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京 Adventure is out there (CEDH) 京

Commander / EDH GWUB

Kiyomei


Sideboard


Maybeboard

Sorcery (1)


Upgrading Oona, based on the Breakfast Hulk by Sigi... getting a bit tired of the speed that Oona had and felt like something new and not of my hand for once. When I first started building Oona and Derevi they were quite new and over the years they have changed yes, but with derevi she still does what she is best at while Oona had this outlet for infinite but was always to costly to cast when not winning and didn't give card advantage or an out when you took her out or broke one of the pieces... As she primarily uses storm to get to the two card combo pieces... With These partners, all the combo's in here have proven to be way faster and resilient so I'll be upgrading but still working on improving Oona as new things come out!

Goldfish mode lets this deck rush wins as fast as turn 2 and 3 with the way this deck is built, these win-cons proof to be really mana efficient but may or may not be open to disruption depending on your hand. and occasionally turn 1...

most plays might look like this; tutor hermit turn 1, or try and play him turn 1 or 2 depending on your luck if he is already in hand with some rocks... or perhaps flash or hulk is in hand and you look for the other piece which can also result in a turn 2 or 3 and the less likely turn 1 but it is possible compared to hermits summoning sickness... but this deck HARD MULLS for pieces or a tutor and land, you can go as low as 3 with a scry and still pull this off fairly easy. so Mulligan often and plenty until satisfied -> (7) -> (free 7) -> (6 + scry) -> (5 + scry) -> (4 + scry) -> (3 + scry)...

Win cons should look like this

Win Conditions

Breakfast Hulk's biggest strength lies in being able to play the two most compact and mana-efficient game-winning combos in all of cEDH: Hermit Druid and Flash Protean Hulk . On top of these two combos, the deck's suite of win conditions is rounded out by several backup plans that can win through the type of hate we're otherwise weak to and let us play a slower game if need be.

a) Hermit Druid (Cost: (+))

Banned in Legacy, this seemingly innocuous recluse could be considered a one-card combo. With the way our deck is built to not include any basic lands, a single activation of Hermit Druid sends our whole remaining deck into our graveyard in one go. From this position, we can win the game on the same turn. Here's how it goes:

  1. Activate Hermit Druid to mill our whole deck at once. ()

  2. Narcomoeba trigger goes on the stack and resolves, putting it onto the battlefield.

  3. We use Fatestitcher 's Unearth ability to return it from the graveyard to the battlefield. ()

  4. Since Fatestitcher gains Hase from Unearth, we tap it to untap the mana source we used to pay for its Unearth cost. (recoup the )

  5. We Flashback Dread Return , sacrificing Hermit Druid , Narcomoeba , and Fatestitcher to return Angel of Glory's Rise to the battlefield from our graveyard. Angel's ETB trigger resolves, returning Auriok Salvagers , Grand Abolisher , Hapless Researcher , Laboratory Maniac , and Noble Hierarch .

  6. The two most relevant creatures here are Laboratory Maniac and Hapless Researcher . Thanks to milling our whole library earlier, we can now sacrifice Hapless Researcher to draw a card, thereby winning with Laboratory Maniac .

One thing of note is that if you don't have access to Laboratory Maniac after milling your deck, you can also start the Auriok Salvagers + Lion's Eye Diamond Bomberman loop by paying an extra after reanimating Angel of Glory's Rise to return LED to your hand with Auriok Salvagers ' ability. How we can win from there will be explained later in this segment.

b) Flash Hulk (Cost: )

Also banned in Legacy, Protean Hulk 's unbanning on the 24th of April 2017 has caused a big shake-up in the world of competitive EDH. This two-card combo is our second main win condition and the deck's namesake: We use Flash and Protean Hulk to find the Cephalid Breakfast combo, which also lets us mill our whole deck. Here's how it goes:

