"The famine struck so my feast could begin" roared the Mimeoplasm, his subjects cowering at his..feet....slime....whatever.
Welcome netdeckers and the curious to this lovely build. Let me break it down for you.
Why Mimeoplasm?
This general is used a lot as the head of a self-mill decks and it started this way in here as well but as you may notice that has since changed. Mimeoplasm now would only be cast to suck creatures out of an opponents grave but there are other ways to do that in here as well, mostly its just used to permanently ruin an opponents reanimation plans.
The deck itself runs ramp, tutors, reanimators and lots of good stuff. The creature base is designed with Birthing Pod in mind, allowing me to pod up to some huge and relevant threats.
Feel free to look around and leave comments.
If you want to make suggestions, please feel free.
Please find a full breakdown of my card choices, think there's a better choice? Just let me know.
WIP nice layout to come
Removal:
Hex Parasite - Kills planeswalkers and somewhere to put excess mana, all you need to know.
Massacre Wurm - Wipes the field of bears and can seriously hurt opponents.
Steel Hellkite - Repeatable removal can come in handy.
Ulamog, the Ceaseless Hunger - Exiling two permanents is very useful, the rest is gravy.
Woodfall Primus - Removes troublesome permanents... twice.
Beast Within - Remove a permanent, Give a beast.
Cyclonic Rift - Best removal in EDH in my opinion, so one-sided.
Pernicious Deed - Mass removal, very flexible.
Black Sun's Zenith - Mass removal, deals with indestructible, reusable.
Damnation - Mass removal, cheap but strong.
Maelstrom Pulse - Single or Mass removal.
Toxic Deluge - Mass removal, very cheap mana cost.
Ramp:
Sol Ring - This is in here beca....does anyone not run this. You know why its here.
Burgeoning - Let's the deck accelerate very quickly, as quickly as my opponents so that I'm never behind.
Birds of Paradise - This mana dork allows me to ramp up slightly and fix my mana base a little and it flies to boot.
Sakura-Tribe Elder - Ramp that can be recurred, can come in handy.
Solemn Simulacrum - Ramps and Draws, Brilliant.
Vorinclex, Voice of Hunger - Ramps and de-ramps your opponents. Harsh.
Yavimaya Elder
- Ramp, Ramp, Draw.
Exploration - Extra land every turn, very powerful during the early game.
Mana Reflection - Doubles all mana, very good with Cabal Coffers.
Cultivate, Kodama's Reach - Basic ramp spells
Recursion:
Eternal Witness - One of the best recursion cards in EDH.
Greenwarden of Murasa - Eternal Witness 2.0. Requires more investment but can give twice as much back.
Sheoldred, Whispering One - Recursion every turn that also keeps my opponents oppressed and has swampwalk. Very powerful.
Artisan of Kozilek - This allows me to recur another fatty from my grave at the same time as casting one. Useful after my wincon just got taken down.
Geth, Lord of the Vault - A mill and recursion engine utilizing purely my opponents deck.
Havengul Lich - Recur any creature, in any graveyard. What. Stop. Get out. Insane.
Crucible of Worlds - Land recursion, very useful here with fetches.
Mimic Vat - Repeatable recursion for a particular creature, great with certain creatures for draw or ramp.
Animate Dead, Dance of the Dead, Necromancy - Reanimate scary things for very little mana.
Living Death - Doubles as removal, can end the game immediately in some situations.
Draw:
Baleful Strix - A cheap blocker that draws me a card. Noice.
Consecrated Sphinx - One of the best draw engines in EDH.
Rune-Scarred Demon - Draw a card, any card.
Rhystic Study - Draw lots of cards.
Sylvan Library - Draw extra cards or fix your draw.
Demonic Tutor - Pick a card, draw that card.
Windfall - Draw cards, lots of cards.
Utility:
Jin-Gitaxias, Core Augur - Attacks opponents hands. Not listed in the draw section as it only draws if I have no maximum hand size, I find it more convenient to discard as this gives me reanimation targets.
Craterhoof Behemoth - Can quickly overwhelm opponents when this hits the field.
Doomgape
- Allows for lifegain and it's bloody huge.
Seedborn Muse + Teferi, Mage of Zhalfir = Take a turn every turn. RIP Prophet of Kruphix.
Ulamog, the Infinite Gyre - I'll be honest the best thing about this card is the shuffle effect, the rest is something an opponent doesn't want to see hit the field because it is scary but it's all about that shuffle.
Wonder - Evasion for everyone.
Wurmcoil Engine - Lifegain and blocker, then more lifegain and another blocker.
Birthing Pod - This allows me to constantly ramp up to bigger creatures.
Whip of Erebos - Although this can recur creatures, it's mostly just in here to gain me lots of life.
Bloodchief Ascension - This can trigger off of a lot of cards and effects causing a lot of damage and a lot of life gain.
Concordant Crossroads - Haste for everyone.
Survival of the Fittest - Very decent tutor.
Kozilek, the Great Distortion - Draw lots of cards, counter lots of spells.
Combo:
Gray Merchant of Asphodel - My go to combo finisher. With enough mana and a couple of choice cards, this will quickly win the game.
Rite of Replication - Combine with basically anything.
Tooth and Nail - Go find broken stuff, put them on the battle field.
Special:
Void Winnower - Lol.
Lim-Dul's Vault -
Index
, then pay 1 life, then again and again and again and again.
Greater Good - This card is bonkers good. It lets you sacrifice creatures when you need to draw tons of cards.
Villainous Wealth - Allows for decent deck disruption and can have some very surprising resolutions.