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Welcome to Value Town (Muldrotha Toolbox Control)

Commander / EDH BUG (Sultai) Casual Control Multiplayer Ramp Reanimator

Zonel55


Maybeboard


Welcome to my Casual Muldrotha, the Gravetide deck! The first EDH deck I ever built was Damia, Sage of Stone combo control over 7 years ago. Over time that deck morphed into a The Mimeoplasm toolbox control deck and eventually into Muldrotha, the Gravetide when she was released for Dominaria. This deck is 'my baby' and I've put a lot of time and money into making it what it is.

I generally lean towards certain types of decks and had a few goals in mind when creating this one:
  • I wanted to create a deck that was versatile and plays out differently every time. I don't like decks that are on trick ponies. Something like kaalia the vast is not my jam.

  • My meta is pretty casual for the most part so this deck needed to fit in that power level. The deck does win quite frequently but not always so I think it is at a good spot.

  • BUG is my favorite 3-color combination. Between these 3 colors you get the format's best ramp, control, tutors, and graveyard interaction. It is the perfect color combination to create a value-based graveyard toolbox deck.

You will like this deck if

  • You like decks that play out differently every game.

  • You enjoy ramping, drawing cards, and interacting with your graveyard.

  • You like slow-burn style decks that win by generating value over time.

  • You want to interact with your opponents.

You will not like this deck if

  • You just want to play combo.

  • You want a more creature combat focused deck.

  • You want a solitaire style deck.

  • I won't beat around the bush. Targeted and mass graveyard hate is brutal to deal with. The deck can still function but it will be much more difficult to win.

Early Game

Early game is all about ramping and staying alive. I usually mulligan anything that is not ramp or great early game plays like Baleful Strix or Sylvan Library. Oracle of Mul Daya is an amazing card to keep alive as she will ramp you even into the mid and late game.

Mid Game

Mid game is where this deck starts to get going. Drawing cards is very important so plays like evoking Mulldrifter every turn with Muldrotha out is very strong. Cards like Birthing Pod and Survival of the Fittest are very good avenues to start generating value.

The deck is filled with spells for every situation with many ways to go find them. Most of your time during the mid game will be spent generating value and finding whatever you need for the current board state using the decks many tutors. Do your opponents have a lot of artifacts or enchantments causing you trouble? Go find Bane of Progress. Need a board wipe? Go find Damnation or Cyclonic Rift. Did an opponent just gain 500 life? Go grab Sorin Markov.

Endgame and Winning

Most of my games are won a few different ways.

The deck can be pretty mana intensive to ramping early is extremely important.

Oracle of Mul Daya - The best ramp spell IMO.

Kodama's Reach and Skyshroud Claim - Standard spell based ramp

Coalition Relic and Sol Ring - Mana rocks.

Birds of Paradise - Standard mana dork.

Coiling Oracle - I love this guy. Wth Muldrotha out and Phyrexian Tower or Skullclamp it can get out of control.

Sakura-Tribe Elder - Works well with Muldrotha. Being able to sac and bring him back once a turn.

Yavimaya Elder - Same concept as Sakura-Tribe Elder

Exploration - Extra lands per turn is always nice.

Drawing cards is crucial. If you run out of gas the deck will flounder.

Fact or Fiction - Amazing with Muldrotha. Putting cards in the yard is always welcome.

Sylvan Library - Green staple. Card draw and card selection.

Baleful Strix - One of my favorite cards in the deck believe it or not. Great defensive play. Skullclamp and Birthing Pod target. Nice to bring back every turn with Muldrotha.

Mulldrifter - Similar to Baleful Strix in that he is broken with Muldrotha, Birthing Pod, etc. Evoke + Mikaeus, the Unhallowed = 4 cards and a 3/3 flying body for 3 mana.

Prime Speaker Zegana - Will draw you a ton of cards.

Greater Good - This card is absolutely insane in this deck. This + Mikaeus, the Unhallowed and another big body to sac like Protean Hulk just gets out of control.

Mystic Remora - Like Rhystic Study but better in this deck since we don't care if we sac it to it's cumulative upkeep.

Sensei's Divining Top - Top of the deck manipulation is always nice to have.

Skullclamp - Completely broken in this deck.

This is the fun part. These are the cards that make this deck work and make every game feel different and unique.

Birthing Pod - Probably the strongest card in the entire deck. The value that can be generated here is crazy. An early B-pod will put you so far ahead.

Sylvan Library - One of the strongest cards in the format. Being able to dump a creature in the yard and tutor for another is a win-win for us.

Expedition Map + Tolaria West = Our land tutor package. The deck has some very important lands to these are a must. Phyrexian Tower, Cabal Coffers, Urborg, Tomb of Yawgmoth, Strip Mine, Alchemist's Refuge, and Homeward Path are all good targets.

