Maybeboard


I've been playing magic for a long time now, and over that time, the people in my playgroup have remained relatively the same, with some additions as time has passed. Over this period, we have gone from casual, to casual modern, to modern, and now since people are getting busier, we have decided to do away with competitive play and move to casual EDH, as it is a format we all enjoy.

I wanted to make this clear because this is a casual deck, regardless of how it looks. I don't really want to play any infinite combos (unless really janky, but I doubt it) but I'm perfectly fine with playing finisher cards and synergies. I also know I'm probably not playing the ideal Mimeoplasm EDh deck, but I really like playing copycat with my friends, and am not looking to get rid of it.

This was a deck that originally started out as a Tasigur value deck I had made for casual play. Since that time, I developed the deck into a controlling copycat deck that would be better suited for my meta.

The main pieces of this deck can be broken down into a few parts, which I have done in the list above. I have chosen to not go over the manabase because there is nothing too flowery about it, it's just very consistent.

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Ramping is very important in most commander decks, and this one is no exception. Giving yourself more time to prepare is always useful in commander.

Sol Ring : An ideal turn 1 play, sol ring is basically an unfair Mana Crypt since you don't take any damage from it, making it a great staple card.

Birds of Paradise : I like playing my 3 mana spells on turn 2, and this card helps me get there.

Wayfarer's Bauble : Setting up a turn 2 Rampant Growth is what we'd like to be doing with this card, but sometimes it just comes down as a bad Far Wanderings .

Dimir Signet & Simic Signet : Signets are great turn 2 plays for color fixing should it be needed, and also serve as good mana rocks.

Farseek , Nature's Lore , Rampant Growth : While these three cards have the same CMC, Farseek and Lore are alsmost always used to fetch up dual lands like Bayou or Breeding Pool , meanwhile Rampant just gives you a tapped land of any color you desire at the time.

Cultivate & Kodama's Reach : The only 3 cmc ramp spells, these two set give you a land and set you up to have at least five lands on the board by your next turn.

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Counters are great because if you can counter it, then you can stop it.

Counterspell , Dissipate , Forbid : These are just straight counterspells, and can be used on any spell you deem should never be allowed on the board. Forbid can also often double as a finisher should you have a draw engine such as Consecrated Sphinx or Sire of Stagnation .

Disdainful Stroke , Negate : These are conditional counters, which are to be used before their counterparts when able to do so.

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Playing copycat is the real gimmick that this deck is going for, as in commander, many players play creature based decks, and playing copycat means you get new choices all the time and can win in a variety of ways.

Phantasmal Image : the cheapest copycat cmc wise in the deck, phantasmal image is great because you can copy something like in the early game without compromising your other Clones.

Cryptoplasm : Cryptoplasm can be great because it can turn into a different thing every turn, however the fact it comes down as a 2/2 can be annoying at times, so the earlier the better.

Clone , Evil Twin , Sakashima the Impostor , Vizier of Many Faces , Mercurial Pretender , Phyrexian Metamorph : With the exception of metamorph, these kinds are all exclusively creature copiers with their own distinct abilities.

Stunt Double : While it is just a 4 cmc creature copier, it's flash effect really makes it more potent then the other copiers we play.

Clever Impersonator : Being able to be a copy of anything on the board really separates this one from the rest, as none of the other clones can become something like Ugin, the Spirit Dragon or Moat .

Progenitor Mimic : Copying any creature you like... then do it again, and again, and again, and again, and again, until you win or the board is wiped. This works very well with cards like Consecrated Sphinx and Rune-Scarred Demon .

Body Double : One of the clones that doesn't copy something on the board, this card works well with the removal we play.

The Mimeoplasm : Our commander, Mimeoplasm synergies well with the high amount of removal we play, allowing us to play a toolbox of creatures from our opponent's graveyards, as well as functioning as graveyard control something many commander decks simply overlook.

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Cloning stuff is cool, but the real strength in this deck comes from copying something, and then killing the original creature or card copied, allowing us to basically use our opponent's stuff against them without being blown out by cards like Homeward Path .

Brutalizer Exarch : This card serves either two purposes, as either a worldy tutor, or as an effective Bramblecrush , and in a value deck such as this one, it is just what I want.

Cyclonic Rift : While you can cast this card for it's 2 cmc cost, you will more then likely be using this for it's overload ability to stop your opponents from killing you, or allowing you to net a win.

Damnation & Crux of Fate : These 2 black wraths are a low enough cmc that can both be tutored by most of the tutor spells in the deck and still be used in the same turn. This makes them more useful then something like Life's Finale or Decree of Pain .

Pernicious Deed : A slower based wrath, Deed gets rid of most of the things that annoy this deck like tokens and go-wide strategies, and actually has the chance to keep the things you want alive.

Naturalize : Get rid of any artifact or enchantment that threatens you at the cost of 2 cmc.

Maelstrom Pulse : Gets rid of anything non-land you feel needs to be off the board.

