|Commander / EDH||Legal|
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|Tempest Remastered (TPR)||Uncommon|
|Vintage Masters (VMA)||Rare|
|Promo Set (000)||Rare|
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Creature — Human Druid
, : Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
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Hermit Druid Discussion
3 days ago
I like what you've got going on here.
The Mimeoplasm is one of my favorite decks and I've found a lot of success with some of the budget cards. Cards I use and find to be really helpful for getting your graveyard going are Traumatize and Mirror-Mad Phantasm. Another option would be looking into cards like Apocalypse Demon which provide you with a really high power/toughness creature to target for counters on The Mimeoplasm. Also making The Mimeoplasm a copy of cards like Invisible Stalker or Siege Behemoth with a lot of counters from another big creature easily makes for a 1 to 2 turn clock (And all of these cards are super cheap which is great!).
All in all I like your list and I would just suggest considering adding closer to 38 lands instead of the number you've got as that will give you more consistency in terms of hitting land drops. (Hermit Druid helps you hit land drops and also gets lots of things in your graveyard!).
I have my own The Mimeoplasm list that I've found to be both powerful and consistent. (It's not budget but it has some cheaper cards in it that might work well in your deck so feel free to take a look and see if anything might work in your list).
Deck list: [The Mimeoplasm] - "The Blob"
1 week ago
Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.
The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.
One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.
If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.
My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.
Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)
1 week ago
DeanoM50810: Thank you very much for your feedback; being able to see other people's inputs on this deck helps me a lot when editing it.
I agree with you on the CMC problem; I used to use Demonlord Belzenlok in this deck, but took it out due to dying after playing it. Without it, there's really no reason this deck should have such a high CMC.
Victimize is absurd in this deck; I can't believe I didn't find that! Definitely an include in this deck.
Wood Elves is very nice with the ETB synergies as well, so they will fit nicely. Sakura-Tribe Elder is a nice card as well, especially with cards like Muldrotha, the Gravetide, so I'll try and fit that as well.
The other cards you suggested are by no means bad, but I believe I'd have trouble fitting them in.
While Zendikar Resurgent is a card that could go out, Regal Behemoth is an amazing reanimation target, especially with cards like Hermit Druid and Victimize being added potentially. Plus monarch is a lot of fun. But I will go through some of my less worthy bombs.
Thanks for the suggestions; they help a lot!
1 week ago
When you look at Phelddagriff, I assume you see group hug, maybe some political action, who knows. Not cEDH, however it's trample ability give an opponent a creature, and for two green you can make sure an opponent has more creatures than you, what does this mean?
Now imagine you could then have no creatures in your library, milling into Memory's Journey, and as this is on your upkeep, you can choose to only put one card in your deck, or drop the Journey and run Nexus of Fate, getting infinite turns to kill with a 4/4 flying pheldagrif.
Do you all think this could work? 7 mana per turn isn't easy, but isn't impossible. Memory's Journey is a 'save card' with Pull from Eternity to get us back into the game if we can't go infinite turns. Krosan Reclamation if your Memory's Journey is countered.
1 week ago
This means that players who are in a meta that doesn't pay for Rhystic Study will start running it more often, or if they are in a meta that shuns removal, they will run Big Boy Vorinclex or Consecrated Sphinx. These are greedy cards, and unless a meta will shift to pay for the Study or run removal, the greed won't stop.
Eventually, a meta I had played in (anecdotal, might not be everyone's experience) went for turn 1-2 wins. If your opponents don't run the Swords to Plowshares, you get to always Hermit Druid turn 1 and win turn 2. When your playgroup doesn't like Counterspell, run the Flash/Protean Hulk and don't bother protecting it.
Similarly, allowing decks to ramp out with big mana towards a win, and shunning the answer, land destruction, is just asking for greed. Players that shun this are like the artifact players against Stony Silence, Null Rod, and Kataki, War's Wage, the blue players against Grand Abolisher, the swarm players who hate board wipes.
Land Destruction is resource denial, as is any other answer in the game from removal, to countermagic, to stax, to a sweeper, to discard, even wincons like mill and life loss. Life and cards are resources. To think of it as anything else is just as biased and selfish as any player who has found a loophole in their meta is. To preemptively ban the solution to the problem you bring to the table is disgusting IMO.
1 week ago
Your curve seems very high; how does this deck perform in the early-mid game? I run a Sidisi deck that's somewhat similar to yours (I focus more on token duplication and slight Zombie tribal instead of ETB's specifically though) and I think the deck might perform much better if you add more removal, self-mill, draw and ramp in the 2-3 slot and cut down on your bombs. That way you'll be able to ensure that the board state doesn't spiral out of control before you can land stuff like Hornet Queen or one of your combos. Here's my list for context. Sort it by CMC and you'll see what I mean.
