. Homeward Path => Urza's Saga => Yavimaya Hollow

I've only used Homeward Path for politics and usually when I am behind. With this context replacing it with a land tutor seems like an obvious choice.

After testing Urza's Saga I've found that, with not so many targets (it just usually grabs Sol Ring which is just 1 mana more (since you lose the land)) so I'll try Yavimaya Hollow instead.

6. Waterlogged Grove => Yavimaya, Cradle of Growth

More color fixing strapped on a land, yes please.

7. Fetid Pools => Malakir Rebirth  

A tap land replaced with another tapland that can save my commander, but can't be tutored.

8. Decks in my playgroup has been getting way faster lately, so in response I am adding some ramping myself.

Sakura-Tribe Elder => Nature's Lore

By the time Muldortha's out there is almost always something better to play from the graveyard. Sakura-Tribe Elder only fetches basic lands and they come in the battlefield tapped. Nature's Lore costs the same amount of mana, can get any missing color and come into the battlefield untapped.

9. Hex Parasite => Wild Growth

I kept Hex Parasite in the deck mostly for planeswalker removal, it had some occasional other uses, but that was pretty much it. Now that Job is being fulfilled by Grist, the Hunger Tide so this can become more ramp.

10. Kenrith's Transformation => Three Visits

No real explanation for this, since I haven't playtested Kenrith's Transformation enough to make an informed decision (Only drawn it like 2 or 3 times). But it was in the previous test phase so why not kick it out for the new test phase?

11. Azusa, Lost but Seeking => Arcane Signet

Azusa, Lost but Seeking is only good if I have Crucible of Worlds or Ramunap Excavator. Even then it's not guaranteed that you will have a fetchland to play. Additionally I have many times held back on destroying lands in the early game with Strip Mine or Wasteland just to keep the tables mood nice.

With that context in mind removing it from the deck makes sense.

12. Claws of Gix => Squandered Resources

Claws of Gix is really nice, but that mana is a real pain. Squandered Resources is an experimentation, that I think can excel in this deck.

13. Expedition Map => Life from the Loam

It's very important to hit the land drops in this deck, more so than fetching Glacial Chasm, Cabal Coffers or Urborg, Tomb of Yawgmoth later on.

14. Phyrexian Arena => Confounding Conundrum => Seal of Doom

Drawing cards is nice and all, but denying your opponents land ramp? ...

Turns out this is only good on curve, So I'm replacing it with more disruption.

15. Gravebreaker Lamia => Teferi, Master of Time

5 mana for Entomb is a bit too much, the discount is nice and all but you have to cast atleast 4 other cards that get discounted for it to become as mana efficent as Entomb.

Trying Teferi, Master of Time in its place. It can dig and also disrupt combos.

16. Bojuka Bog => Field of the Dead

Removing Bojuka Bog solely because it comes into play tapped.

With the addition of Squandered Resources and World Shaper this becomes a super threat.

17. Sensei's Divining Top => Scroll Rack

95% of the time I use Sensei's Divining Top to look for a land, I believe Scroll Rack should be able to do that better.

18. Sower of Temptation => Realms Uncharted

With the addition of Field of the Dead and removal of Expedition Map I feel like adding back a way to find needed/wincon lands.

Since this fetches 4 (at instant speed) that should be more than I need.

Sower of Temptation is chosen for this replacement, because the steal is easier to cancel (in comparison with other creature steals) and it costs 4 mana.

Maybelist

Avenger of Zendikar

Endurance

Mesmeric Orb

Greater Good

Shriekmaw

Can remove

Voidmage Prodigy

1. Woodland Cemetery => Zagoth Triome

It's fetch-able.

2. Tolaria West => Cephalid Coliseum

As per Last_Laugh suggestion. I haven't used Tolaria West to fetch something in a long time, time to try something new.

3. Vesuva => Mox Diamond

The last 10 times I've used Vesuva it was as a normal land drop, and it enters tapped. Mox Diamond should ramp us, while retaining the land in the graveyard for later play.

4. Liliana, Death's Majesty => Kenrith's Transformation

Just testing Kenrith's Transformation. And Liliana, Death's Majesty didn't bring enough board presence / value.

5. Vendilion Clique => Liliana of the Veil

I just didn't like Vendilion Clique it's especially bad when you use it and effectively help your opponent by filtering his hand. Liliana of the Veil has the same CMC can keep ticking up for discards and threaten with a -6 with a "creature removal" strapped on a -2

1. Tatyova, Benthic Druid => Sower of Temptation

Replace draw for disruption. Also fuels Voidmage Prodigy.

2. Disallow => Vendilion Clique

Replace counter magic for hand control. Also fuels Voidmage Prodigy.

3. Avenger of Zendikar => Notion Thief

Avenger of Zendikar used to be a wincon for this deck, over the course of its development and maturity it is finally time for him to go and be replaced by more disruption.

4. Protean Hulk => Vraska, Golgari Queen

I've found due to the direction of the deck, resolving one Protean Hulk didn't win (or almost win) me the game, I'm letting Vraska, Golgari Queen have another go since she's a sac outlet, disruption, draw and life gain source.

5. Mirrormade => Coiling Oracle

I've finally managed to draw and play Mirrormade it was good but I don't feel like it keeps up with the rest of deck. Coiling Oracle might not be the best replacement, but it will do for now due to draw/rump cababilities.

6. Copy Artifact => Venser, Shaper Savant

With the removal of Mirrormade I've realised I would rather add more disruption than a copy effect. Additionally Venser, Shaper Savant also fuels Voidmage Prodigy.