  1. Cast Flash while Protean Hulk is in your hand. ()

  2. Put Protean Hulk onto the battlefield.

  3. Decline to pay Hulk's mana cost reduced by up to .

  4. Sacrifice Hulk as part of the resolution of Flash due to not paying for it.

  5. Protean Hulk 's death trigger does onto the stack and resolves, letting us search our library for creature cards with total converted mana cost 6 or less and put them onto the battlefield. We use this to find:

    i. Cephalid Illusionist (CMC 2)

    ii. Nomads en-Kor (CMC 1, total: 3)

    iii. Grand Abolisher (CMC 2, total: 5)

    iv. Hapless Researcher (CMC 1, total: 6)

Three of these creatures will be used in the following steps of the combo, while Grand Abolisher shuts off most of the cards that could interact with us.

  1. Cephalid Illusionist and Nomads en-Kor form the so-called Cephalid Breakfast combo. Since Cephalid Illusionist mills our top three cards whenever it becomes the target of a spell or an ability, we can repeatedly target it with Nomads en-Kor 's ability. This mills our whole deck three cards at a time.

  2. At some point during the milling process, we are going to mill Narcomoeba . Its trigger then goes on the stack and resolves, putting it onto the battlefield.

  3. Once our whole deck is milled, We Flashback Dread Return , sacrificing Cephalid Illusionist , Nomads en-Kor , and Narcomoeba to return Laboratory Maniac to the battlefield from our graveyard.

  4. We sacrifice Hapless Researcher to activate its ability to draw a card on an empty library and win the game with Laboratory Maniac 's effect.

While these two combos are Breakfast Hulk's main avenues to victory, the deck sports a host of alternative win conditions that we can use in different situations. We'll get into when and how to go for those rather than Hermit Druid or Flash Hulk in the Gameplan segment. For now, here's a list of what they are and how they work:

c) Bomberman (Cost: (+) naked, otherwise 1 Reanimation spell)

Of Vintage fame, this two-card combo of Auriok Salvagers and a Black Lotus-type card, in our case Lion's Eye Diamond , is this deck's way of creating infinite Mana of any colour. Here's how it goes:

  1. Cast/Reanimate Auriok Salvagers while Lion's Eye Diamond is in your hand or graveyard or on the battlefield ( or whatever your Reanimation spell costs)

  2. If Lion's Eye Diamond is in our graveyard: Activate Auriok Salvagers to return Lion's Eye Diamond to our hand (+). If it's already in our hand or on the battlefield, we sacrifice Lion's Eye Diamond to make (note that this can be done even if LED is tapped, so the combo still works through cards like Root Maze).

  3. Use to activate Auriok Salvagers to return Lion's Eye Diamond to our hand.

  4. Cast Lion's Eye Diamond

  5. Repeat steps 2-4 to first make infinite White Mana, and then filter that White Mana into any color of Mana.

Now that we have infinite Mana, what can we do with it? Thrasios, Triton Hero has an activated ability that only requires Mana to let us draw cards. This means that we can translate infinite Mana of any sort into infinite draws at any point. What can we do with infinite draws? Let's see: i. Laboratory Maniac

Once we have our whole deck in our hand, we can cast Laboratory Maniac and activate Thrasios to draw on an empty library and win the game. If someone tries to remove our Laboratory Maniac in response, we have our whole deck at our disposal to deal with their interaction, and we can also just activate Thrasios again in response to their interaction.

ii. Timetwister / Memory's Journey Loops

A cEDH Discord specialty, the intent behind this win condition is to minimize the number of slots that don't serve any purpose outside of being a combo piece (think Laboratory Maniac ). This can be useful when we don't have access to our Lab Maniac anymore. Here's how it goes:

  1. We draw our whole deck.

  2. We cast our outlet spell, which means casting any Instant, Sorcery, or Enchantment, holding priority, and countering it with Swan Song in our case. This gives us a 2/2 Bird.

  3. We cast Timetwister to shuffle everything back and draw seven cards. Or if we're using Memory's Journey instead: We cast Memory's Journey , targeting Swan Song and the spell we countered.

