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The Mimeoplasm's Graveyard Gumbo

Commander / EDH*

axefaktor


11/15/13 - This deck is retired

THE GUMBO 2.0

With the latest update to my deck, The Mimeoplasm's Graveyard Gumbo has become a fundamentally different machine than the deck I posted 3 months ago. It has more synergy, more value, more utility, and holds up much better under pressure.

The primary strategy to this deck is to stock up the graveyards of my enemies through mill to create fodder for The Mimeoplasm. In order to do that I have incorporated the following mix of play styles into the deck: removal, mill, draw, graveyard play, and ramp.

Mill is the most important, as it acts as both an offensive and defensive strategy. Cards like Memory Erosion and Riddlekeeper are excellent as they are relatively low costing, provide a constant trickle of cards into graveyards, and act as deterrents to both spellcasting and attacking. Then you have devastating spells like Archive Trap and Increasing Confusion, which almost always rip through libraries enough to cripple an opponent. Finally permanents like Nemesis of Reason and Sword of Body and Mind, or the absolutely brutal combination of the two, have the ability to actually mill out an opponent fairly easily which is tricky in EDH.

God forbid your opponents manage to get combos working after all that mill, the removal will pick up the slack, and continue to beef up enemy graveyards. Life's Finale is one of the best cards in the deck. The rare black board wipe is absolutely crucial for defensive purposes, and the ability to stock an opponents graveyard with their best creatures for you to steal may be so demoralizing they'll just want to quit. Similarly Hex can clear out a lot of late game threats, and an overloaded Cyclonic Rift can buy you several turns, and give you a very powerful advantage.

Now that your enemies have lots of goodies in their graveyards, it's time to bring the pain. Obviously The Mimeoplasm can shine by scooping up humongous creatures and making them even humongouser :), as well as clearing out any threats that might be able to be brought back. The recently added Havengul Lich can be equally devastating, giving you the opportunity to not only steal a card (or several) but use it's handy abilities too. Not seeing anything particularly interesting in your enemies graveyard? Use Jarad's Orders or Buried Alive to beef up your own and pull out just the right thing.

Now obviously none of this happens for free, and to solve that probem we turn to draw and ramp. Cards like Cultivate, Sol Ring, and Chromatic Lantern will pick up the slack early game in order to bring out some of the big baddies in this deck, while combo's like Mind Unbound and Venser's Journal will keep your hand fresh and plentiful.

Finally I've included a few of my favorite cards to round things out. Propaganda and Asceticism provide excellent defense against two major threats to this deck: army and burn/removal. And big creatures like Thornling and Sun Quan, Lord of Wu can provide excellent targets for The Mimeoplasm as well as potential win conditions.

Please let me know what you think in the comments. This is not a finished product and I hope to keep improving on it for a long time. I'm very interested in finding low cmc alternatives to some of my higher costing cards, without losing power. Please see the "Updates" section for the decks play record.

Suggestions

Updates Add

Paleoloth out, Lord of Extinction in. Playing right now. Currently 1-3 against ghaves-generation-1.

Comments

Date added 12 years
Last updated 11 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

33 - 0 Rares

16 - 0 Uncommons

9 - 0 Commons

Cards 101
Avg. CMC 4.13
Tokens Assassin 1/1 B w/ Player Killer, Emblem Tamiyo, the Moon Sage, Human 2/2 G, Wolf 2/2 G, Worm 1/1 BG, Zombie 2/2 B
Folders Retired
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