Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2014 (C14) Common
Modern Masters (MMA) Uncommon
MTG: Commander (CMD) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Lorwyn (LRW) Common
Promo Set (000) Uncommon

Combos Browse all


Creature — Elemental


When Mulldrifter enters the battlefield, draw two cards.

Evoke (You may play this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

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Recent Decks

Mulldrifter Discussion

Lunarscarredwolf on I'm A Heartless Combo Player

3 days ago

I would also main board 4 copies of Mulldrifter since your running 4 copies of Heartless Summoning since the cost reduction also applies to the evoke cost.

Berilio on Brago, King Eternal - Complete Guide

1 week ago

Seetigermage yeah, ill mention this counters and also Foil as alternatives to force of will and pact of negation.

I never really faced your problem, since on my store people tend to play more midrange and aggro decks. There are only a few people playing control, and they usualy focus on holding down aggro strategies. Online i don't have this problem either since i usualy play on xmage on more casual tables.

But if you are having problems getting your commander on the game, i would suggest the following options:

1) Make your deck more independent from your commander. Use things like Conjurer's Closet, Panharmonicon, Eldrazi Displacer. Keeping your deck going even if Brago dies is a good plan B. If you are able to consistently blink things like Cloudblazer, Mulldrifter and Sphinx of Uthuun even without your commander on the field, you will eventualy find the answer you need or a win condition. And you won't feel so bad if brago is being consistently dealt with.

2) Play counters to fight their counters. Well... i imagine you already do that, but ill make some considerations: If you are planning to play brago with mana open, you know you won't be playing him on turn 3-4. Plan your deck accordingly, lowering your curve and maybe playing more instant stuff. Maybe put a vedalken orerry or something like that. If you are planning to protect specifically from counters, no shame on using Dispel, Swan Song, Negate. Most things that will fuck you up are non-creature spells anyway, since you can deal with permanents more easily.

3) One off-game thing thing about is sit right before the control guy on turn order. If you are the last one playing before he does, maybe a threat is played before it comes down to your turn, and you will have green light to play your commander. But remember that this can backfire. If nothing is played, he will for sure counter your commander because otherwise he might waste his mana open (if he has many counters in hand and is playing Baral or something like that). Anyway, the lesson is: try to avoid being the most threatening person on the table. Keep doing fair stuff until you feel the way is clear to go off and lock the game in your favor.

Hope i helped somehow, if i remember something more ill come back and comment. Thanks again for ur suggestions.

loudbliss on Want to build a flicker ...

2 weeks ago

There are some engines which are very common for the archetype:

The next step would probably be maximize Enter the Battlefield creatures:

There's a whole bunch of them that can help with the direction you choose for your deck.

Follow that with ramp, removal and maybe protection and you're on your way.

dahhahm on Let's Begin With Control...

2 weeks ago

Mulldrifter is better than divination in a vacuum (discluding cards such as Runechanter's Pike, Quicken, etc...)

bgijy1 on Uncontrollable Fury (recipe)

3 weeks ago

First off, I love the idea of trying to build a creature only deck. Seems like a lot of fun, but I see a couple problems with this build.

  1. No ramp. You run so many lands, but no ramp. Take out like three of those lands and replace them with things like Wood Elves, and Farhaven Elf. Even some of the normally worse creatures like Ondu Giant might be better than running so many lands. Another option might be Frontier Guide since you are running many untap effects, and it could be a useful mana sink for those turns where you don't need to counter anything.

  2. No draw. A control deck needs draw, otherwise it has no way of keeping up with the rest of the board, especially in a multiplayer format. Run things like Mulldrifter, Arcanis the Omnipotent or Jace's Archivist for good draw. Another great card that would be on theme for you would actually be Mercurial Chemister since he can draw you cards, and can also be used for control.

  3. No visible win-con. Your best win con I can see is swinging with Frost Titan, which is not a very reliable win con. You need some big swingers who can act as finishers. I would recommend at least running a Pathbreaker Ibex, or something similar to help you win after you've soft-locked your opponents.