  4. Repeat steps 1-2.

  5. We cast Noxious Revival on our Timetwister / Memory's Journey to put it back on top of our library. Remember: We have infinite Mana, so we don't need to pay 2 Life to do this.

  6. We draw Timetwister / Memory's Journey .

  7. We cast Timetwister to shuffle everything back and draw seven cards. If we're using Memory's Journey instead, we cast it, targeting Noxious Revival , Swan Song , and the spell we countered.

  8. Repeat steps 5-7 until we have an arbitrarily large army of birds.

  9. Repeat the Loop, replacing Swan Song and the other spell with two removal spells to clear our opponents' boards, and Cabal Therapy to deal with their hands if we're doing Memory's Journey .

The result of this combo is that we have a lot of 2/2 birds and most of our deck in hand. All we need is for the turn cycle to go through so we can attack for the win. If our opponents try to interact with us during their turns, we have a lot of Counterspells and other interaction at our disposal. The way this combo can be shortcut goes as follows:

  1. Demonstrate the Timetwister / Memory's Journey loop to create infinite birds.

  2. Demonstrate the same loop but with removal instead of Swan Song and another spell.

  3. Propose to shortcut to a game state where we have a million or more birds and all our opponents have in play are lands. If we used Timetwister for our loop, they shuffle their graveyards and hands into their libraries and draw seven cards. We will have our whole deck except one card in our hand for the remainder of that turn cycle.

After that, we play out the final turn cycle. If we are somehow stopped at this point, we can restart the loop on our next turn. If not, we wait until it's our turn again and go face with a board full of birds. GG!

If you're uncomfortable with having to pass the turn to win off your Twister/Journey loops, you can slot in Ebony Charm as your outlet. It drains an opponent for 1 Life with each iteration, which will let you win on the turn you go off.

Due to the somewhat risky nature of some of our Bomberman wins, casting Silence or Grand Abolisher before or as early as possible during the combo is highly recommended. Also, please note that Deep Analysis , Shallow Grave , and Postmortem Lunge are not in the current version of Breakfast Hulk. We mentioned these loop outlets here in case you want to build your own version of Breakfast Hulk that includes one or more of these cards.

d) Ad Nauseam + Angel's Grace (Cost: + )

A cEDH and Modern all-star, these two cards let us draw our whole deck without requiring access to infinite Mana. While this combo doesn't win the game immediately, it serves as a strong setup for any of our combos. Post ANAG ( Ad Nauseam Angel's Grace ), we can: 1. Cast Laboratory Maniac and a draw spell to win. 2. Cast Auriok Salvagers and Lion's Eye Diamond and start our Twister loops.

An important note here: We need to jump through a few hoops to get to where we want to be. We still lose life from Ad Nauseam , we just don't lose the game. This means that post ANAG, we'll be at a negative life total, which prevents us from paying Life as a cost for anything. This means we can't use Force of Will , and if we pass the turn, we lose the game. Since passing the turn is part of our Twister loop win, that's not cool. So what do we do? The answer is surprisingly simple: Nature's Claim . We do the same thing we'd do with Swan Song , but instead of making infinite birds, we gain a lot of life so we're above zero when we pass the turn. Here's how it's done in detail:

  1. Get the Bomberman loop going to make infinite Mana.

  2. Our whole deck is in our graveyard right now, so we need to Flashback Memory's Journey targeting Timetwister , Nature's Claim , Mana Crypt (or any other Artifact or Enchantment).

  3. We draw those three cards. Note that this win requires us to Flashback Memory's Journey , which means that we can only do the Twister loop here, not the one with Memory's Journey .

