"My child grew from rot and ruin, yet she bloomed."


This deck was a Ezuri, Claw of Progress , but i see how much my deck was fragile, even though he was strong. The Simic combination have many weaknesses and i decided to improve his power, and get better results. This deck is according to my financial conditions, and also my knowledge of the cards, so have a lot of things that can be greatly improved.

Important: This deck have infinite combo.

Pros & Cons

Pros

  • Manipulation of a lot of areas in game.
  • Can go Aggro, Combo and Control.
  • You have how to get out of many situations.
  • Can win at instant speed.
  • Almost nothing can be our weakness.
  • It's a midrange deck but, plays well in early, mid and late game.
  • The "Core" of the deck it's very cheap
Cons

Why Muldrotha, The Gravetide?

She's a very strong commander, and gave us a very strong ability of re-use all of ours permanents, that's amazing, help us to combo, not be so harmed when someone counter us, os just return our hates, or creatures to bring whatever we need. This Ability makes our game easier and more confident, and most important, we don't need Muldrotha, the Gravetide to win the game in almost all matches, that's right, she just help us to recycle or cast again our permanents resources, also you can have a very strong reanimator theme (I don't use a lot of reanimator because they are expensive, but it's something i will implement in the deck in the future), the Muldrotha, the Gravetide have a awesome advantage, we can mill ourselfes, and don't care at all of what goes to GY because we will bring back to the battlefield. In this deck, our GY it's a real extension of our hand, and this make us win or have a huge advantage in the game. You must been asking: "Why not use Tasigur, the Golden Fang or Thrasios, Triton Hero + some partner commander? Well, with our sweetie Muldrotha, the Gravetide have the full control of our GY, and bring back to us, whatever permanent we want, and she have a lot of synergy with a lot of combos, and this is amazing, but i must admit, it's most a personal opnion.

Should I Play This Deck?

You might enjoy playing this deck if you:

  • If you like infinite combos.
  • If you like a toolbox deck.
  • If you like a creature based deck.
  • If your meta is primarily either fast combo or midrange.
You won't like playing this deck if you:
  • If you don't like combos. This deck can be aggro but most of the times you need to be combo to win the game, it's the major plan of the deck.
  • If you don't like to get focused. My friends always try to take me from the game first, can be frustrating.
  • If you don't like long turn. This deck always need a long time to make our turns.
  • Don't like a creature based deck
  • If you like a full aggro deck

Infinite Mana

This is the "core" combo in our deck until now, because it's simple and budget, and it's quite simple.

  1. Play Peregrine Drake and untap whatever 5 lands, but one of them must produce at least one .
  2. Play Deadeye Navigator use the Soulbound trigger in Peregrine Drake when enters the battlefield.
  3. Pay to exile Peregrine Drake , and before resolves tap another 3 lands, The Peregrine Drake will enter the battlefield and untap 5 lands, and you have 3 mana on pool, so you pay and repeat the process, you will always put more mana in pool than you use to make the ability making infinite mana.

Infinite Mana 2

This it another "core" combo in deck.

  1. Play Peregrine Drake and untap whatever 5 lands, but one of them must produce at least one .
  2. Play Ghostly Flicker targeting Peregrine Drake and whatever another thing, then tap 2 other lands in before resolves, then the Peregrine Drake and the other thing will enter the battlefield, and untap 5 lands.
  3. Play Archaeomancer targeting Ghostly Flicker in GY, then play Ghostly Flicker targeting Archaeomancer and Peregrine Drake , before resolves, tap 2 lands, when resolves Peregrine Drake ETB will untap 5 lands, and when Archaeomancer ETB you will target Ghostly Flicker , bringing back to our hand. After that we will have 2 mana on pool, and tap 3 to cast Ghostly Flicker and repeat the process, you will always produce more mana than you use to cast Ghostly Flicker , making infinite mana.

The Enablers

This part it's what we use to win the game, we wave options of what card use to win, we can make infinite mana and use the soulbound trigger of Deadeye Navigator (or also use Archaeomancer + Ghostly Flicker instead of Deadeye Navigator ) on:

  • Elvish Visionary and buy our entire deck, and buy something to win the game.
  • Gonti, Lord of Luxury and exile the entire deck of our opponents, and they will lose the game in they Draw Step.
  • Gray Merchant of Asphodel to make infinite damage and infinite life.
  • Triskelion to make infinite damage, Triskelion enters the battlefield with 3 +1/+1 counters, and we can remove 1 +1/+1 counter to do one damage in a target player or creature.
  • Venser, Shaper Savant to return everything we can target on the battlefield and return to our opponents hand, and whenever an opponent plays a card, before enters the battlefield, we return to our opponent hand, they can't do anything for the rest of the game.

Flash Hulk "Combo"

This combo it's an extension of the infinite mana combo, because, only doing mana don't win the game. This combo also bring to us one part of infinite mana combo.

  1. Plays Flash targeting Protean Hulk , he will ETB and dies, triggering, he can tutor some creatures and bring to our battlefield
Now, what we can bring with this combo? In most of situations we use to bring combo pieces, according to what we have on the battlefield of course.

Flash Hulk recommendations

This Combo it's truly great, but you need to know what option take.

