Muldrotha, the Gravetide

Legality

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

Printings View all

Set Rarity
Dominaria (DOM) Mythic Rare

Combos Browse all

Muldrotha, the Gravetide

Legendary Creature — Elemental Avatar

During each of your turns, you may play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

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Muldrotha, the Gravetide Discussion

jrootpa on Demon Sultains of Swing

1 week ago

MTG: Arena Results

  • Muldrotha, the Gravetide presents almost too many choices late game for the built-in timers
  • Izoni, Thousand-Eyed late game is bomb - creature wide and card draw/life gain/mana sink
  • Almost milled myself twice, but had Underrealm Lich out both times which prevents you from losing the game due to no cards to draw from library - opponent still had 37 cards in library
  • Lotleth Giant helps get the damage to the player if they have a wide creature board
  • Sometimes my best non-permanent cards end up in the graveyard
  • If a fast creature deck curves correctly, I almost have no chance unless I have drawn a Ritual of Soot
  • Maybe add another Journey to Eternity  Flip since I have not drawn it?
  • A 2nd Doom Whisperer would probably be better than the Carnage Tyrant, which could then be moved to the sideboard for control match ups

Gidgetimer on Why not play this card ...

2 weeks ago

Going specifically from my blue decks:

Arcum Dagsson should be winning on his 5 mana turn, not trying to take another turn.

Oloro, Ageless Ascetic is built to take advantage of other people's turns, so the cards basically do nothing.

Animar, Soul of Elements. If it's not a creature spell, I don't want it.

Muldrotha, the Gravetide. If it's not a permanent spell, I don't want it.

Bruna, Light of Alabaster I probably should run some.

As you can see, there are many different reasons to not run extra turn spells. I also think that the argument "OMG this card is so powerful" loses a lot of credibility when you have to preface it with "but not powerful enough for competitive play". You are basically asking why a card that is right at the edge for your group's power level isn't run in every single deck.

Easy, a vast majority of groups are either slightly lower power level than yours and those cards break the social contract or are high enough power that extra turn cards no longer seem insanely powerful. Combine this with the fact that many players in the central power distribution could, and do, play at higher power levels as well and would rather run cards they find fun/funny/interesting instead of min/maxing a deck that is intentionally sub-optimal.

censulum on Let it rise again

2 weeks ago

Yeah my Llanowar Elves don't feel like they have a very long lasting effect and I'm not sure they really boost my second turn as they really only help get Jadelight Ranger out one turn early. Which, in my opinion, isn't what makes my second turn very strong. I'm just using Jadelight Ranger to cylce through cards and put Doom Whisperer or Muldrotha, the Gravetide into my graveyard if they pop up earlier than I would like. I'm not sure if that's really the right thought process though.

OddChild on Here Lies Your Doom

2 weeks ago

DubbaDub, Ramunap Excavator was a remnant of an old build where I could play multiple lands per turn, and he was needed because Muldrotha, the Gravetide only allows 1 of each permanent type per turn from the graveyard. But thank you for bringing that to my attention, as that is another slot for something actually useful in this current build.

Ocelot44 on Kalemne is the Best RW Voltron General.

3 weeks ago

@DespairFaction

Kalemne is always going to be a priority 1 target, so I rarely ever cast her without being able to equip something else to her in the same turn that can protect her, like Swiftfoot Boots or Darksteel Plate or a Sword

I really don't care for Sunforger because it's too slow. I prefer equipment that are more immediately useful and aren't as easy to interrupt

At the moment I don't see any reason to add any more evasion equipment because I'm running plenty already. I'm running 5 equipment that give evasion, 5 cards that can tutor for those equipment, and 4 cards that can recur those equipment from the graveyard. I'm also running Rogue's Passage and Expedition Map for overkill. For years that has always been enough. If, for some reason, I ever wanted another piece of evasion, I'd probably add Trailblazer's Boots first

As you can see, Stonecloaker is occupying my flex spot, meaning that you can take it out for other things if you want to test something different or if you want to metagame. It's in the deck because it's repeatable surprise graveyard hate, and it can sometimes save an important creature from removal. I'm planning on replacing it with Teferi's Protection once I get one

Squee, the Immortal is there for exactly that reason! Always having access to a creature is important for this deck! It doesn't matter how big the creature is when it's equipped to something like Umezawa's Jitte or one of the Swords. More importantly, he's there to protect against sacrifice effects. If an opponent is looping Fleshbag Marauder every turn (not an uncommon occurrence due to decks like Meren of Clan Nel Toth, Mikaeus, the Unhallowed, Chainer, Dementia Master, Muldrotha, the Gravetide, Sheoldred, Whispering One, Karador, Ghost Chieftain, or any black deck worth its salt, really), having a creature that comes back every turn will be invaluable, as you won't have to sacrifice Kalemne or any of your important utility creatures

ZendikariWol on Reyhan&Ishai | Where Unstoppable Meets Immovable!