  4. We draw our three-card deck.

  5. We cast Mana Crypt , cast Nature's Claim on our own Mana Crypt and destroy it to gain 4 Life.

  6. We cast Timetwister to shuffle everything back and draw seven cards.

  7. We draw our whole deck.

  8. We cast Noxious Revival on our Timetwister to put it back on top of our library.

  9. We draw Timetwister .

  10. Repeat steps 5-9 until life total is satisfactory.

  11. Proceed to Twister loop as usual.

  12. Win with a double Windfall to mill out our opponents. (Cost post Ad Nauseam + Angel's Grace : + +++=)

This one's a bit cheeky, but here's how it's done:

  1. We cast Brainstorm to put Noxious Revival and a cantrip on top of our deck.

  2. We cast Windfall with our whole deck in our hand and an active Angel's Grace . Everyone discards their hand and draws, however, many cards we had after casting ANAG. This might already kill some players. We draw our Brainstorm and cantrip.

  3. We cast Noxious Revival targeting Windfall .

  4. We use our cantrip to draw the Windfall .

  5. We cast the second Windfall . Since our opponents still have most of their decks in their hand, it doesn't matter that we're empty-handed when we do it.

One thing of note regarding all the ANAG lines: They become much safer to pull off if we cast Silence and/or Grand Abolisher before we go for the win. We recommend doing this whenever possible since the Bomberman-based lines, in particular, are very all-in.

Apart from these main and backup lines, there are a lot of other things we can do if we mix and match all these different win conditions. If we're doing ANAG, but are a bit short on Mana, we can use Bomberman to get enough Mana before we do it. If we have, say, a Silence , a Cephalid Illusionist , and a tutor, we can find Nomads en-Kor and do a Naked Breakfast combo. We can do the same with Bomberman if we find the appropriate pieces/tutors. This deck really can win in a ton of different ways, and most of them require few cards and little Mana.

MulDruid / MulLED / LEDDruid / ProteanMul / MulHulk / Mulman combo(naked) / ETC ETC...

(It is possibly of GREAT importance to miss your land drop when you are about to go full HAM with the MUL... because two lands we run can be devastating if opponents thought they were clever and held back onto something... 1: being Cavern of Souls and 2: Cephalid Coliseum can be crucial to this combo, because caverns can call humans and can get you Grand Abolisher back... From here you just break Pokerface and roflstomp to victory...)

Step 1:

Get Muldrotha, the Gravetide in play, you can do this by just casting her with a Grand Abolisher the turn before that or Dread Return her instead of the angel we were used to reanimating after a Hermit Druid activation...

Step 2:

You cast Lion's Eye Diamond and crack it for (from Grave or hand doesn't matter)

Step 3:

You cast Phantasmal Image from the grave (after hermit) cloning Muldrotha, the Gravetide , and letting the original Muldrotha, the Gravetide die (adding a new reset on castable stuff in your graveyard...)

Step 4:

You cast Lion's Eye Diamond again and crack it for

Step 5:

Animate Dead / Necromancy / Dance of the Dead / Loyal Retainers / ETC... (any 3mana or less reanimation spell that doesn't cost you life) on the original letting our clone die

Step 6:

Repeat 2-5 for infinite & (Only if your reanimation spell costs 2 not with necromancy you only get which you can still filter for any other color when infinite)

Step 7:

Now you can start to crack Lion's Eye Diamond for other colors on steps 2 or 4(if your reanimation spell was cmc2), you simply filter half of what we made into the other colors (billions of & mana anyway)

Step 8:

With our , , , we can now use her to bring back other permanents and win of lab man in a similar way as before but

You can now cast any non-creatures off the original

you can now cast any non-enchantments off the clone

This means we can get any of the previous win cons back and play any permanent in our graveyard.

Faster path to a win after Hermit activation

1: simply Dread Return our Muldrotha, the Gravetide ,

2: cast Lion's Eye Diamond from hand or graveyardand and crack it for (If anything is in your hand from this point forward it doesn't matter because MUL allows us to play it from our Graveyard...so if labman and the coliseum were in your hand NP !!!)

3: then we cast Laboratory Maniac

4: and after that play our land of the turn Cephalid Coliseum from the graveyard and win if you feel like people won't have interaction yet.)