In terms of specific card recommendations, Hermit Druid is pretty ridiculous in 3 colour decks, especially since you're only running 9 basics; it'll most likely throw a bunch of cards in your graveyard early-game while helping you stabilize your land drops. Pongify and Rapid Hybridization are fantastic removal at any point in the game while being more "fun" than typical removal (I don't run them in Sidisi because 3/3's can block and kill her; instead I run Reality Shift and also Beast Within solely due to how versatile it is).
I'd swap cards like Regal Behemoth and Zendikar Resurgent for more early-game ramp like Wood Elves, Sakura-Tribe Elder, Krosan Restorer and Farseek. Victimize is premium recursion, especially since a lot of your creatures are disposable due to having ETB's.
Other than that, you might see some specific cards in my list that you like the look of. I try to restrict myself by not running any tutors or infinites and I find that no two games with the deck are ever the same, which I really enjoy. Hope that helps.
1 week ago
Hey, consider speeding up self-mill by adding more two drops? A plan should be to be able to consistently self-mill a dredge card turn two/three this sets up the game very well for you. There's a lot of powerful green two drop spells that self-mill, in my opinion even though these spells are not creatures they're too important to set-up dredge in the early game while also potentially getting you a card. These cards also help in the early game to set-up Loam by putting it or lands into your graveyard. Since you're not playing any Fetch lands you want other ways to get lands into your graveyard in the early game.
Cards to consider adding:
The nice thing about Salvage/Commune/Grapple is they can potentially get you a land. When you're self-mill/dredging while also trying to get to six lands to play Izoni this is helpful to make your land drops. Hermit is less good when playing lots of Basic lands, but it is still one of the fastest ways to self-mill the most cards in green. His ability is repeatable each turn, that's great for self-mill and it's good that he can also find a land.
Dredge is important with a self-mill plan, but dredge cards are problematic because they go back to your hand after dredging. You don't want dredge cards in your hand therefore adding some cards that can allow you to discard cards from your hand are helpful. Sometimes you even want to be able to discard Loam because you don't have lands in your graveyard to target, but mostly for the dredge creatures (Grave-Troll, Stinkweed, Thug, Shambling) to get them back into your graveyard. Consider these discard outlets:
Fauna is great with dredge creatures because they can be constant fuel to discard because they can keep coming back to your hand after dredging to then be discarded to tutor for another creature. Getting dredge creatures into your graveyard while also tutoring for another creature is pretty busted. Existence is nice to be able to discard a creature card and then recur a creature, good with value creatures who have ETB/die abilities such as Wayfinder, Sage, Tribe Elder, Visionary, Plaguecrafter, etc.
Being able to sac Izoni is good because she can't sac herself. Spending her back to the Command Zone or into the graveyard is good for you to be able to play her again to make more Insects. No mana cost sac outlets are also helpful with the Cutthroat/Archer plan of making your opponent's lose life and are busted with Skullclamp. Consider these other creature sac outlets:
Creature ramp is wanted with Izoni. Creatures because they can help to ramp or be fuel for Izoni when self-milled/discarded. Deathrite is great, but can sometimes be less consistent as ramp, you want more reliable ramp. Consider these other ramp creatures:
To speed up dredge you want other ways to draw, other than the card you draw at your draw step. Low mana cost creatures who draw are helpful:
Other cards to consider:
If you self-mill/dredge Dread then you can potentially reanimate something for free the turn you play Izoni by sacing Izoni and two other Insects or just three Insects. Dread is powerful with Insects. Intent is one of the best budget tutors in Commander especially when sacing a creature is very beneficial. Sidisi is a creature who's also a tutor and self-sac. Sage is pretty much a green staple for Commander. Plaguecrafter is an updated Fleshbag/Executioner, an effect that makes all opponents sac a creature/Planeswalker can be very helpful in some situations. Shambling is another dredge creature, even though it's the least good of these creatures, it's more dredge.
I realize I have suggested a lot of cards to add; if you would like help with what cards to cut I offer more advice.
Good luck with your deck.
2 weeks ago
My take on Mairsil doesn't run the comboes you do at all. I go:
Buried Alive into Sage of Hours, Anthroplasm, and AEtherling, next turn drop our favorite big-boy Mairsil, exile AEtherling, then procede to flicker him to exile the rest and win is what I have been doing. I sometimes entomb a Mirror-Mad Phantasm to go all Hermit Druid all over my opponents, flipping Narcomoeba, Fatestitcher and Gravecrawler just to Dread Return a Phyrexian Delver into Kiki-Jiki, Mirror Breaker, copying Phyrexian Delver into Deceiver Exarch or Pestermite
You know, whatever works!