|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Common|
|Planar Chaos (PLC)||Common|
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Seal of Primordium
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.
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Seal of Primordium Discussion
4 weeks ago
4 weeks ago
What I've seen is Tranquil Grove works mostly as a deterrent, similar to Seal of Primordium . If your goal is actually to blow everything up, there's no real reason to choose these cards over Nev's Disk or Bane of Progress .
1 month ago
I understand your doubts, and what could you advise me to "protect" the deck?
In relation to the commander, Muldrotha, the Gravetide is the "support" to complete several strategies but its true objective is to ramp to the deck with its ability to dominate the cemetery. To give you protection I have the Bear Umbra (only protection ...? What a delight this card with the muldrota!), I also have the Command Beacon that is indispensable for Muldrota! In my area there is a lot of control deck with many enchantments and a lot of removal, including Leyline of the Void that is a mess ... and many Bojuka Bog ... But this is part of magic, we will always catch counters our strategy and by this is that this deck does not focus only on the ability of the muldrota ...
You already have Reclamation Sage and Seal of Primordium, but you can for example change the combo of infinite turns (which is what I could not yet accomplish ...) Thopter Assembly and Time Sieve to include Acidic Slime and / or Caustic Caterpillar ...
Attention ... this deck is also a serious case for this type of opponents ... You always have the ability to be blocking their strategy with Contamination, or Decree of Silence, or Glen Elendra Archmage, or Glacial Chasm ...
2 months ago
I think you mean Seal of Primordium in your "Early Game" section.
And I like that you play Zur's Weirding I think it is one of the most underrated cards in a Muldrotha list. I makes opponents control each other and realy wreaks havoc in my more casual Muldrotha list.
2 months ago
Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.
The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.
One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.
If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.
My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.
Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)
2 months ago
2 months ago
Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.
Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.
All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:
- Ezuri, Renegade Leader
- Momir Vig, Simic Visionary
- Edric, Spymaster of Trest
- Underrealm Lich
- Joraga Treespeaker
- Elves of Deep Shadow
- Quirion Ranger
- Beast Whisperer
- Imperious Perfect
- Elvish Clancaller
- Reclamation Sage
- Wirewood Herald
- Farhaven Elf
Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.
- Animate Dead
- Seal of Primordium
- Secrets of the Dead
- Pernicious Deed
- Mystic Remora
- Vessel of Nascency
- The Eldest Reborn
- Song of Freyalise
- Commander's Sphere
- Lifecrafter's Bestiary
- Chromatic Lantern
- Wirewood Symbiote
- Regal Force
- Eternal Witness
- Sakura-Tribe Elder
- Fleshbag Marauder
- Viscera Seer
- Thunderfoot Baloth
Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.
As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.
Good luck with your deck.
2 months ago
Well first of all, dropping my link at the bottom. But some all-stars include:
Dreamscape Artist is exceptional ramp.
Glen Elendra Archmage is... hopefully going down in price thanks to the reprint??
Plaguecrafter is a strictly better Marauder or Executioner.
Spore Frog is the best. The actual best.
AEther Barrier seriously slows down aggressive decks.
Animate Dead can hit Muldrotha from the grave.
Excavation is nice.
Font of Fortunes, also nice.
Standstill draws cards.
Unbridled Growth is basically : draw a card.
Chromatic Lantern is FOUR DOLLARS RIGHT NOW
Expedition Map is good ramp.
Perpetual Timepiece is self-mill and woo!
Seal of Primordium occurrence in decks from the last year
All decks: 0.0%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 1.04%