It's an extension of what we can use with infinite mana or not, to help us in some situations, use the soulbound trigger of Deadeye Navigator (or also use Archaeomancer + Ghostly Flicker instead of Deadeye Navigator ) on:

What i want to do?

Opening Hand & Early game.

Of course the opening hand can be different according the situation.

  • Aggro Match: It's good that you have a counter or a hate, and also some cards to ramp and speed your game, also it's good if you have AEtherize .
  • Control Match: Most of your hand must be ramp, because if you play a combo piece or something like that, ir get countered, you will speedly get back with Muldrotha, the Gravetide .
  • Combo Match: You get two option a ramp based hand with some counters/hates, or just a not slow hand, because if you can't prevent the combo to win, you must combo first.
  • Diversified Match: The most common situation, and the best in my opnion, it start with a counter, some lands/ramps, and a combo piece, and maybe a hate.
In the early game, basically you must be very careful according to the match, if you are in a very aggro match you must slow down your game a little bit because if you don't, you will probably lost. If the match it's control, just do the things, if you get counter don't matter after all, because eventually you will be able to do the combo again. If you are in a most combo match, i recommend the obvious, counters and hates, and slow down a little bit your game plan, but in the most of the matchs, you need ramp very quickly to win the game, some matches i have like 18 lands and my opponents have 10~12, and this advantage can be everything to us.

Mid/Late Game

This is where our deck shines, because all happen so fluid, everything doesn't matter after all because almost ever you will succeed in your plans, and you be able to do your game quite fast and with no worries at all. If you don't have a good way or plan to make your game or win in this point, just recicle your resources to "burn" your deck, like ramping or just drawing card, and also mill your deck.

  • Riftsweeper :It's bad because shuffle a card from outside of the game from your deck, but you have some tutors in the deck, so isn't so bad, and you can blink this creature several times and maybe bring everything back from exile.
  • Eldritch Evolution : We tutor a creature and we can have this back with Riftsweeper , in another section i will make an relation of all options of what bring to the field with this card.

  • Green Sun's Zenith : This card it's a great, bring something to the battlefield, in another section i will make an relation of all options of what bring to the field with this card.

  • Protean Hulk : Basically we will kill this a lot of times to bring our important or situational creatures, in another section i will make an relation of all options of what bring to the field with this card.
  • Ashnod's Altar and Viscera Seer : These cards are almost the heart of the deck, we can use these for put creatures in GY and re-cast them, prevent a creature to be exiled, and also make , and scry 1, but in most situations, we want to kill our own Protean Hulk or just kill things for Meren of Clan Nel Toth trigger.

  • Victimize We can use to bring our combo back from GY, and also kill the Protean Hulk or something like that.
  • These are the combinations that i think they are mofe efficient to combo, but something you will bring another creature to help you according to the situation, but you know what to do in the most of the time.
    These are the creatures that we can bring to the battlefield.
    • Elvish Visionary : VERY situational, almost ever doesn't worthy to bring this, because we will pay 3 mana to get one draw, and unless you already make infinite mana, but don't have a way to win, your GY it's empty, or you are really needing a draw and it's very early game, don't bring that card.
    • Ezuri, Claw of Progress : Situational but a lot of times can help us if the match are very aggro.
    • Meren of Clan Nel Toth : Great card, sometimes we are almost doing the combo but we already already cast a creature card from the GY with Muldrotha, the Gravetide ability, and if we have Leyline of Anticipation on the battlefield, we can pretty much win in the end step.
    • Protean Hulk : If you have a sacrifice outlet, just bring this, will help you to bring what we need, just check the Flash Hulk "Combo" in The Combos section.
    • Riftsweeper : Sometimes we need to bring this because some combo cards it's banned, great way out.
    • Wood Elves : Just Don't.
    • Sakura-Tribe Elder : Just Don't 2.
    • The Gitrog Monster : Great Option, sometimes our game are slow, this can really help us feeding our GY and gaving us more draw, really amazing.

    Suggestions

    Updates Add

    So, i'm testing this 3 new cards in deck, one of them isn't fitting well in deck yet, but, eventually will.

    What's it's out, and what it's in the deck:

    Out: Panharmonicon In: Evolutionary Leap - Panharmonicon wasn't make any difference in my deck, and i wanted to revome, and Evolutionary Leap it's doing very well.

    Out: Dig Through Time In: Kokusho, the Evening Star - Dig Through Time was another card i almost never play.Kokusho, the Evening Star it's a great card, but i don't have nothing to combo with this card yet, i think the better i can do it's use with Eldritch Evolution.

    Out:Jarad, Golgari Lich Lord In: Animate Dead - To be honest i never used Jarad, Golgari Lich Lord, always have something better to do.

    Thank you for your attention.

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    98% Casual

    Competitive

    Date added 5 years
    Last updated 2 years
    Exclude colors WR
    Splash colors UBG
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    5 - 0 Mythic Rares

    27 - 0 Rares

    23 - 0 Uncommons

    23 - 0 Commons

    Cards 100
    Avg. CMC 3.24
    Tokens Beast 3/3 G, Experience Token, Manifest 2/2 C
    Votes
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