Molderhulk

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Molderhulk

Creature — Zombie Fungus

Undergrowth — This spell costs less to cast for each creature card in your graveyard.

When Molderhulk enters the battlefield, return target land card from your graveyard to the battlefield.

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Molderhulk Discussion

Hi_diddly_ho_neighbor on Ravnica Allegiance: Spoilers and Speculation

1 week ago

ZendikariWol - You would never play Molderhulk outside of Limited or Golgari though. However, within the confines of the Golgari guild where it has great synergy with the guild mechanic, it is quite powerful. That is basically my point for The Knight. It's pretty strong in Orzhov Limited, and it passes the vanilla test making it's CMC fine. I'd be hard pressed to play The Knight in Rakdos or Azorious though.

On the topic of its ability, while yes 2 mana is probably the max acceptable cost for such an ability, the presence of the other afterlife creatures in the set makes this repeatable ability much stronger (and is likely why it costs 3). Regardless of afterlife, being able to cash in your creature for a 1/1 flyer in the event of a removal spell should never be slept on. Removal is always at a premium in Limited. Being able to negate it's effectiveness can decide games.

Wow, there were some pretty strong commons and uncommons spoiled today.

Hi_diddly_ho_neighbor on Ravnica Allegiance: Spoilers and Speculation

1 week ago

DemonDragonJ:

My guess for why they did the Sphinx the way they did is because saying "all colors' in the text is easier than printing each color symbol. Think of it as a reverse Devoid.

Also, Knight of the Last Breath is costed perfectly. Any lower and the card would be too strong at uncommon. Think of it this way. It's 7 mana for a 4/4 with an extremely relevant (albeit a bit over costed) ability. When it dies you get 3 evasive 1/1 bodies making it essentially cost 7 for 7 P/T. In the worst case scenario where it immediately eats a removal spell, you just 4-for-1'ed your opponent. I agree though that this only wants to be in specific decks, but I think it will be very strong there (like Molderhulk was in Golgari from the last set).

JMSaint5296 on Sidisi Commander

2 weeks ago

Deere101, I myself run a Sidisi deck and let me tell you, it's fun. I've been working on her over the years to get her more compettitive but she works great casually. I suggest adding Embalmer's Tools, at your opponents end step you can tap your zombies to hopefully get more before the start of your turn. You could also add Rot Farm Skeleton for some added self mill. Flesh-Eater Imp is a fun one for that surprise infect, adding a Swiftfoot Boots can help alot with this if your willing to drop a couple of bucks on it. Gaea's Blessing can be added to save you from decking out and Ghoultree is, in my opinion a better Molderhulk. Oh and Wood Sage is a good card to either get a creature you rather not have fall in your grave or just to trigger Sidisi.

Stazeeee on golgari grave rave

1 month ago

I would recommend Molderhulk as a 4 of in a deck like this. Also your proportion of creatures to spells is a bit low so you will mill a lot of lands/noncreature spells. I will pm you my current graveyard deck so you can kinda see what I mean. I do like the idea of using Izoni though I overlooked him.

Pheardemons on Golgari Aggro (by Jean-Emmanuel Depraz)

1 month ago

I'm not the biggest standard player, but a couple things I can see is that Golgari tend to want to use the graveyard to the fullest extent. Cards you may be missing here are Stitcher's Supplier to help get things into the graveyard, Glowspore Shaman (which can help you get a land back), and more I'm sure. Cards that aren't in here that you should consider is Carnage Tyrant, Molderhulk, Lotleth Giant, and potentially Underrealm Lich. These are powerful creatures that can help you accomplish many things you deck wants to do. Carnage Tyrant is also EXTREMELY hard to deal with in standard.

First off, take out the Gateway lands with some Swamps and Forests to add in 4 Overgrown Tombs and 4 Woodland Cemeterys as this will help your color fixing. That is if you want to stay . You could just go Mono- and go beatdown seeing as you're already playing Nullhide Ferox and Steel Leaf Champion.

Second, if you have the time and a computer (my laptop hasn't had any problems) you could download Magic: Arena (its free at the moment as it is in open beta) to try and start your deck and playtest it there for free before taking it to a tournament. Since the next set is about to be released in January, this will be a good way for you to learn some of the rules and find cards for your decks before buying them.

1astrokid1 on Sidisi Self-Mill

1 month ago

I would cut: Caustic Caterpillar, Dawntreader Elk, Deathbringer Regent, Deathcap Cultivator, Decimator of the Provinces, Diligent Farmhand, Farhaven Elf, Golgari Raiders, Lotleth Giant, Mulldrifter,Satyr Wayfinder, Stinkweed Imp,Wood Elves, Deep Analysis, Spider Spawning, Worm Harvest, Chemister's Insight, Molderhulk, Shriekmaw, Shadowborn Demon, Night Incarnate, Deathbringer Regent

TL;DR Too much ramp, some non-synergistic cards, board wipes shouldn't be necessary if you are playing aristocrats. Some of the cards depend on casting from your hand rather than ETB. These are just my suggestions feel free to adjust as you see fit.

If I am missing something about these cards let me know. Also, you can look at my decklist if you want to here: Sidisi, Self-Mill, Surveil and Explore I just got the Golgari Guild kit so my Sidisi deck is different now.

GolgariJunkman on GB Valueyard

1 month ago

Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.

Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.

My last thought is that I could change a little bit more to add another Journey to Eternity  Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.

Or should I add Blue (Chemister's Insight, Sinister Sabotage, Mission Briefing) or Red (Fight with Fire, Experimental Frenzy, Risk Factor)... Thoughts?

xxslatteryxx on Golgari Graveyard (Modern)

1 month ago

ShrimpImp In my opinion, none of the new Undergrowth mechanic creatures from GRN were better than what is already available and in the deck as far as big threats. For example, Molderhulk is not better than Ghoultree, and Lotleth Giant is to expensive imo. Golgari Raiders is the best I think but I haven't tested it yet.

I used to play Lotleth Troll like you mentioned but I stopped using him because discarding creatures from my hand didn't seem very good. You want to be putting creatures into the graveyard straight from your library.

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