Muldrotha has been one of, if not, my absolute favorite commander to pilot since her release. As a long time Karador and Tasigur player, she was truly a match made in heaven for me.

The name of the decks origin is spawned from kitchen table magic many years ago with Dolphin_Jesus. In her inaugural stint as my primary "fun deck" (at the time prominently featuring Mana Crypt and Mana Drain so I have more fun than you) I for some reason said that I was casting "Mama" and I have known her as "Mama Muls" ever since that day. As this is the third version of the deck and an avid gamer, Mother 3 seemed like an apt name.

As many Muldrotha decks, this focuses on set up an execution of metric shitloads of value engines. The first of which is on filling the graveyard. Muldrotha makes use of the graveyard much like you utilize your hand, so self mill is pretty close to card draw. Satyr Wayfinder fixes mana while also "drawing" three cards, and Stitcher's Supplier functions similarly as a blocker and one mana draw six. Sidisi, Brood Tyrant and World Shaper repeatedly mill and create additional value while doing so, by making bodies to beat people to death with (more on that later) and turbo ramping us (more on THAT later too). Ashiok, Dream Render pulls double duty as a self mill engine (it doesn't say target opponent for some reason?), persistent tutor/ramp hate ,and graveyard hate. In case that's not enough ways to fill the yard, Mesmeric Orb repeatedly mills the library in massive chunks, and is accelerated further by Sword of Feast and Famine. Wait this mills everyone else too? Damn why is this card not played more.

So what do we do once we fill the graveyard with stuff? OBVIOUSLY we play the stuff and make MORE value. Gravebreaker Lamia puts whatever card we want into the yard and then makes it and all other cards cheaper to cast from the graveyard. Secrets of the Dead then lets us actually draw cards. In the early-ish game, we play attrition cards like Fleshbag Marauder, Seal of Primordium, and the almighty Spore Frog to slow down the game to whatever pace we need to continue setting up for whatever shenanagins we see fit.

Like reanimating giant dudes every turn, like Grave Titty, Consecrated Sphinx, and Ancient Greenwarden, and if the game goes long enough, we loop one of Gray Merchant of Asphodel, Kokusho, the Evening Star, and the big green boi, Craterhoof Behemoth with various sacrifice and reanimation tools to just kind of... end the game when you want. Oh and the cEDH menace Thassa's Oracle because sometimes you can accidentally mill yourself to near death and its more consistent than the Jace and Lab Man.

Before anyone asks why I'm running Reliquary Tower in reanimation deck: First, fight me, and second, cards are safer in hand than they are in the Bin, especially with how fast we can mill.

The last and most recent package is the lands matter/landfall shell. The original list naturally ran Field of the Dead which led to the creative inclusing of the Snow-Covered lands to not impact the number of basics for the ramp pieces, but still running enough lands with different names to consistently operate Field with seven lands. While Lotus Cobra is much better with fetch lands, can still consistently fix and ramp. Tatyova, Benthic Druid was added to the original list to help stabilize life total, but functions just as well as a card drawing machine. Nissa of Shadowed Boughs may not seem incredible, but having an extra repeatable reanimation effect or ramp piece has proven invaluable. At that point, Ancient Greenwarden just seemed like a natural inclusion for more value generation.

Theres also a very small package set up solely to protect Mama in Hammer of Nazahn, to make her indestructible, Kaya's Ghostform so she has to be killed twice or Ghostform just gets put back on her on my turn, and Sword of FF to a lesser extent as protection from black removal.

In summary, Mama make value, opponents drown in value, Mama win game.

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Casual

98% Competitive

Revision 1 See all

(3 years ago)

-1 Ancient Greenwarden main
+1 Arcane Signet main
-1 Cultivate main
+1 Cyclonic Rift main
+1 Demonic Tutor main
-1 Dimir Signet main
+1 Exploration main
-1 Fleshbag Marauder main
-1 Golgari Signet main
-1 Hammer of Nazahn main
+1 Hermit Druid main
-1 Kodama's Reach main
-1 Kokusho, the Evening Star main
+1 Mana Crypt main
+1 Mana Drain main
+1 Marsh Flats main
+1 Misty Rainforest main
+1 Mystic Remora main
-1 Nissa of Shadowed Boughs main
+1 Opposition Agent main
and 30 other change(s)
Date added 4 years
Last updated 3 years
Exclude colors WR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

47 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.48
Tokens Emblem Jace, Vryn's Prodigy, Manifest 2/2 C, Zombie 2/2 B
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