-Dorks:
Birds of Paradise
,
Deathrite Shaman
,
Elves of Deep Shadow
,
Millikin
. Not much to say here, except that
Millikin
is replaceable with
Elvish Mystic
, if you are finding the ramp to be more important than card advantage in your meta.
-
Azusa, Lost but Seeking
: seeing as, for a large segment of the game, we are essentially a lands deck, Azusa is a no-brainer. Notably,
Muldrotha, the Gravetide
only lets you play one land a turn from your graveyard, so to get max value you'll want
Ramunap Excavator
.
-
Caustic Caterpillar
: Repeatable removal that's incredibly cheap and can be used before your command is out? Sounds good to me.
-
Eternal Witness
: This staple of EDH is pretty good at combating
Muldrotha, the Gravetide
's one shortcoming by grabbing back your instants and sorceries. Combine with a sac outlet, and cast
Cyclonic Rift
every turn! E Wit also makes milling your non-permanent cards feel a lot less bad.
-
Fleshbag Marauder
and
Plaguecrafter
: Yet another way to bully Voltron decks. Both of these are absolutely devastating against decks that don't run very many creatures, but running the both of them is 100% a meta-call. Often they will feel like a
Sheoldred, Whispering One
by making your opponents slowly sack their entire boards.
-
Forgotten Creation
: This is probably one of the sketchiest includes in the deck. is a lot of mana for a 3/3 "do-nothing". However, this guy will net you a stupid amount of value, especially in games with slower starts. Because
Muldrotha, the Gravetide
makes your graveyard a secondary hand,
Forgotten Creation
can be essentially drawing you 4+ cards a turn.
-
Glen Elendra Archmage
: it's a repeatable counterspell twice a turn cycle. Instants and sorceries are the things this deck is the worst at interacting with, and the Archmage is amazing at covering your bases. It can single-highhandedly win the game against some decks, and serves as great backup when you try to stick a threat.
-
Hermit Druid
: So, once you've gotten your overwhelming card advantage, and your opponents are so far behind you that they might as well concede, what do you do? Win.
Hermit Druid
is typically played in decks that run zero basics, but we instead can use him for repeatable, insane card advantage. In the late game, once your basics are out of your library, he can steal games in tandem with
Lightning Greaves
and/or
Glen Elendra Archmage
.
-
Laboratory Maniac
: This should be pretty self-explanatory. This is how we win games, sometimes with
Hermit Druid
, and sometimes just by drawing a whole lotta cards. Either way, this is our primary wincon, but it is not our path to victory.
-
Mulldrifter
: Nothing much to say, repeatable card draw is solid and it can help you find mana sources in the early game. Nice.
-
Nyx Weaver
: Repeatable self-mill which is almost the same as "draw two cards" every turn. In addition, being an enchantment creature is incredibly useful, as you can choose which type to play it as.
Nyx Weaver
also has its relatively niche activated ability, which is most often used to grab a
Cyclonic Rift
in emergencies.
-
Ramunap Excavator
: As mentioned previously, this card is necessary to play extra lands from your bin. Works especially well with
The Gitrog Monster
, but is also a solid early game play that makes self-mill more reliably useful and guarantees land-drops in tandem with fetch lands.
-
Ravenous Chupacabra
: Straightforward and simple. You don't like a creature? Chups has got you covered. Combine with a sac outlet for consistent, solid removal. A great early-game play to stave off threats until you can land
Muldrotha, the Gravetide
.
-
River Kelpie
: Do you like card advantage? Do you like drawing cards whenever you play cards (including lands) from your graveyard?
River Kelpie
can turn a game around by refilling your hand again, and again, and again.
-
Sakura-Tribe Elder
: Pretty good in most commander decks, Very Good in this one. Replayed every turn with your commander, this is a chump blocker, a whole lotta ramp, and a good way to accelerate the thinning of your deck for
Hermit Druid
wins.
-
Satyr Wayfinder
: Arguably one of the weaker links of the deck, this dude is great when you really need to hit that third or fourth land-drop, but once you get past turn four you will probably forget this card exists. He makes a great chump blocker, however.
-
Shriekmaw
: More creature removal! This one is far more efficient than
Ravenous Chupacabra
in some match ups, but not hitting artifact or black creatures is a significant downside.
-
Sidisi, Undead Vizier
: A repeatable tutor on a solid body? Nice. Great at finding that
Hermit Druid
, and works very well with
Living Death
. Tutors should speak for themselves.
-
Solemn Simulacrum
: Another commander all-star, Sad Robot finds a solid home within this deck too. Being two permanent types is really convenient, ramping is always good, and drawing cards is always solid. Nice.
-
Spore Frog
: Now this is a very popular inclusion that can be either SPECTACULAR or useless. Fogging only one player a turn is pretty situational in some pods, as many decks look to win with creatures. Typically, this serves best to serve as a safety net against really aggro go-wide or Voltron decks.
-
Tatyova, Benthic Druid
: She draws cards and gains life. Nuff said.
-
The Gitrog Monster
: This card is amazing at everything this deck wants to do. It ramps and draws cards. And at the end of the day, isn't that what magic is all about? Its "downside" is negated by
Muldrotha, the Gravetide
and
Ramunap Excavator
, making it all upside.
-
Underrealm Lich
: A very weird card,
Underrealm Lich
is something I've been testing out. It can do silly things with
The Gitrog Monster
by binning lands with every "draw", "drawing" you more cards, binning more lands, etc. In general, I would recommend this guy, as he can turn "some card advantage" into "unbeatable card advantage" real quick.
-
Void Winnower
: This absolute unit is here to make our opponent's lives miserable, because unlike most decks that feature this WINnower, we can keep replaying it over and over again. A surprisingly high number of decks simply can't win with this lad out, and combined with our handy-dandy
Glen Elendra Archmage
, you can put a massive stranglehold on your opponents.