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.)
Printings View all
|Planar Chaos (PLC)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Muck Drubb Discussion
7 months ago
Hey, you can do a lot with a $60 budget for upgrades. For non madness, do you still want to play the Worldgorger combo? Again this combo will be at least $20 of the $60 budget. Without the combo you could make plenty of other upgrades for $20, but the combo makes your deck much more competitive.
For multicolored decks I always start with allocating enough of the budget for the manabase, to add some playable lands. I figure I need to have a good manabase otherwise what's the point in making the deck if I can't consistently cast cards. For your deck I would start with adding these lands:
- Graven Cairns
- Dragonskull Summit
- Smoldering Marsh
- Foreboding Ruins
- Tainted Peak
- Emergence Zone
- Jund Panorama
- Opal Palace
- Canyon Slough
- Temple of Malice
If playing non madness, still play some madness cards that become better when you discard them with Anje. There's really reason to not take some advantage of playable madness cards with Anje as Commander.
- Avacyn's Judgment
- Bloodhall Priest: only if playing Worldgorger.
- Anje's Ravager
- Muck Drubb: especially if you choose to play Worldgorger.
- Psychotic Episode: especially if you choose to play Worldgorger.
- Big Game Hunter
- Asylum Visitor
- Fiery Temper
- Dark Withering
- Archfiend of Spite
- Call to the Netherworld
Other advice I can give will be determined on if you want to play the Worldgorger combo. I'm basing it on the combo because your deck can look quite a bit different if not playing the combo.
3 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.
3 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
4 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.
4 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.