Mycoloth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Planechase Anthology (PCA) None
Commander 2016 (C16) Rare
Commander 2015 (C15) Rare
Planechase 2012 Edition (PC2) Rare
Shards of Alara (ALA) Rare

Combos Browse all

Tokens

Mycoloth

Creature — Fungus

Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.)

At the beginning of your upkeep, create a 1/1 green Saproling creature token for each +1/+1 counter on Mycoloth.

Browse Alters

Mycoloth Discussion

TheSlowestBro on Mowu's Walkers

1 week ago

Okay that's excellent!

I'll give a few other suggestions instead then, looking over your list Guardian Project , Lifecrafter's Bestiary , Hangarback Walker , Spike Weaver and Mycoloth come to mind as possible inclusions.

SideBae on Abzan Modular

2 weeks ago

(This is the guy from Ron's Comic World)

My first suggestion is to adjust your mana base to address the cost-differences between your colors. According to the graph, over half your colored costs are green costs. Adding more Forest s and fewer plains/ Swamp s may be helpful.

My second suggestion concerns dorks. One-mana creatures that provide you with mana are gas from turn one; adding Llanowar Elves , Fyndhorn Elves , Elves of Deep Shadow , Avacyn's Pilgrim , Elvish Mystic and Deathrite Shaman could all accelerate your deck significantly. If you choose to run a dork like Arbor Elf , Utopia Sprawl and Wild Growth also become significantly better. Putting in the creature acceleration should allow you to cut 2-3 lands from your final list, as well as making a card like Growing Rites of Itlimoc  Flip better.

Regarding card draw: The majority of EDH games are decided by card advantage. Mentor of the Meek is worth considering, especially if you choose to run the mana dorks I mentioned above. Slate of Ancestry is pretty good if you poop out a load of creatures with cards like Mycoloth . Harmonize , Grim Flowering , Ambition's Cost and Painful Truths are all good one-shot methods to recoup card advantage; Twilight Prophet is good in addition to your Phyrexian Arena .

Being Abzan, you have access to a bunch of cards most opponents will hate. Gaddock Teeg is a great way to hold off opposing board wipes, as it turns off Damnation , Wrath of God , Supreme Verdict , Blasphemous Act and the like. Aven Mindcensor hoses some decks, and makes your Path to Exile better. Thalia, Guardian of Thraben , Glowrider and Vryn Wingmare are all good if your deck can produce excess mana. Alms Collector is good for hating on mass-draw combo decks.

I see a lot of one-for-ones in your list. In EDH, you're facing 2-4 opponents, and therefore that many more cards. Things like Mortify and Putrefy are good, but they are not great; I suggest running more two-for-ones. Ashes to Ashes , Grasp of Fate , Back to Nature , Liliana's Triumph (if you're not facing dork-heavy decks), and Syphon Mind are all good options. Swords to Plowshares is one of the few one-for-ones I think is really good in EDH, if only because it's so flippin' efficient.

I don't think Massacre Girl is a good card; something like Wrath of God , Toxic Deluge or Damnation may be better. Merciless Eviction is good, but being six mana may be relatively detrimental. If you want, Cataclysm is a... good card. Though you may, if you have a significant conscience, consider not running it.

Demonic Tutor , which you run, is the gold standard, but cards like Eladamri's Call are good too. Green Sun's Zenith may be helpful, especially if you run Dryad Arbor to fetch turn one, and GSZ can grab your Reclamation Sage if you need it. Similarly, you may want to consider Finale of Devastation and Chord of Calling are options, and Bane of Progress is another good target.

Gavony Township is probably good in your list; choosing to run something like Knight of the Reliquary gives you access to it fast. Crop Rotation is another option. You could probably run 1 or 2 more utility lands like Blast Zone , Maze of Ith or Bojuka Bog to compliment this package.

Recovering from a boardwipe is hard in creature-decks. I suggest Second Sunrise or Faith's Reward , as these both negate the effect of Wrath effects on you while also being able to bounce back creatures you sacrificed earlier.

Walking Ballista may be helpful, if only because it can shoot blockers out of the way. Running it in conjunction with Basilisk Collar becomes pretty busted. Woodfall Primus , Puppeteer Clique , and Kitchen Finks are all good options, especially since -1/-1 counters cancel out with a +1/+1 counter. Running these with Ashnod's Altar or an added Viscera Seer makes their effects recur indefinitely. Pairing Woodfall Primus or Kitchen Finks with Cathars' Crusade can simply end the game.

Proliferate effects will be good here. I expect Evolution Sage would be busted in this deck, and Contagion Clasp / Contagion Engine are good, too. Sword of Truth and Justice (from Modern Horizons) is also worth running, though it may be hard-ish to get ahold of for the first few months after the set drops.

All of the cards in your 'Maybeboard' are worth running. If/when you get ahold of them, you should run them.

