Maybeboard


Tl;dr: Find and cast Primal Surge; the entire deck is permanents only; put entire deck into play, win with Thassa's Oracle or Jace, Wielder of Mysteries.

  • 35 Lands
  • 36 Creatures
  • 10 Artifacts
  • 15 Enchantments
  • 3 Planeswalkers
  • 1 Sorcery
  • 0 Instants

Average CMC of 2.74.

Lands

Basics and Non-basics that make mana.

Utility Lands

Lands that have a useful ability.

Tutors

Search cards out of the library.

Walkers

Planeswalkers.

ManaRocks

Having a lot of mana rocks. Mana rocks make mana. Also dorks make mana. Mana rocks.

Removal

Fight some stuff on the battlefield.

Combo

Make value or win.

Sweeper

Fight lots of stuff on the battlefield.

Recursion

Bring stuff back from the graveyard or exile.

CardDraw

Draw cards.

Control

Fight stuff on the stack.

Reanimator

Bring stuff back from the graveyard onto the battlefield.

29 Lands:

A normal, optimized 3 color manabases. Uses all possible Fetchlands, as they synergize well with the commander. Only noteable inclusion here is Lake of the Dead. While we don't run that many swamps, it's downsides are mitigated quite a bit, as we can replay sacrificed lands with our commander. This single land can push us from 6 to 10 mana, which is exaclty what we want.

6 Utility lands:

  • Command Beacon, while a little bit painful for color consistency, a 6CMC commander is very expensive and I don't see this deck every paying 10 or more mana to play the commander, which is only 2 deaths.
  • High Market: Can save our commander or other strong creatures from being stolen. This one is debatable, but since we have easy access to the graveyard, we'd rather have creatures there than in exile or on an opponents side. Also our commander can really push other decks over the edge, so avoiding it getting stolen should be a priority. Also some things like to get killed so we can reuse e.g. their ETB next turn.
  • Homeward Path: See above.
  • Ipnu Rivulet: An Island that can mill us by 4. If we ever run out of cards we just use this every turn. Just what we want.
  • Strip Mine: Some Lands just need removing. Can also lock a player out of the game, if they struggle to find lands/colors.
  • Wasteland: See above.

Mana Rocks

We need 10 mana, and want it as fast as possible. Additionally our commander is very expensive. So we run all 1cmc mana-dorks and only the best of the more expensive ones.

Control

To be competitive, we need to be able to stop our opponents at critical times. Futhermore, making it hard to interact with us will help us greatly. For a quick win we need a wide board often with 3 or more mana creatures.

Card Draw

Tutor

We need to find Primal Surge and interaction.

Removal

  • Gilded Drake, stealing stuff is nice and often does the job better than actual removal.
  • Brazen Borrower, cheap fast interaction. An emergency catchall. Use wisely.
  • Murderous Rider, great removal that returns itself to the deck for another use if played out and dying.
  • Plaguecrafter, 3cmc take a piece from each opponent is a great value play to make.
  • Amphin Mutineer, while encore removes this, this effect is very strong and we need to work without our commander as well.
  • Shriekmaw, while a little bit restrictive, repeatable Terror is very good.

Combo

Recursion

  • Riftsweeper, get back stuff from exile. Permanents are exiled often, this is how we get them back. Can also shuffle creatures that are on an adventure back into the library.
  • Eternal Witness, some cards like the adventures cannot be reused without this. Also helps if Muldrotha isn't out.

Mana Rocks

Card Draw

  • Soul-Guide Lantern, exiles graveyards on demand and can be cycled for a card. Can draw many cards in a loop, but exile is not a may, so cannot draw the entire deck, lest we exile our pieces as well.

Sweeper

  • Oblivion Stone, put a counter on Muldrotha. Sweep every turn. Expensive but breaks stalemates really badly.