LOOKING FOR MORE LINES OF PLAY with the new MUL combo!!!



So After excessive testing, I have found some Achilles' heels in the MulDruid lines that I'd like to find a solution or answer to...

First and foremost these lines are so easy interruptible because Phantasmal Image dies when it gets targeted and Necromancy can be removed very easy in a similar sense. I have felt really open when using this so obviously tried to find things to close the game with protection.

When you don't have access to Silence , Autumn's Veil or Grand Abolisher when needed...

So with things in mind that our opponents are holding onto something that targets Phantasmal Image , Destroys Necromancy or a counterspell waiting for its right moment which for some reason wasn't used on dread return (like drawn from study or remora for example)...



1: So i had a game where I used Phantasmal Image on an opponents Jace, Vryn's Prodigy   (It exiles itself and then stays exiled, because it can't return to the battlefield transformed since it isn't a double faced card so don't use it beyond 5 cards in your GY)... And was able to use MULDruid(Hermit) next turn... The land drop I went for with MUL was Cavern of Souls and called Humans,

2: then I used caverns + 1 to get back Grand Abolisher shutting down any interaction, After that recast LED which I then sacced for (because I can't cast creatures anymore since I used it on Grand abolisher) for Necromancy onto Phantasmal Image letting the original die and resetting every castable permanent type on MUL..

3: Then Used LED for Labman and got stuck... (Jace from phantasmal got sacced as part of the dread return cost because I really needed phantasmal to get a second iteration of Mul on the field which allowed me to recast labman)...


Now i have sat down with some of the people i playtest with and didn't really find a solution inside the deck but a suggestion to play Animate Dead or Dance of the Dead to break out of this complication and recast these in this specific situation on the original letting Phantasmal Image and Necromancy die and resetting with full protection.


But the Question that remained "if all of that is worth it over angel?" most likely yes, or are there things I am missing because without those specific lines and not having access to protection a well-timed abrupt decay on phantasmal image or lab man loses you the game, An instant speed enchantment removal gets you stuck in the loop as well and many of the CEDH decks run these kinds of interactions that can severely mess your win up... so it gives your opponents more room as they can now have three kinds of answers in Enchantment removal, targeted spell "(Removal)"; (doesn't matter what it does even if it gives phantasmal image +2+2 it DIES)... and countermagic...

Even though MUL is FAR better to draw and less of a dead card than the already super bad angel card, you're more ALL-IN than ever...


Phantasmal Image and Necromancy rulings by a judge so yes it works : [The Image's ability only works as long as it's on the battlefield (and only if it's a copy of something). While Necromancy targets with its trigger, it doesn't matter for the Image, since it's being targeted in the graveyard, not while it's on the battlefield!!!]

I have found a solution to getting protection live with Hermit druid wins turn 3 (not 2 unless you mox), (Flash hulk remains the same as it grabs Abolisher anyway...). Why I wanted an extra layer of protection was similar to Reanimating angel, Before that Only pact and force were your best friends, But now With Mul it does not get you Abolisher... And every line from now on is easily disrupted in the Mul Loop because when someone just targets your Image you lose, and necromancy as well as any other Reanimation Mul wants is even more so fragile as ever and very susceptible to removal... So Without further ado, I present you my find on the Protected MulDruid...

(If you don't want to run Animate dead you can also look at flashback cards that allow you to draw a card like Deep Analysis but, this will require more mana on the combo turn but less dead draws...It is used when you get stuck with the necromancy on the clone as you can use LED for labman and flashback draw...)

Step 1:

Activate ; Hermit Druid (Turn 3 preferably)... so your lines of play could be like

turn 1; Fetch and get a + source live (Tutor for druid possible)...

Turn 2; Your land drop should contain white and blue and can be any land as long as it contains !!! Play hermit and pass turn...