All the best, and good luck.

lagotripha on

2 weeks ago

Using utopia mycorn to power out Tendershoot Dryad feels like a fairly solid idea- but I'd feel more comfortable running this with other 5 drops in that slot, and other tools to power it out. Doubling season is similarly amazing, but due to it being traditionally used to insta-ult plainswalkers, you need to build around it so that it doesn't get outraced/disrupted. I don't feel that the rest of the deck supports that as a plan, and would set it aside for a different list.

I'd look at Mycoloth as additional copies of tendershoot- its a little more vulnerable to disruption, but is strong if it survives your opponents turn. With enough duress variants it should be able to provide value.

Green (x) ramp traditionally runs Arbor Elf / Utopia Sprawl for a very fast start, but B/G usually runs low to the ground creatures- figuring out a balance between creatures to get you to your five drops and spells to protect them will be the battle here.

In terms of saproling tribal cards to glance over, Fungal Plots , Life and Limb , Saproling Migration , Korozda Guildmage Scatter the Seeds , Sporecrown Thallid and combo-favourite Sprout Swarm all exist.

If you want a more drain-oriented strategy, Zulaport Cutthroat and Blood Artist can provide additional copies of slimefoot without having to tutor for him.

If you are looking at budget and where to spend money in a deck- focus on the manabase. Horizon lands look really strong, fetches always do well, and when you want to play something else they can usually be swapped right across.

firestorms90 on Token Generators for Hardened scales ...

3 weeks ago

The first card that came to my mind was Mycoloth , but you've added your list since I first saw this post and I see you've already got it. Good stuff!

Triskelavus is a bit costly mana-wise, but could be a good inclusion. Not only does it enter with its own counters, it also allows you to remove +1/+1 counters on it to create tokens that a) have flying, b) are artifacts (so have the extra synergy you're hoping for), and c) have a built-in sacrifice ability, which could come in handy.

Have you considered Avenger of Zendikar ? It has potential to give a lot of bodies up front, and puts +1/+1 counters on each of them for every landfall after. Might be a little too much work since you're not trying to max out landfall, but perhaps it'd be of use.

This might not be the right place to put Nacatl War-Pride , as triple green may be too much for a three color deck, but it's a card I think has great potential for commander. Every time it attacks you have a possible swarm of tokens at your disposal (depending on your opponents, of course), and since they aren't exiled until end of turn, you've time to sacrifice them for profit. Reyhan won't help on death unless you get counters on them (which you very well may), but with Death's Presence every token sac'ed gives three (or more) counters to play with.

I have Hooded Hydra in one of my edh decks (either Ghave, Guru of Spores or Thromok the Insatiable , but I forget which at the moment), and both decks play on similar themes to yours. The hydra gives tokens on death equal to the number of +1/+1 counters on it, which I think makes it ideal as a payoff card because it can leave you with board presence should it be killed. With that said, Hangarback Walker fills a similar role, requires no colored mana to use, and gives flying artifacts, so adding the hydra probably isn't necessary unless you want the redundancy.

Noosegraf Mob enters with +1/+1 counters and spits out a token when any player casts a spell, at the cost of one counter per instance. With your ability to put counters on it, perhaps it would be a good reusable source of token fodder.

Blade of Selves would be an interesting inclusion, allowing for multiple Winding Constrictor s in a turn, for example. Any sacrificing shenanigans would have to happen before end of combat, when the tokens are exiled, but the tokens themselves can be sacrificed for profit. The downside here is that you couldn't copy legendary creatures (such as Reyhan). Helm of the Host gets around the legendary restriction, and the tokens get to stick around, but at a much higher mana cost and slower rate of production.

A handful of artifacts that might be useful, especially with the proliferate you have, are Trigon of Infestation , Golem Foundry , and Titan Forge . Of these, I think the forge would be your best bet. Foundry requires casting artifacts to get your initial charge counter, and I don't think you've enough in your deck to count on that. Trigon enters with three counters initially, and can add more, but requires colored mana to activate for more counters, has a mana cost to produce the tokens, and the tokens aren't artifacts. Forge doesn't start with any counters, but only needs generic mana to add a charge and spits out 9/9(!)s, which can benefit from Steel Overseer .

My last suggestion doesn't create tokens, but is a card I've found useful for abusing +1/+1 counter multipliers ( Doubling Season specifically, in my case, but it would work with those in your deck just as well). Power Conduit allows you to remove a counter from a creature to put two (or three or so on) back, or onto another creature. I've also used it to "save" a +1/+1 counter from a creature that's been destroyed when no other creatures are on my field, storing it as a charge counter on the conduit itself until I have another creature to buff. It's limited to a single use per turn cycle, though, unless you can somehow untap it.

Sorry I've taken so long to post this. I read the question and started on my reply the day it was first posted, but have had to squeeze it in bit by bit on my limited chunks of free time. It doesn't help me much that I'm doing this all on a phone; both the research and reply would probably have been done a lot faster were I using an actual keyboard, lol. Not sure if any of this will help you, but they were things I might consider were I trying to build this sort of deck.

