Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library.
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Jarad's Orders Discussion
2 weeks ago
Oh wow, somehow I completely missed seeing that the Mikaeus + Ballista combo was in your deck. In that case, Trinket Mage is actually a lot better, since it can find Walking Ballista. I also like the idea of Jarad's Orders or Final Parting, since they can both get you both pieces of your combo with one card. I'm not sure if this would fit into the deck all that well, but a great way to push your combo through disruption in Muldrotha could be discarding everyone's hand. You can easily come back with this, maybe even winning by casting the combo from the yard, but everyone else would be out of answers. Mindslicer is unfortunately the only way to do this that plays well alongside Muldrotha, but requires a sac outlet. Still, it's something to consider.
3 weeks ago
Since this is casual, Entomb and Buried Alive are likely your best options for dropping crazy Soulflayer fodder into the yard. Jarad's Orders isn't bad to instantly set up the combo. Traverse the Ulvenwald could do some work as long as you're doing a bit of self mill.
Past that, dredge is a decent mechanic you could use with Stinkweed Imp probably being one of the better choices for Soulflayer. Or just cards that check the top of your library and put the rest in a graveyard like Commune with the Gods or Grisly Salvage.
You might also want to consider some number of cards that can return creatures from the graveyard to re-buy Soulflayers.
2 months ago
2 months ago
2 months ago
If you're aiming for this to be truly competitive, here are some suggestions.
Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.
Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.
Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.
Disciple of Bolas. There are better sac outlets.
River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.
Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.
Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.
Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.
World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.
Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.
Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.
Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.
2 months ago
So to take full advantage of Muldrotha, you need to STACK your deck with self mill and reanimate cards (in case Muldrotha isn't in play). I made a Sidisi, Brood Tyrant zombie reanimate deck (Sidisi's Zombies) if you want to check it out. Here are some that may help you: Paranoid Delusions, Apocalypse Demon, Avatar of Woe, Champion of Stray Souls, Havengul Lich, Pharika's Mender, Taigam, Sidisi's Hand, Jarad's Orders, Rise from the Grave, Vigor Mortis, Grim Return, Fated Return, Sultai Ascendancy, Deadbridge Chant, Svogthos, the Restless Tomb.
Hope you find this helpful!
3 months ago
Hey masond_d, thanks for taking an interest in the list
Exhume has been excluded from the deck because it's one of the worst reanimates because it can give other people access to their reanimation targets. We also have enough reanimates already, as our bottleneck is the number of ways to get protean hulk into the graveyard, so another reanimate effect wouldn't be beneficial
Crop rotation can get Bojuka Bog, Dryad Arbor, and Ancient Tomb as well, as well as Phyrexian Tower if you're running it, it offers a lot of utility and the ability to act as a ritual when needed.
Grim Tutor is a hard card to replace, but you can try Jarad's Orders which is a bit clunkier but serves about the same role.