Mortivore

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
MTG: Commander (CMD) Rare
Duels of the Planeswalkers (DPA) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Odyssey (ODY) Rare

Combos Browse all

Mortivore

Creature — Lhurgoyf

Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.

: Regenerate Mortivore.

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Mortivore Discussion

thom-le on Home Alone

1 week ago

I meant that in my opinion this is one of the most fun to play-commander card in the set. As I'm not a competitive player I always look for interesting abilities and Thantis, the Warweaver looks great. For me this one, Saheeli, the Gifted and Xantcha, Sleeper Agent are awsome. But everyone has a different flavor, and that is good for commander as a format to play, because you never have the right answers against all different possible strategy.

It is in fact one of the hardest thing to cut down some cards, everyone who has brewed for his/her deck knows that. The best thing for me was the following to know:

1) Be clear what's your strategy is. Does {a specific card} help you to improve your deck and this strategy. For you this might be: Let everyone attack, but not me. If they do, they will lose their creatures. If they don't attack you, you will have enough time to build up a big board. Every turn creatures are attacking, so in my opinion it is not good, to have too much creatures. Because you have to attack with them and then you maybe will lose them.. Get in some good defenders, Wall of Stone

2) Collect information of a commander deck. To have the best chances to win a game (or to have the most fun), there are some simple tricks in building your decks.

2.1) Ramp: It is hard, to pass the turn without playing some stuff and having a great 8/8 fattie with awsome ability in your hand. So: Add some creatures with mana abilities. But be aware of your commander: Creatures must attack each turn. Cultivate, Kodama's Reach, or Explosive Vegetation get you early mana access.

2.2) Card draw: Fill your hand afterv playing some stuff. The more card you have in your hand the more options you have. And a better chance of drawing just the right card to the right time. I've mentioned some cards, also Phyrexian Arena, Necropotence, Skullclamp are awsome. At least 6-9 card should be something with card draw. Solemn Simulacrum is classical, it gives you an additional land and a single card draw. Also Wall of Blossoms, at least gives you early safe and a card draw.

2.3) Boardwhipes: In this deck, normally creatures are hitting other creatures and are dying anyway. but sometimes it is helpful to get everyone back to zero. Bane of Progress is a hero, also Vandalblast. Whirlwind against flying creatures. Maybe Bane of the Living, Pernicious Deed - or some red burn spells like Star of Extinction, Blasphemous Act..

2.4) Recursion: Sometimes creatures are going to the graveyard - so get them back. Eternal Witness, Golgari Findbroker or something like that. Zombify is also okay, I guess.

And last but not least: Find special cards! Natural Affinity turns everybody's lands into creatures, so they have to attack with them. Mortivore, cause there are for sure many cards in everyone's graveyard

So find the right balance of strategy, ramp and card draw and you are going to get the most fun out of every deck ;) Just my thoughts for now..

I

Keelroth on Rona, Disciple of Gix

1 month ago

I would suggest a little more removal/board wipes. AEtherize and Whelming Wave are good on a budget. In Garruk's Wake Bontu's Last Reckoning and Decree of Pain are also good budget boardwipes. Also a few good targeted removal spells Hero's Downfall to deal with planes walkers and Malicious Affliction since you have a sacrifice subtheme. Nighthowler Mortivore and Eater of the Dead go good with mill theme. And probably good use some more cars draw Ambition's Cost Ancient Craving Treasure Cruise and Blood Divination are good on a budget.

Boza on Muldrotha Splinterfright Ramp

2 months ago

Well, you are already highly dependant on the graveyard, with all the star/star creatures and Cagebreakers and 0 Spider Spawning... Not to mention you are already playing hedron crab, sidisi, stitcher's supplier, glimpse the unthinkable, grisly salvage to specifically mill yourself, all of which except sidisi are just weaker than Traumatize. Sometimes, you have to accept that every deck has a weak point and for every muldrotha deck it is the graveyard, since no graveyard means you have a strictly worse Colossal Dreadmaw as a commander.

But other than that, I think that you have a focus - play big creatures that rely on the graveyard. However, the plan to get there is a bit weird - you have all the small enabling dudes to power out big Mortivore, but no way to get them there. You need sac outlets and Birthing Pod is probably the best one.

Additionally, you can combine the two - sac outlet and graveyard payoff - with Izoni, Thousand-Eyed. While you have lots of ways to continously sac and replay creatures, the same is not true for other permanents. Something like The Gitrog Monster will be super helpful.

Maxing out the muldrotha payoffs is also nice. Late game, your commander allows you to play absurd number of cards. Having one more type of card - planeswalker - will not hurt. Liliana, Death's Majesty and Nissa, Steward of Elements are some of the best choices for Muldrotha.

Ramping and generating value is the name of the game for this deck, so the lack of Commander's Sphere is surprising. Additionally, artifact creatures are very cool with muldrotha, so something like Solemn Simulacrum is a good addition.

Nekronaut on Mortal Combat

3 months ago

In my version of this deck I would run some copies of Daring Apprentice, Nighthowler instead of Mortivore. Ideas Unbound would give you another draw/discard-option. And finally I would put some mass destruction in there (e.g. Languish) to get rid of opponents creatures and yours to trigger the win condition faster.

ZendikariWol on Can't think of a good pun on sac'ing creatures...

3 months ago

Varolz, the Scar-Striped is not great here, since you don't want to be exiling your graveyard. Twilight Drover is really slow. Mortivore is really nothing extraordinary, since you're sacrificing tokens.

K1ngMars on "Library.exe has stopped working" [Updated]

3 months ago

Hi Chiberia, thanks for the comment! I didn't know about this cool combo, and seems super unexpected and fun. I'm afraid I will not include it though in the deck, here's why:

  • The combo works only if both pieces are available, and I don't run the tutors necessary to make them reliably be in my hand. This means that the cards must be already good and in them on their own, but unfortunately, they aren't. Leyline of the Void directly goes against my principal win conditions, that is tapping creatures like Mortivore with Phenax, God of Deception's ability. If those cards get exiled, the yards would be all empty (apart from mine, though I don't plan , and so my possibility to win.

  • On the other hand, Helm of Obedience has the problem in being an effect with an X cost. My deck doesn't ramp much, so investing all my mana on such an X activated ability is pretty much worthless, considering I would most often than not flip something useless or just not flip anything at all. The chance of flipping an Ulamog, the Ceaseless Hunger once in my life isn't really appealing to me.

  • The two cards both cost about 15$ and 20$ respectively. Another reason to not risk including them, even though the combo is able to kill an opponent point blank.

leodh on Phenax, Grave's Despair

3 months ago

Man, i'm running 2 Grave's man on the deck Mortivore and Nighthowler, so add one more don't pay my attention.

I'm thinking put Guiltfeeder in, or one of the boots.

DiverDown on Multifarious Infinite Combos

3 months ago

thom-le while I agree that Will-o'-the-Wisp over Mortivore is effective for it's cheaper cost, I am mainly concerned with potentially substituting the activated abilities that cost mana with those of which that cost life instead so that I dont have to rely on holding up mana to do so. Mischievous Poltergeist effectively enables this for me and has more graveyard value in my opinion. Otherwise, I have favored Mortivore over Will-o'-the-Wisp for value on the battlefield so far in playtesting, because he can get rather massive and pose a threat on the battlefield if I have to.

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