3 weeks ago

Okay so I have two different decks that might help you. If you want me, once again, to go more in-depth, I certainly will and I would be happy to recommend specific additions. I'll actually be recommending specific cuts right here.

Ajani, Caller of the Pride is not very good. It's suuuper slow and while it does put counters on things, its mana is weird and frankly you're not gonna be casting it on turn 3. It's totally not worth casting after turn 3 and barely worth casting on.

Cathars' Crusade is probably not worth it, especially for the few creatures you're casting AFTER turn 5.

Gyre Sage is so suboptimal, like you're really not putting that mant counters on it early-game, and in the late game it does almost nothing.

You're gonna cast Predator Ooze on like turn 5 or 6. Not. Worth. It.

Selvala, Heart of the Wilds is not very good. It's just a mana dork, and yeah eventually it's big mana, but like Gyre Sage, you'll just play your hand and then you're living on topdecks the rest of the game.

Skullbriar, the Walking Grave isn't that good. He'd normally be useful if you were bringing him back from the graveyard, but you're... not.

Octopus Umbra is a decent card but it's not the best in this deck. Not only could you use it better elsewhere, but there are better cards you could put in its place here.

Ghoulcaller Gisa is, once again, not bad here, but there are just better cards- ESPECIALLY in the 5-drop slot!

Bear Umbra is another really good card, but really it could be used better in other places and better things could be put in its place here.

Gift of Immortality is weak in general, and even worse here.

Journey to Eternity  Flip, in the same boat as the Umbras, is good but not great and here it's far from ideal.

Your entire grave recursion package is kinda shoehorned in and would be better in its own deck. Maybe build Muldrotha, the Gravetide?

Rashmi, Eternities Crafter is meh, and here it's a genuinely confusing addition. It's a fine card but it's just not a good addition here.

Deathbringer Regent is fine I guess, but once again, this deck is just not the place for it.

So once again, if you want me to drop some specific cards to replace my suggested cuts, I will certainly go into more detail. But for now, happy brewing and have some deck links!


+1 Pancakes

Commander / EDH ZendikariWol

SCORE: 3 | 3 COMMENTS | 215 VIEWS | IN 2 FOLDERS



Rotten Pancakes

Commander / EDH ZendikariWol

8 VIEWS | IN 1 FOLDER


AkaAkuma on Reyhan&Ishai | Where Unstoppable Meets Immovable!

3 weeks ago

@ZendikariWol: Yes please explain, I'm always ear to strategies revolving Reyhan! I'm aware that my deck is more than just making counters on first sight, but every card counts toward the goal of creating even more counters. And no it's not just some good stuff mashup.

  • I sacrifice and recur because allot of creatures come into play with counters and Reyhan starts doing stuff on death triggers.
  • All the Clone shenanigans is toward cloning Reyhan, so multiple triggers hit the stack. And a clone of Reyhan still moves to the graveyard with x counters attached.
  • And the few support cards like Octopus Umbra seem very self-explanatory. Always be able to have at least one creature stay on the field, and this umbra is a flat +8/+8 for Reyhan.

Apart from Hardened Scales Ishai has nothing much to add to this deck than swing lethal alternatively. But I personally think blue benefits Reyhan the most out of all colors, it doubles counters rather than just adds one +1/+1 which white tends to do and it's a shame that Ravos does not add to that strategy also. With Ravos i cannot play Mirror Mockery, Walking Archive, Prime Speaker Zegana or Hadana's Climb  Flip (to name only a few!) which are very valuable assets or win conditions to Reyhan, or Havengul Lich and Muldrotha, the Gravetide which are the only few ties that Reyhan has with Ravos have.

EPICSpider23 on Golgari Troll

3 weeks ago

Personally, when I'm running Muldrotha, the Gravetide, it's definitely worth putting in a couple, if not more Evolving Wilds so you're ramping as soon as you get him out.

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