Those are the big problems I see with the deck. Now for a few card suggestions. The only card I can see being underwhelming is Guile. You only run 12 cards that counter spells, and with no draw to ensure you get multiple of them, Guile will turn into 8 mana for an 8/8; that is very underwhelming. The only three cards I would recommend are the praetors in your colors: Jin-Gitaxias, Core Augur, Vorinclex, Voice of Hunger, and Urabrask the Hidden. These three allow for a lot of control over your opponents, and would advance your strategy (plus the green and blue ones count towards the ramo and draw categories I was talking about)

Hope this helps, and enjoy your deck!

TaegukTheWise on What archetype is my deck?

3 weeks ago

Allow me to provide context so you guys can better understand my question.

I know my Roon, Mayor of Value Town deck is a good stuff control deck, but I have a friend who constantly makes new decks and wants to test them out. But sometimes he can't make it to the cardshop and he has to settle for 1v1 to see what his decks need to work on. My Roon deck is made for 4 player EDH with its control aspect stemming from the toolbox which is the rest of the deck, Roon is for gaining me more value with my creatures to gain advantage or control the board, politics (such as blinking an opponents value creature for favors), and blanking blockers/attackers for extra control. The deck runs counterspells and also has some cards that serve multiple purposes but primarily serve to hate out Torpor Orb and Hushwing Gryff/Tocatli Honor Guard, a perfect example: Bant Charm.

My other two decks are Nekusar and Krenko so he chooses to face Roon since Roon is not as fast as Krenko, but not as vicious as Nekusar. Whenever he does play against Roon, no matter what deck he plays I find some way to stabilize the board and gain victory. My win cons can be: creating enough tokens with Trostani's Summoner/ Avenger of Zendikar sometimes paired with Cathars' Crusade, Meadowboon or Gavony Township, having a bunch of creatures and dropping Craterhoof Behemoth, or having an infinite combo with Reveillark, Karmic Guide, Ashnod's Altar and a creature that can draw me cards like Mulldrifter or Cloudblazer to get Minion Reflector to make an infinite army of creatures to win the game, or a creature that can remove things like Nevermaker, Trostani's Summoner or Hornet Queen to make an infinite army of creatures to swing with on my next turn, or using Acidic Slime to destroy pesky artifacts and enchantments or lands.

The most common occurrence is that I hose his creature based aggressive decks with Stonehorn Dignitary until I get a threat online or I draw into removal I can abuse, or he scoops. Nevermaker to stall his board when he can't draw more cards to lock him in place until I drop a threat, or he scoops. Or the previously mentioned infinite combo, recently and more specifically, destroying his lands in response to a board wipe that would reanimate him a threat to make him scoop (I mention this because if he didn't wipe the board I wouldn't have blown up his lands, thus I gave him the option to take back the wipe, he didn't, so I blew up his lands and he scooped). The way Roon wins in these scenarios isn't shocking since I'm only facing my friend instead of 3 opponents dividing up my resources to maintain defense while being relevant in a subtle fashion, and 1v1 speeds up the game of EDH tremendously.

After losing so hard to Roon under these conditions (8 times mind you) he is convinced that my Roon deck is a hate deck, or at least in 1v1, and will never 1v1 it again because I can stop his decks so easily (which is completely fair). I think the thought that my Roon deck is not a control deck but a hate deck is utterly preposterous since I don't have cards like Gaddock Teeg or Ethersworn Canonist or Aven Mindcensor making up a good chunk of the deck. The only real hate cards in the deck are Thought-Knot Seer, Angel of Finality, and Stonehorn Dignitary but their effects aren't passive and that I need to commit resources to them to keep using their abilities, and that Stonehorn is more considered control than hate in a 4 player game. But I think I need more opinions to further solidify what archetype my deck is.

My question to all of you is can you look at my EDH deck and tell me what my deck's archetype actually is?

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