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Cumulative upkeep (1) (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays (2) for each creature he or she controls that's attacking you.
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Elephant Grass Discussion
3 days ago
Sacred Mesa gives me enough reason to add back in Fertile Ground. I’m already running Wild Growth. I’ve run all the above mentioned enchant land cards you’ve listed in previous builds of this deck and was never satisfied, even when Estrid, the Masked was the commander. Exploration and Burgeoning offer more towards ramp with inclusion of draw and Land Tax.
I’m already running Satyr Enchanter, Eidolon of Blossoms, Argothian Enchantress, Enchantress's Presence, Mystic Remora, and Sylvan Library, not to mention my Commander is a guaranteed turn 2-3 drop. Also, I can always tutor my enchantress pieces in multiple ways. Inclusion of two additional enchantress cards with double mana costs is not as good as you think.
Aurification and Dissipation Field are actually worthless pillowfort choices as Commander damage or an all out assault can still kill you when up and opponents have possiblility to reobtain their creatures. Taxing effects are often more effective to discourage assaults as well as being cheaper to cast. Elephant Grass is listed on my maybe list, but is not prime choice due to cumulative upkeep and gives no card draw unlike Mystic Remora.
Overall my deck shuts down opponents very effectively so they can’t interact with me, but I can still touch them. Either opponents die to combat damage, Commander damage, or scoop due to lack of ability. I do like that Sacred Mesa that you mentioned.
3 days ago
Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.
For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.
Hope this helps! +1
5 days ago
Kismet is a strong way to slow down opponents.
Aura of Silence is a really good way to tax people out of doing the same strategy.
Crystal Chimes another effect to return enchantments you've lost to you.
Sigarda, Host of Herons bestow all the things into the safest arms.
Gitaxian Probe pay to life to play a deck one card less, 1 card more consistent than the table and the ability to bluff propping one opponent's hand to be stronger than what it might actually be (you don't have to show the other players what's in the hand you're probing, so you can make it sound like they're really close to a combo).
5 days ago
The deck's weakness is it's a fair non proactive deck lacking blue, helm control is probably the ideal form the turbo fog playstyle wants to be in legacy (unless somehow Knight of Autumn makes maverick the best D&T). The problem is Silence only delay's the combo decks from winning.
Now maybe if taking some of the ideas from how blue handles fog effects maybe consider permanent based "fog" in cards like Solitary Confinement (leyline + fog permanently as long as you have a non drawstep based draw effect) or Elephant Grass (most decks will have a hard time paying the 2 mana for more than one creature). another card to consider might be Winter Orb, for you having just one land might be plenty, for the opponent it might be too taxing.
3 weeks ago
Hey Crav96, thanks for the feedback.
I'm currently just coming back to the game, let alone EDH, so I'm still determining how much I'll be playing. I know for now that my playgroup consists of very casual (and some new) players, so I'm not overly concerned about the power level of this deck. Right now, nearly every card worth more than a few dollars is something that I already own.
With that said, I'm going to hold off on Command Beacon. I'll make the call for Myth Unbound once I get a core together and see how hard I get hated out. I'll make the same meta call with Elephant Grass and Spore Frog.
I notice that you're not running Secrets of the Dead, which seems insane in this deck (again, theory only at the moment). Have you tried it and cut it, or not tried it?
3 weeks ago
Ok so: First, very nice list and welcome to the beautiful Muldrotha club! I really like the list so +1!
Second, I don't know about your budget, but Command Beacon is a MUST in Muldrotha, as she tends to get very expensive if she dies, and with the land you get a recyclable consistent 6CMC. Paired with Myth Unbound from C18, I think it can be really good and cost effective in the long run. Of course, it depends on how much you use her. But in my experience, you want her on the board as much as possible. Note that Im still trying this out in real life, but it looks really good on paper.
Third, another power house in these colours, especially with her recycle effect can be Credit Voucher. It is very cheap to cast and activate, can filter your hand to any extent, and a permanent that Muldrotha can reuse. Very, very, VERY good in the deck imo.
In terms of defence, I don't know about your meta, but in a creature-heavy like mine, Elephant Grass and Spore Frog (a.k.a. FOGFROG) can do an amazing work in keeping you safe. Pair the Fogfrog with a Meren and you're more than good to go.
These are the main things I wanted to touch upon. If you need inspiation you can check out my primer of Muldrotha. Its more based on a Birthing Pod chain, so I try to take as much value from non-instant/sorceries as possible.
In any case, great list, I hope I helped, and most of all, have fun!
1 month ago
I am just going to start off by saying that Muldrotha excels are enabling weird combos or recurring value plays. It also seems like you are playing a fairly cheaper deck so I won't bother with all the lands you could put in and other super expensive stuff.
One of the things you are missing are
1cmc: Caustic Caterpillar Elephant Grass any one cmc mana dorks Nature's Claim Carrion Feeder Skullclamp Unbridled Growth Nihil Spellbomb Pithing Needle All of the one cmc tutors such as Entomb Crop Rotation
4cmc: Null Brooch
now what to take out and why... In general I play in a faster meta where many of your creatures aren't able to even be played before the game ends
Cut: everything that is 5 cmc and above and every planeswalker except Shriekmaw Mulldrifter Deadeye Navigator this is because these card are simply not impactful enough and there are better alternatives around...
and here is just some fairly "bad" cards in your deck 4 cmc or less: World Shaper Vizier of the Menagerie Solemn Simulacrum Sidisi, Brood Tyrant Hostage Taker Dreamborn Muse Baleful Strix Nevinyrral's Disk Control Magic Reliquary Tower
you might even want to consider taking out Sol Ring but i guess it helps you play muldrotha
anyways good luck to you
1 month ago
Mirror-Mad Phantasm is your best self mill option by far. It goes great with cards like Living Death and Living End assuming you're ok with some non-creature spells... if not then Primal Surge 100% deserves a spot for being all permanents.
Another card I've had great success with here is Bear Umbra due to the deck being a bit mana hungry and Muldrotha getting hated off the board... totem armor has saved my ass many times. I'd also run Glen Elendra Archmage and Siren Stormtamer for a little counter suite. World Shaper is also really good in self mill (I prefer it over Crucible here). I'd also try running Merciless Executioner in addition to Fleshbag Marauder, this effect is really strong here. Depending on your meta, Mystic Remora and/or Elephant Grass can be bonkers.
As far as cuts go, I'm not a huge fan of your walkers outside of LotV and Kiora, Crashing Wave. I'm also questioning your token producers like Skirsdag High Priest and Cryptbreaker just due to lack of synergy. Evil Twin is kinda meh and I'm having serious doubts over Golgari Thugs death trigger (granted you probably end up re-milling whatever you threw on top anyways). I'd also drop to 36 lands and consider running some off-color fetches.
Feel free to check out my list for ideas. Feedback and/or upvotes are appreciated. Muldrotha's Madhouse - No Infinite