Murkfiend Liege

Legality

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 Anthology (CMT) Rare
Commander 2013 (C13) Rare
Eventide (EVE) Rare

Combos Browse all

Murkfiend Liege

Creature — Horror

Other green creatures you control get +1/+1.

Other blue creatures you control get +1/+1.

Untap all green and/or blue creatures you control during each other player's untap step.

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Murkfiend Liege Discussion

soul22 on The Entourage of Trest

6 days ago

Though of Murkfiend Liege or Seedborn Muse? Untaping every turn is really powerful especialy lands to get to play all your beaters then have mana for counters.

ps. How is the deck doing normally having lots of small aggro creatures is not a great strategy in commander.

soccerboy98 on Kumena claims Merfolk Throne

1 week ago

Crucible of Worlds: gets Strip Mine, and Scavenger Grounds which is nice,but getting the fetches isn't amazing in my opinion with only 15 fetchable cards. If this was something like The Gitrog Monster I'd be all over that for obvious reasons. With so many mas draw effects thinning the deck from a few lands doesn't seem to impressive. Especially seeing how you run harvest season that just becomes a dead draw after continuously fetching(this is assuming you don't have the strip mine play available)

Intruder Alarm: maybe I'm just missing something but I just flat out don't see why you'd run this, you have Seedborn Muse, and Merrow Commerce. Rather than running this personally I'd rather another big anthem like Coat of Arms

Jace, Ingenious Mind-Mage: just seems meh nothing impressive. To explain you already have mass amounts of draw after going through your list (I realize piracy was a bad recommend) so that ability to draw one card doesn't make me think a 6mana walker is great, next ability is untap all creatures... you have Murkfiend Liege, Seedborn Muse, Merrow Commerce. Having those three seems redundant enough and better seeing how he doesn't do it every turn. His last ability his ult seems cool and all but you have Empress Galina which is just better than jace seeing how you have so many untap every turn effects.

As to what I would put in, I think after the cuts Coat of Arms, Lingering Mirage<(I know you have redundancy but like you said it cycles itself.

Not sure if this sounded like I was ripping on card choices, if so Sorry its not my intent just trying to explain my thoughts behind my suggestions. I do like the deck idea and was thinking of doing something like this, which is why I comment I wanna see your thoughts on my suggestions in case you have ideas I haven't thought of and in case I can provide ideas you haven't thought of.

Mj3913 on Let's Talk Ramos...

1 week ago

Hey all, maybe y'all can help me with some decision making regarding the creation of a Ramos deck. Right not it's a pile of 200+ cards with various overlapping theme, which I will list below. If you have built around him yourself, or have ideas regarding inclusions that'd be great. A public list is not yet available but there really is nothing set (except the giant pile of aforementioned cards). On another note trying to stay as budget as possible so try to stay below $5 a card but don't let it limit your suggestions.

For those that don't know of Ramos, Dragon Engine, he resorts to turning +1/+1 counters into cash (Mana). That being said it would make sense to include a +1/+1 counter theme. Also, the more colors a card has, the better to generate more counters. Counter doubling cards like Vorel of the Hull Clade and Corpsejack Menace do well to ramp/boost with Ramos.

Charms: These are cards that usually offer choices, making them versatile for many situations and some can match to certain themes. Jund Charm for example is Artifact removal, restricted creature removal, or +1/+1 counters, while Silumgar's Command allows 2 choices. While they can fit any theme, there are so many of them its hard to choose the best ones. Alot of them offer control options (counters, removal, bounce), which them steers away from creature based deck (I think anyway), which wouldn't really require a +1/+1 counter theme.

A lot of multicolor cards seem to offer Cascade, this would allow Ramos to grow faster however may cast spells I'd rather hold onto (I.e. charms). Also could tie into a Voltron theme I suppose... didn't add alot of support in that area though.

Another possibility is using a go wide token strategy paired with the various Liege's of Shadowmoor/Lorwyn I.e Murkfiend Liege and Mindwrack Liege. Some are better than others, and would probably require a more expensive land base.

That's it for themes, would be nice to tie them all together but there's just not enough room for it all. There are also a few things I'd like opinions about. The first being I am thinking of including the Borderposts, how many I'm not sure, may just have a few to cover the prevalent colors. My reasoning is that the are mana rocks that have colored cost, ergo triggering Ramos if later in the game. My question is if it is worth it or to just include signers instead. Secondly, Is Urza's Filter worth including considering every card is multicolored or to risque? Thirdly, The Guildgates and The land that says "you win if you have all 10" worth it or no? Lastly.... I thought I had more, maybe I did and am now just drawing a blank, who knows.

If you've made it this far, thanks for reading. Leave your comments, suggestions, alternate ideas, and/or builds and I'll get back when I can. TIA!

elfric on Zora's Domain

2 weeks ago

Cold-Eyed Selkie and Lord of Atlantis are some favorites of mine.

