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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Blightsteel Colossus
Artifact Creature — Phyrexian Golem
Trample, infect, indestructible
If this would be put into a graveyard from anywhere, reveal this and shuffle this card into this owner's library instead.
Long_Con on
Raggadrazi
2 months ago
I have a Raggadragga deck as well, just out here looking for ways to tighten it up! What do you think are your strongest cards/combos?
Raggadragga Mana Saga if you'd like to check mine out. I'm focused on the ideal mana dorks, and comboing up 7CMC cards with scalable dorks like Heronblade Elite, along with card draw (like Regal Force). I find it goes off very reliably, ending up with a turn 5 battlefield with Summon: Bahamut, Klauth, Unrivaled Ancient
, and Blightsteel Colossus all lined up... or worse!
Balaam__ on Balaam__
3 months ago
@legendofa that’s exactly where my mind went.
to myself:
“You dummy, anyone can cheat in a Phyrexian Dreadnought or Blightsteel Colossus, and then what? Use your mind”
SaberTech on
mimeo
4 months ago
I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.
I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.
Win-Cons:
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Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.
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Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.
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Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.
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Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.
So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.
Looking at your list, some things that I can note are:
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You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.
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Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.
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Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.
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Archon of Cruelty
isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.
DreadKhan on Why Are the Other Free …
4 months ago
Unless I misspoke without noticing I didn't say you don't want free interaction in Brackets 4 and 5 anywhere. My whole point was that you don't CARE about them in Brackets 1 and 2, that's a very different point. Similarly, I don't care that people play free interaction in Bracket 4 and 5, and I don't think people need or want hints to do so from the people managing the format. I think it's an equally valid point that "free interaction is associated with Bracket 5 in particular because it's conspicuously bad in lower Brackets". FoW and similar suffer from costing you cards (which are more precious in lower power metas), while Fierce and similar aren't very relevant because they don't interact on the right axis for those metas, because they're limited to non-Creature spells. It's INCREDIBLY bad form to ban or restrict cards that aren't even seeing play in a format/Bracket. This is why Trinisphere was taken off the GC list. For a great example of a card that's not a GC but meets the same standard as Fierce (is incredibly in high power and terrible at low) is Rule of Law; Rule of Law is a MUCH stronger stax effect in Bracket 5 than just about anything else, almost no decks can win around a Rule, other than decks built around it. Nobody wants Rule to be a GC because it's silly, but you don't live in fear of a Fierce in Bracket 2, you fear something like Bane of Progress or Blightsteel Colossus, some big honking creature that wrecks stuff.
I feel like it needs to be restated for some reason: what exactly are people countering in Brackets 1 and 2 with Fierce that would justify it being a GC there in particular, where GC are actually important? It being on the GC list has no bearing on Bracket 5, you yourself have said the GC list isn't meant to be a 'checklist'. Nobody should ever care if a card is played in Bracket 4 or 5 because it's a self-solving problem unless it also happens to be too good for Brackets 1 and 2. The only things that ever need to be GC are cards that aren't fun for Brackets 1, 2 and 3, that's all the GC list even does, it has ZERO impact on Brackets 4 and 5 because you should just be running the best cards there anyways.
I guess I wholeheartedly disagree with the premise that the GC list should be referenced by people building 4s and 5s, as both can just run anything that they want. They shouldn't need to reference a list other than the ban list. The GC list IMHO should only consider Brackets 1-3, with an emphasis on 1 and 2. Building a GC list around brackets that never care about them is both unnecessary and counter-intuitive.
Moondrop on favorite pet card(s)
4 months ago
those all look pretty nice Tragic Slip i find hilarious all good except Blightsteel Colossus(sorry grudge against poison I despise it i'd rant on it but that's for another time) and I can see how playing situational cards could give you a dopamine burst like"hey you yeah you have this specific thing on your board well to bad for you death" i feel like it adds salt to any wound you afflict and thank you for the warm welcome
Niko9 on favorite pet card(s)
4 months ago
Hi, and welcome to the community here! Pet cards are always so fun, and it's been a pretty great experience to play over the years and have my pet cards list evolve : )
One of my favorite things in magic is spot removal, and unconventional choices of it. Having to save my resources and make decisions on what to remove really makes the game feel like an expanding puzzle to me.
Some of my favorite pet removal cards are
Savage Swipe I have an entire deck built around casting this as much as possible and double dipping as removal and buff.
Tragic Slip A somewhat situational card, but it takes out everything. I love flavor wise that Blightsteel Colossus can just slip and fall and head right to the graveyard.
Cast Out I've played this card a lot and it's versatility makes it one of those "this is exactly what I needed" draws late game. And it can always just be cycled in the early game if I have another plan going.
Fumiko the Lowblood Can be a brutal removal creature in an aggro deck, taking out their creatures and making them tap all blockers.
Dire Fleet Poisoner I just love the original Ixalan pirates, and flash deathtouch always hits something good.
Mutiny in commander I find that this card always pays off. It's very situational, but the situation of your opponent having two creatures almost always comes up. In my experience, it almost always does more damage than a Lightning Bolt and in EDH I wouldn't really be bolting players anyways.
Lava Dart the cost of saccing a land sounds so steep, but I've won quite a few games now just destroying my own land base at the very end. And I like that because of the recursion, I'm free to cast it early game from hand to hit small threats.
Mortlocke on
The Song of Phyresis
5 months ago
Sorry to spam but I finally remembered why I cut Defense of the Heart - it's hit or miss and more often than not it misses hard. Let me explain, so in my playgroup poison generally gets focused down on early in the game. With DotH on the field everyone immediately bands together because they already know that either two praetors or Blightsteel Colossus is hitting the board. Sure, I can maybe get rid of one or two players but more often than not I just get dealt with. In short - I cut it because of the bad politics Defense of the Heart brought.
Venum on
The Song of Phyresis
5 months ago
I'm happy you came back to update that deck, which is my favorite one of yours.
I've been wanting to ask about the reason why you're not including Tekuthal, Inquiry Dominus for doubling the proliferate effect? If you do have Vorinclex or Innkeeper on the field, with the free proliferate of Atraxa, it would be 4 poison counter on end step.
I also like Defense of the Heart for cheating Blightsteel Colossus and Vorinclex, Monstrous Raider
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