Now, as far as for turn 3; MISS YOUR LAND DROP ON PURPOSE (except if you topdecked Cavern of Souls :'( ) (Any land that taps for any color is perfect here as well)...

Activate Hermit Druid ; Putting our entire library in the yard...

Narcomoeba Triggers and adds a second creature on the field (If you do this later and have dorks on the field you're all good)

If you need your third creature you Unearth Fatestitcher Which has haste so you untap your Source !!!

Get Muldrotha, the Gravetide in play, you can do this with Dread Return ...

Use Muldrotha to get your land drop of the turn; Cavern of Souls Calling Humans... And use it for 1 + 1 from another Source you left open before to cast Grand Abolisher From Our graveyard... From this point, you are free to do anything you like but it creates a problem for our Mul Loop...

Because now we cannot cast Phantasmal Image Anymore as we used our creature type on Grand Abolisher ...

So The way to bypass this; Get Lion's Eye Diamond (LED) and crack it for ...

Cast Animate Dead / Necromancy or Dance of the Dead From our Graveyard onto Phantasmal Image and have it enter as a copy of the original and let the original MUL die...

Now get back LED of our new MUL and Crack it for Again, but this time Casting one of the other reanimation enchantments you didn't use yet on the original letting both the image and the other enchantment die...

This will reset all castable permanent types yet again and allow you to proceed the normal loop from here on;

Step 2:

You cast Lion's Eye Diamond and crack it for (from Grave or hand doesn't matter)

Step 3:

You cast Phantasmal Image from the grave cloning Muldrotha, the Gravetide , and letting the original Muldrotha, the Gravetide die (adding a new reset on castable stuff in your graveyard...)

Step 4:

You cast Lion's Eye Diamond again and crack it for

Step 5:

Animate Dead / Necromancy / Dance of the Dead / Loyal Retainers / ETC... (any 3mana or less reanimation spell that doesn't cost you life) on the original letting our clone die

Step 6:

Repeat 2-5 for infinite & (Only if your reanimation spell costs 2 not with necromancy you only get which you can still filter for any other color when you have an arbitrarily high amount to spare anyway)

Step 7:

Now you can start to crack Lion's Eye Diamond for other colors on steps 2 or 4(if your reanimation spell was cmc2), you simply filter half of what we made into the other colors (billions of & mana anyway)

Step 8:

With our , , , we can now use her to bring back other permanents and win of lab man in a similar way as before but

You can now cast any non-creatures off the original

you can now cast any non-enchantments off the clone

This means we can get any of the previous win cons back and play any permanent in our graveyard like labman + Researcher to draw a card or just cast thrasios to draw... This also enables you to do twister loops if you run the card and they removed labman somehow (think extract)... More on this can be found on Sigi's Decklist...


京 An illusion? What are you hiding? (CEDH-$T4KS) 京

Commander / EDH Kiyomei

SCORE: 201 | 116 COMMENTS | 31466 VIEWS | IN 93 FOLDERS


My decks = http://tappedout.net/users/Kiyomei/deck-folders/

Suggestions

Updates Add

Added the full "how to win" with at least "some protection" in the guide...

Requires a few changes to the deck and is still interruptable when you cast Grand Abolisher (Can't be countered because of the cavern of souls play) by removing your MUL in response or Faerie macabre you anyway because it works trough abolisher...

The way you fetch is also significantly different as you will need a second white source other than cavern of souls... (Although this deck runs all of the Any color good stuff it may be important when you have a few fetches in hand)

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Casual

97% Competitive

Revision 22 See all

(3 years ago)

Date added 6 years
Last updated 3 years
Exclude colors R
Splash colors WUBG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

56 - 3 Rares

23 - 1 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 1.68
Tokens Bird 2/2 U, Emblem Jace, Vryn's Prodigy, Spirit 1/1 C
Folders Flah Hulk, 2: the League of Extraordinary Commanders (Chaos F4A) ----------------------------------------------, 6 : cEDH Multiplayer (Templates + Meta Requests) -------------
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