|Commander / EDH||Legal|
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|Masters Edition (MED)||Common|
|Ice Age (ICE)||Common|
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Cumulative upkeep (1)
Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays (4).
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Mystic Remora Discussion
10 hours ago
There are a number of other cards Strionic Resonator can work with though, Peregrine Drake, Trinket Mage, Mystic Remora, Isochron Scepter, Mirrorworks, Search for Azcanta Flip, Basalt Monolith, Temple of Deceit, Inventors' Fair, Rings of Brighthearth (Super trippy combo with any infinite colorless mana!), and obviously the combo already in the deck:
Pact of Negation, so you can lose while you lose!
1 day ago
So I found a copy of Mystic Remora in one of my boxes of older cards, and it got me to start thinking about the viability of running it in Animar.
Animar is a proactive deck, which makes the upkeep cost a major pain when you are trying to go turn 1 mana dork into turn 2 Animar. The turn 2-3 range where the Remora would net the most value has, ideally, already been committed to casting Animar and getting some counters on to it so that you can go for a potential turn 4-5 win. In that regard, the Remora doesn't seem to have much of a place in the deck.
However, you can hardly expect things to go as planned. Sometimes you just don't have that mana dork and have to accept a turn 3 Animar, or you do get that turn 2 Animar only to have it hit with a Pongify and you are forced to wait a couple more turns to get it again. And, of course, sometimes Animar just needs to take a few turns to recover from a board wipe.
So the question is, how many cards would you need to draw off of the Remora for it to be worth spending the mana on instead of casting a creature? Would 2 cards for 1 mana be worth it? And what if you decide to pay the upkeep cost for one turn? How many cards would be worth the commitment of 2 mana? One thing in Remora's favor is that, unlike Rhystic Study, you can cast it turn 4 or 5 and still expect to potentially draw cards off of it so it's a viable option when you are stalled out in the mid to late game and need to dig for more gas.
Has anyone here tried running Mystic Remora in Animar before? I know that things can look good on paper and just not work out in practice, so I'd be interested in hearing any first-hand experience people may have with the card.
1 day ago
+1 love the deck!
1 day ago
1 day ago
+1 for combo-stax!'
Love Chain Veil Teferi, and love this deck as well, mind id I ask why no Mystic Remora?
2 days ago
I need to give this a +1, <3 all control, and esper is no different!
2 days ago
Muldrotha is such an awesome Commander. I put together my own list and have been playing it a while now. I'm going to give some suggestions based on my experience with our supreme Commander.
For ramp, you seem to be relying on traditional signets. Muldrotha makes some cards that usually aren't good, very good. Here's a few ramp cards that Muldrotha empowers: Sakura-Tribe Elder 1G to ramp early and infinite 1G ramp once Muldrotha is in play. Silverglade Pathfinder 1G Tap, move a card from your hand to your graveyard: repeatable ramp. Wayfarer's Bauble and Font of Fertility function basically the same as Sakura-Tribe Elder. There's also Blighted Woodland and Myriad Landscape. Between the 4 you have an artifact, an enchantment, a land, and a creature that you can use to ramp from the early game then continue to use repeatedly when your commander is out.
Muldrotha really loves things that sacrifice themselves to make an effect happen. You can use them to your benefit in the early game, then get repeated value after your commander comes out. In addition to the 3 ramp cards I already mentioned that sacrifice, here's a few more things that get value from sacrificing themselves: Spore Frog is probably the absolute best example. Just one green mana to fog every single turn. Siren Stormtamer is also rather amazing. As long as this bad boy is on the field, you can keep your commander or any other important creature safe from removal.
Merciless Executioner+Fleshbag Marauder are excellent pieces of removal. Sacrifice themselves and you can use it every single turn. Speaking of removal, Executioner's Capsule is a solid piece of removal tied to an artifact that you can play once a turn as well. In addition to these three wonderful pieces of removal, I'd consider running these three cards: Grave Pact, Dictate of Erebos, and Butcher of Malakir. With all the repeatable sacrificing we're doing, may as well take advantage of it to keep our opponents board states nice and clean. With three copies of this effect, we can pretty reliably draw into it most games. Avatar of Woe is a surprisingly strong card in here as well. You'll trigger his mana reduction nearly every game and his ability is priceless. Pernicious Deed is a repeatable board wipe that can scale to what suits your needs. The last piece of removal I'd suggest is an EDH staple, Attrition. It enables you to trigger sacrifice affects at will and gives you repeatable targeted removal. Plus, you can just play whatever you sacrifice from your graveyard again. Value!
Mystic Remora and Elephant Grass let you use their abilities for 1 mana each turn, rather than paying the scaling cumulative upkeep. This makes them extremely powerful cards, as their effects are strong and very under costed.
There's one final piece that ties this sacrifice value engine into place. That piece is Mazirek, Kraul Death Priest. This guy turns your army of value 1/1 creatures into an actual army to evoke fear in your enemies. Note that his ability says "permanents" and not just creatures. His ability triggers when we sacrifice creatures, artifacts, lands, enchantments, or really anything.
Meren of Clan Nel Toth and Ezuri, Claw of Progress have a lot of synergy both with each-other and with Muldrotha. They can use the experience counters that the other creates, so when both are played in the same game that is a lot of value in and of itself. Ezuri works extremely well with our value x/1 creatures and can turn our small value army into an offensive threat. Meren gains experience when one of our creatures die, which we will be making happen a lot. He really shines once you've got a few experience counters in play, as he's almost like a graveyard focused Omniscience. Very strong.
In any deck where you find yourself running a lot of value 1/1 creatures, Skullclamp provides infinite value. In a deck that rewards you for sacrificing your creatures, it provides even more value. This card is very strong. Speaking of artifact staples, you're missing Sol Ring. Secrets of the Dead is almost mandatory in this deck, as it just gets incredible value.
Self-mill is something that Muldrotha gets a lot of value from. Here's some of my favorite self-mill cards: Splinterfright can be a big green trampler for only 3 mana, but he also essentially lets us draw two cards into our graveyard every turn. Nyx Weaver has the same utility without being attached to such a potentially big body. Also lets you return a needed card from your graveyard to hand when your commander isn't in play. Mesmeric Orb is surprisingly strong at filling your graveyard and can screw your opponents out of some good draws. Altar of Dementia is one of the greatest, as it's a sacrifice engine and self mill. Taigam, Sidisi's Hand provides self mill and removal and card filtering. To tie these effects together, we've got Sidisi, Brood Tyrant. In addition to being pseudo draw, all your self-milling will passively create an army of zombies!
Anyways, sorry for the wall of text. Hopefully some of this is helpful!
2 days ago
+1 from me!