Forkbeard on Rhys the Redeemed: Power in Numbers

3 weeks ago

Hey HenMeck. I really like the idea of Mycoloth and ran it in here for years. The problem I have with it is the conditional devour mechanic without an immediate effect. What ended up happening is I'd devour a token or 2, my opponent would read the card, shit themselves & kill it with fire. Rarely did it survive to pay off - not only did it feel like a wasted turn, it cost me some tokens too.

HenMeck on Rhys the Redeemed: Power in Numbers

1 month ago

I think Mycoloth would fit in nicely with this deck.

multimedia on Eldrazi Annihilation (NEEDS HELP)

2 months ago

Hey, interesting concept for your deck.

Consider Bane of Bala Ged ? It's a budget Eldrazi who has annihilator before it was a mechanic, it's annihilator 2. Consider Fierce Empath ? Tutors for an Eldrazi, or any other 6 or higher CMC creature. Consider Smothering Abomination ? It's an Eldrazi and whenever you sac an Eldrazi token for mana you draw a card. Consider Mycoloth ? Not an Eldrazi, but one of the better sources of repeatable tokens each turn for no mana cost. Devour works well with Eldrazi tokens. Consider Evolutionary Leap ? Repeatable source of getting a creature into your hand; sac an Eldrazi token to put a better creature into your hand.

If you like some of these suggestions I offer more advice about cuts and other budget options. Good luck with your deck.


dbpunk on EDH Roleplaying Variant Idea

2 months ago

So I have an idea for an roleplaying variant of EDH. I call it Dungeon.

So the idea is that you use an edh deck as the basis of the deck. The idea is that you basically have adventurers face off against the varying things your edh deck has to offer. Additionally, you should have a 20 sided dice and something to signify each player.

First, you make the map by placing all land cards in a grid. It can be placed out anyway you want EXCEPT a straight line (let's face it, that would be extremely boring). Each of the players would be set off on one side of the grid while the commander is on the other side.

Next, you divide your deck among the different card types in it (creatures, Planeswalkers, enchantments, artifacts, sorcery and instants). You may place any number of the non-instant cards face down on the map as you (the dm) choose.

Essentially, each of your players start at point one as a legendary creature of their own making. The rule for that however is that they role for power/toughness (scaled to their Mana cost) and pick the colors and race/classes of their choosing. In addition, they start on what you (the dm) deem square one.

During the players turn, they may choose to move a square, attempting to reach the commander. However, they may have findings or encounters as they go along, which result in the adventure part. Then, during the dm's turn, they may spice up the game as needed using either new encounters, events or findings.

Encounters, or Creatures/planeswalkers:

Their encounters are essentially them running into creatures. While not every square should have an encounter (and you should save some creatures as surprise encounters), encounters can go one of three ways:

Defeat: the heroes beat the monster and kill it. If this occurs, it enters a graveyard. Note: this means it can return later.

Flee: The heroes can run from the creature, and depending on a dice roll, they may lose it. If they choose to flee, they must go to a new land card other than the direction of the commander.

Befriend: This can occur in different ways as you see fit, but creatures can be persuaded to join the side of the heroes. This has a higher rate of occuring with legendaries and Planeswalkers.

Encounters can't occur unless enough lands have been revealed to allow the encounter. For example, unless the team has been on five squares, you can't have them have Mycoloth appear. If a creature can't appear at that time, it's moved into the encounter deck.

Findings, or enchantments/artifacts:

Some lands a player will land on will have enchantments and artifacts. Like encounters, unless they revealed enough lands, they can't appear. The effects of the enchantments and artifacts are automatic. Players can also take enchantment and artifact spells with them, like taking an object or being blessed. If that is the case, they carry them with them.

Events, or sorceries:

Events may happen at the during the dm's turn, and effectively affect all players. These are generally sorceries. Once again, unless you have enough lands flipped to play it, you can't cast it. Players can also initiate events, but must roll a dice to decide if they occurred.

The last kind is responses, which are only used during battle. If a creature is sentient (up to the dm), they may declare a response to a players action. Once again, this requires a role of the dice. If the dice roll is low, then an instant card is revealed and it occurs. Otherwise, it doesn't. In addition, players can learn responses if they've seen it at least once. Once again, this requires a dice roll.

The end goal is to reach and defeat the commander. The commander is like any other encounter event, except you can't flee from it. The game ends when either the commander dies or is persuaded to fix whatever problem it's causing, based on your story.

Additional note for Dms: kill spells shouldn't automatically aim for players. Also you can rename places to fit your setting as you need to (for example if you have a medieval Europe setting and Arch of Orazca doesn't work for you, rename it).

I came up with this in about 5 minutes, but does it sound like fun? Are there things I should change?

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Mycoloth occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Golgari: 0.34%