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!!!]