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Mimeoplasm: Mill self, profit!

Commander / EDH* BUG (Sultai)

IQuarent


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Maybeboard


I'm updating the description again, because I recently overhauled this deck to change it back to the way it was before. In short, I hated how this deck plays with a landfall theme. Many of the cards that drew upon a land entering or leaving costed too much mana, and it made the deck inconsistent when all it needed to do is find Tireless Tracker each game. Another problem was that in often couldn't win after a Living Death would resolve, leaving me to solitaire by playing lands on my own turn only until I gained enough value to leave countermagic/Cyclonic Rift up, then pass and hope it gets back to me. It wasn't fun for anyone.

Here's the [current] general gameplan with this deck: Ramp early and hard with land based ramp such as Lotus Cobra, Azusa and Exploration, tutor Tireless Tracker or Survival of the Fittest as soon as possible, draw cards based on my creatures power with cards like Greater Good, Momentous Fall and Disciple of Bolas or with Tireless Tracker to continue accelerating, and slowly build the graveyard until I can make an attempt for Victimize or Living Death to win with the combination of Jarad, Golgari Lich Lord + Lord of Extinction . The typical graveyard building cards are Hermit Druid, Mesmeric Orb, Survival of the Fittest, Greater Good (because of the discard) and Buried Alive, although drawing copious amounts of cards and discarding them on cleanup step also works. The deck runs enough control to keep people off their gamewinning plans and defend to graveyard, and a lot of grave toolbox cards such as Meren and Havengul Lich to make use of our creatures that die, or better yet, make use of creatures that kill themselves, such as Mulldrifter, Sakura-Tribe Elder, Plaguecrafter, Uro, and Sidisi. There are also plenty of cards in the deck with the soul purpose of accruing value, such as Seedborn Muse, or combos such as Alchemist's Refuge + Seedborn Muse to maintain control of the game and maximize the ability to use other tricky cards such as Trickbind and Glen Elendra Archmage.

Trick to keep in mind with Buried Alive: The three cards I usually get with it when I dont have a beefy graveyard or I don't need specific pieces are Rune-Scarred Demon, Krosan Tusker, and Discple of Bolas. From there, I play the commander, Mimeoplasm, to copy Rune-Scarred with counters equal to Krosan Tusker, making a 12/12 flying demon that kills in two hits, if needed. A Demonic tutor on a body can get many useful things, but the thing to get is usually Reanimate. Use it to immediately Reanimate Disciple of Bolas, saccing the commander, and going up 12 cards and 8 life. Optionally, if we have 4 mana, up, Momentous Fall might be a better option (and get something else instead of Disciple of Bolas, like Meren) because people might be afraid of the two-hit kill commander, and go to remove it, in which case we sac to Momentous Fall in response, which was the plan all along.

I suppose I would be remiss is I did not mention another one of my favorite combos from the deck, Greater Good + Meren of Clan Nel Toth + Uro, Titan of Nature's Wrath . Once enough experience is earned, which is fairly easy to do, Uro can be recurred straight to the battlefield repeatedly with Meren. Now, this is already pretty decent, getting Uro's etb every turn, but what really kicks it into high gear is Greater Good. Since sacrificing Uro not escaping is a trigger, we can respond to it by sacrificing it to Greater Good, making the etb turn into Draw 7, discard 3, put a land into play, and gain 3 life. It's a little bit difficult to pull off, but if we do, we get all this value for zero mana every turn. Greater Good and Uro is just insane, ever without Meren, but with Meren, it really kicks the value into overdrive.

I greatly prefer how the deck plays now to the previous version. The trickiness and emphasis of finding the right pieces to build engines is much more fun the solitairing on my own turn. However, recently I've been having problem; no matter how many times I goldfish it or play it in a pod, I cannot seem to find good opening hands. This has been happening quite a bit, where my opening hand has no early game cards, or it doesn't have enough lands. It's quite perplexing; maybe some of the synergy pieces need to be cut for more ways of getting lands or more cheap grave setup cards like Careful Study, because it's exceedingly rare that I get the right combination of cards early game unless my pod allows me to mulligan like 5 times.

Suggestions

Updates Add

IN: Kiora, the Rising Tide

OUT: Victimize

I have determined what this deck needs is things that are better in opening hand and more smoothing out and graveyard building. There's too many payoff in this deck for having a full graveyard and not enough that fills it in the first place. Victimize is fine but the fact that it only hits your grave and they come in tapped makes it not great. It's also terrible in opener unless you also have Buried Alive.

Entomb and Grisly Salvage may be on standby for adding. They're no Hermit Druid or Mesmeric Orb, but what is?

Comments

Revision 48 See all

(4 days ago)

+1 Squirming Emergence maybe
Date added 10 years
Last updated 4 days
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 3 Mythic Rares

51 - 10 Rares

16 - 3 Uncommons

9 - 4 Commons

Cards 100
Avg. CMC 3.40
Tokens Beast 3/3 G, City's Blessing, Clue, Emblem Jace, Vryn's Prodigy, Experience Token, Insect 1/1 BG, Scion of the Deep, Zombie 2/2 B
Folders 8-Deck EDH Pod, All Commander Deck I Actually Own IRL
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