Flavorwise i guess Murkfiend Liege is Lord JabuJabu from Ocarina of Time.

LordMithos on Kruphix, God of Rather Extensive Knowledgeability

3 weeks ago

The first thing you need to do is try to decide how you're going to win. I see you have the option to go for a Lab Man win along with Enter the Infinite but I don't think you have the quantity or quality of creatures to go for combat damage. If anyone is running removal I think you'll have trouble.

I don't think that Magus of the Candelabra is doing much for you here, if you had lands like Nykthos, Shrine to Nyx, Gaea's Cradle, or Cabal Coffers then he would be pulling his weight. I would definitely run some mana dorks, particularly Karametra's Acolyte and Selvala, Heart of the Wilds. And because of Kruphix's neat ability if you can abuse things untapping on other people's turn all the better! I don't know your budget but I would definitely suggest Murkfiend Liege, Seedborn Muse (or if you're broke like me) Slowborn Muse. But why not take advantage of it even more! The Big Green Hungry Guy makes it so any green mana you had stays green which can be nice. Yeva, Nature's Herald gives you another way to drop your beasties when it's inopportune for other people.

Ashnod's Altar is dope but do you really want to be sacrificing what few critters you have? (Other than poor Steve) Otherwise I'd say your artifacts look not bad.

Waiting in the Weeds may be worth thinking about as you could have mostly untapped forests and therefore a schwack of kitties and depending how aggressive your meta is you may want to have combat tricks like Fog, AEtherize, and as much as I loathe it, Cyclonic Rift. Actually, you may want to think about shifting more toward mass bounce rather than countermagic. It'll be easier for you to get a good swing in once you're ready.

Personally I'm not a huge fan of Whir of Invention or Imprisoned in the Moon, they work but I think there are better options for you. One other thing you should look at because I think it's a hilarious and can be a sneaky way to win is Helix Pinnacle

Hope some of this helped!

ninjaclevs13 on Cards to Cut for my ...

1 month ago

Funny, I was just looking through my Kruphix deck to see what I could change. In fact, my deck is spread out in front of me right now. I've played quite a few games with it, but I still think it could use some fine-tuning.

What's the purpose of the deck? Mine is more of a control-the-early-game-and-ramp-up-later-to-store-a-ton-of-mana-with-Kruphix-and-kill-someone-with-Blue Sun's Zenith. I also have a few combos in there. Your deck seems to be more of a goodstuff deck, with victory coming through sheer value in the quality of the cards.

First off, the number of lands you have is good. Don't take the easy road out and just say "eh, I'll just take out some lands." It will come back later to bite you.

Counterspells are good, and my deck has plenty of them (around 10 I think), but I think yours has a bit too many. The ones I would take out are Mana Leak (3 mana isn't really relevant in EDH), Condescend, Dissolve (scrying isn't particularly relevant), and either Essence Scatter or Exclude (you don't really need that effect, if at all).

I really like effects on creatures, especially if you have recursion like Artisan of Kozilek. So, I like creatures like Trygon Predator and Mystic Snake. The creatures I don't really like are Horizon Chimera (it doesn't do much), and Murkfiend Liege (other than Arcanis the Omnipotent, the untap ability doesn't have much synergy).

For sorceries, I like the big spells - like Beacon of Tomorrows and Praetor's Counsel - because you hopefully have tons of mana with Kruphix. I don't really like Part the Waterveil (Beacon is almost always better) or Preordain - Brainstorm is usually better, synergizes with Chasm Skulker.

For enchantments, Bounty of the Luxa should be an easy cut, because its effect of either drawing a card or ramping three isn't really worth it. You'd usually be better off doing something else.

For additions, I'd say an auto-include is Doubling Cube. Doubling your mana that Kruphix stores is insane, and it wins me tons of games. Another addition is Blue Sun's Zenith, which either draws you a bunch of cards or kills someone with a ton of mana. Hope this helped!

SirFowler on The Turkey fights Back

1 month ago

If you want to go the lockdown route, cards like Frozen AEther, Kismet, and Orb of Dreams paired with stuff like Stasis, Meekstone, and Winter Orb help keep your opponents stuff tapped. Cards like Propaganda, Windborn Muse, and Sphere of Safety will be useful if you don't want to get attacked. And if you want to untap stuff on the opponents turn, cards like Murkfiend Liege, Turnabout, and Seedborn Muse (even though it's pretty expensive) could be nice.

What I like to do when I start building decks is search for keywords/rules contains/subtypes in sites like this one, tcgplayer, starcity, etc. It really helps find synergies you wouldn't have thought of before and find new cards you haven't seen before. I suggest checking them out some time. I'll still suggest stuff and help if you need it, but that's all I got for now.

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