|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Uncommon|
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Creature — Beast
Flash (You may play this spell any time you could play an instant.)
When Muck Drubb enters the battlefield, change the target of target spell that targets only a single creature to Muck Drubb.
Madness (2)(Black) (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
Muck Drubb Discussion
11 months ago
Yeah, that happens quite often, even in the actual sets. There's an old story that Birds of Paradise's art was originally painted for Volcanic Island. The art didn't fit, so they made a new one for Volcanic Island. They created Birds of Paradise to fit the artwork.
Rampaging Primosaur: I love this idea: in a set that focuses heavily on "abilities matter", the "basic lands matter" ability is right on theme. I would like to see more "basic lands matter", if there's room for them in this set. I dislike excessively mathy cards, and that particular ability seems like too much. Let me suggest a replacement: Name it "Rampaging Imperiosaur", cost it at , and make it a 5/5 with Trample and "Spend only mana produced by basic lands to cast Rampaging Imperiosaur".
Sidenote: The classic Imperiosaur does have an ability, and much to the surprise of new players, is not affected by Muraganda Petroglyphs. This is unfortunate because it would have been a great candidate for reprint. If you use this Imperiosaur ability on other creatures, I would give them another ability so it's unambiguous.
Rapt Hatchling: This is another situation where you're hamstrung by art. This looks more like a sorcery than a 2/2.
Razor-edge Thicket: I first read this as Razorverge Thicket. I love the ability on this card. It could probably be cheaper, because the opponent can just make creatures Primal to avoid it. This brings up the next question: where are all the 2-toughness Flying Primal creatures? A Gatherer search for Core Set 2019, Flying, and Toughness <= 2, gives about 10 creatures.
Rebellious Torcher: Absolutely not. This card would be format-warping: that kind of repetitive land destruction, that early in the game would quickly put people to 0 lands, hoping that there's a Shock and an untapped land in their top 10 cards, or else they lose. Many games would end with that creature as the only permanent on the battlefield.
Saber-Spear Ambusher: This card has an unfortunate interaction, where it can first strike, and then bounce itself before the opponent hits them.
Sacrificial Dirk: It's a costly equip for a Gorgon Flail.
Shielding Heron: That hurts because I really enjoyed Muck Drubb. The ability was made useless once they decided that it can't be used to counter spells for invalid target. You don't want to make a card that's useless before it gets to paper.
Spigot-shell Mollusk: Beautiful art, it's sad that it's being used on a card few people would ever play. Maybe its ability should be free? I'd compare it to Death Cultist.
Spiral-shell Spawner: was mill going to be a theme for blue?
Stutter-spell: Significantly more powerful than Runeboggle. As a general rule, tacking "Draw a card" on to something costs . For the card I mentioned, it's Force Spike. Looks like you're tacking it on to Mana Leak, so the cost should be .
Submerging Shonisaur: I can't be sure, but it's probably too big to have protection, and evasion built in.
Swift Pterodrone: Are they called Pteron, Pterodon, Pteranodon, or Pterodrone? I think I've seen all of them. You and Wizards need to pick one and stick to it.
Territorial Lizodon: It seems too cheap to have the option to be a Canal Monitor. Should probably cost 5?
Vaerin Infantry: Seems weak. Can it be pumped to a 2/1? or 2/2?
Wantan Disaster: Check your spelling.
Xenophobia: The ability "Protection" has been deprecated. And if it wasn't, this would be crazy powerful in this set, as creatures with no abilities already have few redeeming qualities. This card needs a complete redesign.
2 years ago
A mad max feel eh? Alright! let me see what I can work with... Also leaning towards the vehicles subtheme with that context.
Let me start with a suggestion that will change the deck greatly, but that will - in my opinion - create a better framework for a "smart goblins handle the appocalypse" kind of feel: meet the Shattergang Brothers! If you choose them as your commander, not only do you have a goblin bomb-squad in the command zone, you get access to green ramp and interactions with enchantments, plus a sac outlet always available to make the removal targeted at your permanents go haywire!
If not, there are other additions I would include. You said you'd be going for a semi competitive environment (store tourneys but mostly fun) so I would include some alternate paths to victory. Examples of these would be Spikeshot Elder + Grafted Exoskeleton, and/or, Murderous Redcap + Nim Deathmantle + Ashnod's Altar.
The tribal lords are almost a must. Especially the ones that pump the team and give keywords such as mountainwalk or haste.
I would certainly include Attrition.
Mogg Assassin is a nice political card in the hands of a skilled diplomat.
I find that suggesting cards to cut, often meets the problem of favourite cards (myself for example, LOVE Muck Drubb and will actively go out of my way to include it in a deck). If you want, tell me about the things that MUST stay in the deck no matter what and I'll see about making cuts from the rest.
2 years ago
I take it your question is more about the deck building process and less about which commander to build?
The way I do it is look for a card that inspires/challenges me. This doesn't have to be the commander. My first deck was based around the ability of King Macar, the Gold-Cursed, while my latest work-in-process is based around the interactions of Dovescape.
Anyway, after finding my source of inspiration, I try to identify key interactions/themes to make it work. E.g. my king Macar was openly looking for untap triggers and after delving into those cards I realized I had to generate tons of mana which led me naturally to cards like Exsanguinate. In contrast, my Dovescape deck would love the assymetrical effect of Elesh Norn, Grand Cenobite, a permament heavy theme as well as uncounterable effects, in addition to heavy tutoring. These things give you a clear idea of which colours you want to be running.
Only after I figure out what the deck wants to do, do I start selecting cards. I always start with the most boring part of deckbuilding in EDH: Finding the available ramp and card-draw in my selected colours. After getting approximately 8-10 pieces of each I add a figure of 36 lands as "locked" slots. This leaves you with approximately 46 cards that will be your actual deck! :p
At this point I flesh out the key interactions I had seen before keeping in mind the hypergeometric distribution for the probability of drawing what i want when I need it (That 8-10 is not random at all: It's for getting at least 1 of those effects more than 50% of the time in the first couple of turns). Then I add removal pertaining to my current meta and a few win conditions, figure out the land base and voila: I have a deck!... sort of...
After this, I proxy the whole thing play with it with my friends, see if I like it, and if I do, I will then build it for real, making changes from an extensive maybeboard as required.
I make card choices based both on power and for self expression: I run Damnation and Muck Drubb in the same deck. One is a black staple powerhouse, the other is the saddest and cutest creature ever printed :p
3 years ago
Muck Drubb seems a good card for this commander. Protect your other creatures and draw a card. More expensive that the Mizzium Meddler you're already using, of course, but more than one of the same effect isn't bad.
3 years ago
Fetches can help with your manabase.
Also, Having 2 discard enablers, one being creature specific, is not recommended. With discard being so heavily needed, more outlets are in demand.
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