Beast Within : This card does the same thing as pulse, except it can even destroy pesky lands like an enemy Maze of Ith . The downside of course is that a 3/3 enters that players control, but in commander the impact of such an effect is lessened.

Putrefy : A discount Maelstrom Pulse , Putrefy functions as basically a second copy of pulse, but trades versatility of targets for instant speed.

Reclamation Sage : A Naturalize on a body, Rec Sage functions well with cards like Brutalizer Exarch , as well as the insane synergy we can use thanks to our copy plan.

Hero's Downfall : Murder 's better brother, Downfall gets rid of any enemy creatures or planeswalkers we don't like.

Snuff Out : a 4 cmc Doomblade we can cast for free, Snuff out is usually cast as a free spell to make our opponents think the coast is clear if we tap out.

Shriekmaw : a Terror on a body, shriekmaw also works well with our copy plan, and can easily be used by The Mimeoplasm as a bonus removal spell.

Phyrexian Ingester : This fabulous creature exiles an opponent's creature, giving it the ability to deal with cards like Zurgo Helmsmasher or cards that are equipped by Darksteel Plate . Also, since it remains the creature it comes in as, it is spectacular to copy.

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Since we play blue and green, we have access to the best card draw spells in the game, and make full use of them.

Ponder , Preordain : The two 1 cmc blue mana cantrips that make card cycling easy for us. These three had to be added to the deck.

Brainstorm : While in many decks, this card does not function like we'd like it too, Brainstorm is able to work extremely well thanks to out fetchlands and shuffle effects, which allow us to put away some bad cards in hopes of better draws.

Mirri's Guile : Sensei's diving top is good, but being able to use it's first effect every turn for free is huge in a deck that wants to maximize efficiency.

Sylvan Library : It's like Mirri's Guile , except you can actually draw the cards you sort through should you want.

Impulse : Being able to card filter at instant speed can be very powerful, and we want to take every advantage we can find.

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I know that these descriptions aren't very imaginative, but they are just total value, and the cards usually speak for themselves.

Regrowth : Take anything from a wrath to a clone, and bring it back for later usage.

Eternal Witness & Skullwinder : These cards are Regrowth on bodies, and give us further usage of our graveyard's toolbox, especially when copied.

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Vampiric Tutor , Diabolic Tutor , Demonic Tutor , Rune-Scarred Demon : All of these cards allow you to turn this deck into a toolbox, where you can get the cars you need when you need them. The only exception to this is Vampiric Tutor which requires you either have a draw engine set up or play it at the end of your opponent's turn to be as successful as the other cards.

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In addition to the mass clone and fatty beatdown plans, there are some other cards in this deck that are just here to tie up loose ends and end the game.

The Scarab God : Being a relatively unkillable 5/5 already makes the Scarab God, but his real power comes from his ability to make 4/4 copies of things on the battlefield. This works very well when getting something like a clone, as it makes our deck even more versatile. We can also just make a bunch of Zombies and clog up the board.

Rite of Replication : Either make a token copy of something you need immediately, or, make FIVE of them instead.

Avatar of Woe : Commander is a format full of interaction, and many creatures usually die, so playing this card will often only cost you 2 mana for an outstanding 6/5 that works well with out deck.

Avenger of Zendikar : A finisher if you play it, Avenger is outstanding at ending games very quickly, and is even better when cloned.

Consecrated Sphinx & Sire of Stagnation : Our big 6 drops, these two cards are very good at making us draw tons of cards, and are even stronger when copied.

Reins of Power : I've seen this card win me games before, as when you have no creatures, this card can sometimes be a 4 mana Insurrection in BLUE!

Loxodon Warhammer : While not technically a finisher card, Warhammer allows us to gain life, since with fetches and a lower than average creature count, we might end up taking a lot of hits.

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If you've made it this far in the primer, I hope you enjoyed this deck, as for me it is truly a blast to play.

If you liked what you saw, feel free to leave an upvote or write a comment, as I always appreciate constructive feedback on my decks.

If you are looking to give a suggestion, please remember that I want to keep this a casual deck, as was specified in the intro of this primer, but I do not have any budget limits for this build so feel free to suggest what you want!

If you liked this and want to see more, check out my profile @ Sargeras for more exciting brews and builds!

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Casual

100% Competitive

Revision 15 See all

(3 years ago)

+1 Arcane Signet main
+1 Assassin's Trophy main
-1 Diabolic Tutor main
-1 Dissipate main
-1 Evolving Wilds main
-1 Golgari Guildgate main
+1 Grim Tutor main
+1 Mana Drain main
+1 Morphic Pool main
-1 Opulent Palace main
-1 Putrefy main
+1 Reanimate main
+1 Rejuvenating Springs main
-1 Simic Signet main
-1 Skullwinder main
-1 Thornwood Falls main
+1 Undergrowth Stadium main
+1 Zagoth Triome main
Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

50 - 0 Rares

16 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.51
Tokens Beast 3/3 G, Copy Clone, Plant 0/1 G, Vizier of Many Faces 0/0 W
Folders Mimeoplasm
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