7. Solemn Simulacrum => Secrets of the Dead => Liliana, Death's Majesty

Secrets of the Dead was removed on 19/01/2019 due to no immediate effect and probably will be again for the same reason. However I'm willing to try it again since mid-to late game can provide a substantial advantage. Solemn Simulacrum got the shortest stick, ramping is good but its 4 mana.

Yep, no immediate value is really bad. Let's see how Liliana, Death's Majesty will do.

She did good.

8. Reliquary Tower => Entomb

By cutting our most high cost cards we created room for cutting a land.

1. Yavimaya Elder => Dryad of the Ilysian Grove

Color fixing while allowing us to play additional lands. Additionally it only requires 1 green mana to play.

2. Entomb => Gravebreaker Lamia

Trading one entomb effect for another.

3. Forest => Bayou

4. Island => Tropical Island

1. Cultivate => Sakura-Tribe Elder

Can be recast and it costs less.

2. Harrow => Lotus Petal

Can be recast, increases our artifact count, provides mana fixing at 0 costs.

3. Kokusho, the Evening Star => Claws of Gix

Provides another sac outlet, wanted to move away from Kokusho, the Evening Star win conditions for a while now. The 1 mana to sacrifice something is a pain but it seems to be good enough for now. If not I might remove it in the upcoming months.

4. Chainer, Dementia Master => Hostage Taker

Removed one value for another, Chainer, Dementia Master is awesome, but also a big target, for this reason I chose to replace him with Hostage Taker since it also provides great value (removal-steal) and it costs 1 less mana.

5. Mulldrifter => Gonti, Lord of Luxury

Draw 2 from your library, or scry 4 draw 1 from an opponents library for 1 less mana?

6. Mana Vault => Siren Stormtamer => Voidmage Prodigy

Mana Vault was in most games a 1 time use effect, that would ping me for the following 3-4 turns. Since that 1 time boost didn't push me forward enough, I believe Siren Stormtamer might be a good replacement. Turns out Siren Stormtamer wasn't that good and was cut during testing phase, since I wanted the permanent type counterspell it was replaced with Voidmage Prodigy

7. Archaeomancer => Aether Spellbomb

With most of instants and sorceries being cut out of the deck and with the addition of Tamiyo, Collector of Tales this card no longer provides enough value. On the other hand Seal of Removal has been MVP for many a game and Aether Spellbomb appear to be a close relative.

8. Copy Enchantment => Mirrormade

Easy replacement, Copy Enchantment doesn't usually have value targets, probably the only reason I haven't removed it before is because I haven't drawn it in ages. Mirrormade has the same cost and can target artifacts which there are more going on in a game.

9. World Shaper => Night Incarnate

World Shaper is a good card, but the games that I used him and won, I had already won (by being way ahead) before his ability resolved. In this sense I consider him a "win more" card in the deck. Along with the fact that I don't mill me he was an easy target to pick to remove. Now I didn't think Night Incarnate would be that good in replacing World Shaper's value, but damn I'm glad I added this.

10. Sakashima the Impostor => Yawgmoth, Thran Physician

Another card I haven't drawn in ages. I believe I've only played this card once or maybe twice. However I have tutored my deck a hell of alot times and my goto clone is always Phantasmal Image. Now Yawgmoth, Thran Physician was an unplanned addition but an easy one once I thought not only is it another sacrifice outlet, not only does it draw me a card, but it can also kill creatures, and in combination with my other unplanned addition Night Incarnate it can kill creatures that have > 3 toughness, and he himself survives.

11. Maze of Ith => Glacial Chasm

Been wanting to trade Maze of Ith to Glacial Chasm for a long while now. I've finally got myself a few copies of Glacial Chasm

12. Vraska, Golgari Queen => Narset, Parter of Veils

Vraska, Golgari Queen is good and it also provides a sacrifice outlet, but Narset, Parter of Veils provides passive value. Not only it prevents players from drawing extra cards, they have to spend resources to remove her as soon as possible, whilst Vraska, Golgari Queen they could easily ignore for a few turns.

13. Sylvan Safekeeper => Ramunap Excavator

I've found that more than 95% of the time I played Sylvan Safekeeper it was either useless, or it was used to recur a land ex: Bojuka Bog. I might have used him once or twice for his actual ability. On the otherhand I'm almost always happy to see Crucible of Worlds in my hand, so I'm hoping Ramunap Excavator will provide the same happiness.

14. Damnation => Oblivion Stone

I've been straggling a bit lately with planeswalker removal, with only Hex Parasite as my answer I thought I'll replace one board wipe with a board clear.

15. Elvish Reclaimer => Expedition Map

Elvish Reclaimer looked so good when he came out, unfortunately he is slow and usually you only need him to fetch one specific land. Summoning sickness made this little guy move out. Expedition Map is basically the same thing for that 1 land, but it also increases our artifact count.

16. Lightning Greaves => Courser of Kruphix => Tatyova, Benthic Druid

I rarely use haste and also very rarely care about the protection. Although I've used it as a sac outlet for Phantasmal Image once. Lightning Greaves is definitely getting out of the deck. However I'm not quite sure if Courser of Kruphix is going to take it's place yet. After some testing I'm giving this spot to Tatyova, Benthic Druid

If you like the deck consider giving it an upvote.

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Date added 6 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

50 - 0 Rares

19 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.38
Tokens Copy Clone
Folders Deck Ideas, Decks to Study, Muldrotha, Interesting , Decks, Muldrotha, the Gravetide, Decks, Muldrotha ideas, EDH Decks
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