Control

Mana Rocks

Card Draw

  • Mystic Remora, draws a ton of cards and can be replayed from the yard easily
  • Unbridled Growth, cycles for one green and fixes the manabase if needed. If we are stuck we can play our commander and draw a card from the grave each turn.
  • Sylvan Library, draws and filters. A very good card.
  • Necropotence, kind of non-bos with our strategy, but if all we need is find Primal Surge this card get's the job done about 1/3rd of the time.
  • Rhystic Study

Tutor

Removal

  • Sinister Concoction, probably the weirdest pick in the deck, but it's very cheap, hits any creature and the additional costs either don't hurt too bad or even help us. Might be replaced, if something better comes up.
  • Seal of Primordium, while it telegraphs itself, paying the cost upfront is nice. The easy repeatability and "free" instant speed activation makes it somewhat better than Reclamation Sage.
  • Seal of Doom, see above. Doesn't hit black creatues though.

Sweeper

  • Pernicious Deed, since we play so many dorks, we'll probably never like firing this, but sometimes it is necessary, and we can re-play at least one of them each turn if the commander is out anyway. Since our commander is very expensive it'll probably never be hit by it.
  • Phyrexian Scriptures, as above, we can sweep the board while not killing our commander. Repating this seems very good as long as nobody plays a Seeds of Innocence or Vandalblast.

Recursion

  • Animate Dead, cheap way to bring back a good creature if we cannot use our commander and part of a Muldrotha Loop.
  • Necromancy, see above.

Muldrotha, the Gravetide can play planeswalkers from the graveyard, so they get noticably stronger while protecting them is a bit less important.

  • Oko, Thief of Crowns, deals with many threats, can steal a lot of good creatures, makes food for life or a 3/3 every 2nd turn. Pure value.

  • Jace, Wielder of Mysteries, a wincon for when we play our entire deck with Primal Surge. The mix of a static replacement effect and a win trigger from Thassa's Oracle makes the combo harder to disrupt.
  • Vivien Reid, the +1 should give us a card about 70% of the time and the first minus is good repeatable removal. The minus is good repeatable removal.

  • Primal Surge is our only sorcery and our only non-permanent in the deck. If we cast it, we win by either the trigger from Thassa's Oracle or the static replacement effect from Jace, Wielder of Mysteries and any draw trigger.

    To make Primal Surge as good as possible we cannot run any instants.

    The goal of the deck is to cast Primal Surge as quickly as possible. This will win the game, as the entire deck will be put into play and cards like Jace, Wielder of Mysteries win from there. This restricts the deck to only running permanents, which synergizes neatly with Muldrotha, the Gravetide, with which every card in the deck can be replayed from the graveyard.
    The deck has several combos with which don't win by themselves but can be used to generate significant advantage.
  • Muldrotha, the Gravetide + Lion's Eye Diamond + Phantasmal Image + Animate Dead/Necromancy: If we have Muldrotha out and all other cards in hand and/or graveyard, we can loop reanimating Muldrotha/copying it, always keeping the new one alive to the legend rule. This gives us infinite mana of all colors and we can replay as many permanents from the graveyard as we want, as after we have infinite mana, we can continue the loop without playing LED. From there we can draw our deck with Unbridled Growth or Soul-Guide Lantern(if there are enough targets) and cast e.g. Thassa's Oracle for the win.

  • Oblivion Stone/Phyrexian Scriptures + Muldrotha, the Gravetide: We can sweep the board every turn but leave our commander and more and more other pieces alive. We should also recover faster thanks to our easy access to the graveyard.
  • Mulldifter/Shriekmaw/Uro, Titan of Nature's Wrath + Muldrotha, the Gravetide: These creatures can be cast/evoked from the graveyard as if they were in our hand, adding some extra value/versatility.
  • TODO, there's probably more, but thanks to corona I haven't played this deck too much yet.
  • Please note that my playgroup has voted to ban Protean Hulk, Winter Orb, Sol Ring, Mana Vault and Mana Crypt, among other cards, probably not relevant for this deck. Don't suggest these cards ;)

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    Date added 5 years
    Last updated 1 year
    Exclude colors WR
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    13 - 0 Mythic Rares

    52 - 0 Rares

    18 - 0 Uncommons

    12 - 0 Commons

    Cards 100
    Avg. CMC 2.77
    Tokens Copy Clone, Elk 3/3 G, Emblem Vivien Reid, Food, On an Adventure
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