Protean Hulk - There are so many great targets to get when this card dies. Usually I grab whatever I need for the current board state. Getting Phyrexian Delver to bring him right back is always fun.

Trinket Mage - Given we have the big 3 1-drop artifacts, this guy does work.

Buried Alive - I'll talk more about this card in the graveyard section.

Demonic Tutor - It's demonic tutor, what else is there to say?

Rune-Scarred Demon - Demonic Tutor on a dude.

Mystical Tutor - The deck is mostly permanents but we still have a lot of very powerful spells to grab if we need them.

Worldly Tutor - With over 20 powerful creatures in the deck it's nice to have another way of getting what you need.

Intuition - Another extremely powerful card in this deck. I feel like I haven't even scratched the surface of what you can do with this card. With Muldrotha's ability you are basically tutoring 3 cards for 3 mana at instant speed.

These cards help us get to where we need to go.

Glen Elendra Archmage - My playgroup always groans when this card hits the table and for good reason, really hard to deal with especially in a deck where you can bring her back easily.

Venser, Shaper Savant - A pet card of mine. Super versatile.

Beast Within - Catch-all removal.

Cyclonic Rift - It's here.

Vedalken Orrery - Being able to play everything at instant speed is so powerful.

Lightning Greaves - Muldrotha does not protect herself so this is nice to have.

Bear Umbra - More protection for Muldrotha as well as giving us more mana.

Noxious Gearhulk - Targeted creature removal. I probably should have Shriekmaw or Ravenous Chupacabra but I like the lifegain and I have a masterpiece version :).

Damnation - Our only sorcery board wipe.

Pernicious Deed - Permanent based board wipe so you can bring it back with Muldrotha.

Seal of Primordium - Resuable, targeted enchantment and artifact removal.

Song of the Dryads - Tired of your opponent saccing and recasting Maelstrom Wanderer every turn? Tired of Kaalia of the Vast cheating out big nasty angels and demons? Cast this on their general and watch them sit there doing nothing for the rest of the game.

Treachery - Creature removal sort of. Really nice card to bring back every turn with Muldrotha.

Assassin's Trophy - Pulled one during pre-release. Another catch all removal spell that will probably be a golgari staple in EDH.

Cryptic Command - A versatile counterspell. I will admit the triple blue is scary in a 3-color deck but I have not had too many issues.

Pact of Negation - A clutch counterspell that can give you that extra edge you need in the right moment.

Naturally we are going to have a lot of ways to interact with our graveyard. This is how we abuse our creatures to get maximum value.

Muldrotha, the Gravetide - A crazy value engine herself. Being able to bring back one of each permanent type each turn is nuts. Many cards in the deck are built around abusing them with this ability.

Eternal Witness - All-star of the deck. Bring anything back. Works well with Skullclamp, Birthing Pod, Mikaeus, the Unhallowed, Protean Hulk, etc...

Animate Dead - I love this spell, so versatile in multiplayer EDH. I try to run it as much as possible.

Necromancy - The ability to instant speed this spell has saved me so many times. Great card.

Phyrexian Delver - Really powerful in this deck. Great target for Birthing Pod and Protean Hulk.

Buried Alive - Similar to Intuition this card can help us start our value engine going or help close out a game by dumping Kokusho in the yard.

Victimize - Super powerful.

Sorin Markov - My anti-lifegain tech. There is a trostani deck in my meta that can generate hundreds of life so I needed to add something to combat that.

Strip Mine - I don't have Crucible of Worlds in the deck but even with Muldrotha's ability the targeted land removal this provides is strong.

Phyrexian Tower - Probably the single best land in the deck. I should probably add High Market as well.

Cabal Coffers and Urborg, Tomb of Yawgmoth - The big mana duo. Having access to tons of mana will make things so much easier.

Homeward Path - I hate when my creatures get stolen so I have this as a counter.

Phantasmal Image and Clever Impersonator - Very useful clones to have for any situation.

Seedborn Muse - Very Powerful with Vedalken Orrery or Alchemist's Refuge

Now that we've generated tons of value in the form of: drawing cards, filling up our graveyard, building our board, and ramping, it's time to close the game out.

Kokusho, the Evening Star - As I stated before, my go to win-con. Get this card on the battlefield and abuse the crap out of it with saccing effects and bringing it back.

Jarad, Golgari Lich Lord - Jarad performs a similar role.

Mikaeus, the Unhallowed - This guy is a powerhouse that will help end games when he is on the field in combination with our other creatures.

Villainous Wealth - This spell can often end games when cast with enough mana.

Time Warp - Taking a bunch of turns in a row (which is pretty easy to do in this deck) can also help end games quickly.

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Revision 22 See all

(2 years ago)

Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

51 - 0 Rares

19 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.35
Tokens Beast 3/3 G
Folders Retired/Outdated Decks, EDH
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