Maybeboard


Here is my Muldrotha, the Gravetide decklist. Currently, it focuses on cycling back permanents from the grave, to ramp, control, and protect (surprising, I know). I built it using scraps I had lying around from other EDH decks that didn't make the cut, or just from cracking packs. I've played it a little bit and had fun ramping out and drawing a lot while still keeping a presence in the game, but it definitely needs some fine tuning. Certainly cards like Ashnod's Altar are a given, I just don't have an extra one hanging out at the moment.

Blighted Woodland: Being able to recycle lands out of the grave means B.W. is a constant source of basics. Very useful.

Expedition Map: Allows us to get whatever land we need, and we can do it multiple times. Also, it's cheap. Double win!

Far Wanderings: Dear god, do I need to say it? Happy to put a basic on the field, STOKED to put three on instead. It's also very, very easy to get Threshold with all the grave dumping shenanigans in the list.

Font of Fertility: Another renewable source of basics. About the same amount of use as Wayfarer's Bauble, but it's a different permanent type, so you can play both from the grave on a turn.

Kiora, the Crashing Wave: Usually I don't tend to use Kiora's -1, but maybe I should? -1 to Explore is alright. I tend to get better use out of her other abilities, which I'll go into later.

Myriad Landscape: Same effect as Blighted Woodland, but cheaper. More narrow, technically, but still easier to crack.

Nissa, Steward of Elements: Ramping out with Nissa's 0 is kinda the bottom line here, and it's still pretty good. Her +2 is pretty nice, but we'll talk about that below, and the Ult is honestly pretty bad, so we don't need to worry about her dying. Getting a creature out with the 0 is also a decent effect, but the scry is the more important aspect.

Satyr Wayfinder: Add a land and fill the grave? Yes, please. Plus, it's on a stick, so you can fill the grave multiple times.

Sifter of Skulls: Extra value on our Fleshbag Marauder and other sac outlets is really nice since it helps to play for their re-entry or our bigger spells.

Wayfarer's Bauble: Touched on this in Font of Fertility, but having redundancies helps keep things consistent.

Catacomb Sifter: Comes in and makes a 1/1 we can sac for a colourless, and every time we sac or chump, we get to scry 1. Allows us to find answers, or dig for a win.

Commander's Sphere: Definitely more useful as a mana-rock, but sacrificing it to draw a card isn't so bad when we're in a pinch.

Diabolic Tutor: Okay, not a draw spell per se, but it adds a card to your hand, and it can be any in your deck. So, kind of similar, but better since it's like a second chance to pull something we want.

Dimir Cluestone: Again, a better mana-rock than it is a draw spell, but it can work in a pinch.

Desert of the Indomitable: Cycling a land that we can just play, for free, on a later turn is fine by me!

Desert of the Mindful: *See above

Fact or Fiction: Basically, as long as you hit primarily permanents, it really doesn't matter which pile you choose. Since your grave is basically another hand, Fact or Fiction is hilariously great.

Final Parting: Kind of like Diabolic Tutoring for two cards, since it's unlikely we won't get our stuff out of our grave again.

Hedron Archive: Well, would you look at that. Yet another mana-rock that can be sacced for cards.

Memorial to Genius: Sac a land, pay 5, draw two is not bad if you have extra mana.

Mulldrifter: Basically just playing reanimator's greatest hits with this one. Draw 2 for 3 is a solid deal. Particularly when you can do it many, many times.

Nihil Spellbomb: Useful for a mirror match, and provides a two mana draw each turn.

Nissa, Steward of Elements: The (arguably) better part to Blue Nissa. Scry 2 is great and helps us combo into her 0, and filter what we lose to some of the grave fillers.

Notion Rain: Take two damage and pay 1UB to what? Throw two things into the grave and draw two? Heck. Yes.

Skullclamp: Provides a pseudo-sac outlet that has a really nice upside tacked on.

Smothering Abomination: Combos very well with Catacomb Sifter to Opt each turn, AND it's a 4/3 flyer. Very useful.

Sultai Soothsayer: A decent body for 5, it adds a card to our hand, and fills the grave nicely.

Thought Scour: A cantrip that also throws some stuff into the grave is great, plain and simple. I'm not saying it works like a pseudo-Ancestral Recall, but I'm not NOT saying that.

Tranquil Thicket: Similar to the two cycling deserts, except it costs one less.

Unbridled Growth: Pay one, draw a card, and it colour fixes, more or less, once a turn. Not bad.

Vessel of Nascency: Add a permanent to your hand, then fill the grave. Do it again whenever you're feeling short on resources.

Wall of Blossoms: A great early body that replaces itself. Combos with Sifter of Skulls to basically cost the same as Unbridled Growth later on.

Weight of Memory: Mmm, this feels good when you get it. Draw three for 5 is okay already, but then you get to put three MORE things into the grave.

Commander's Sphere: It's the Beatles! (Get it? 'Cause it's a 'Classic Rock'? Haha! Ha...)

Dimir Cluestone: Situationally better than the Signet of a similar name, but I would replace it with the latter in a heartbeat. The draw is okay, but the earlier drop of a signet is a little better.

Golgari Signet: A very good, early dropped mana-rock.

Hedron Archive: A decent rock that can be a draw 2 when you need it is pretty nice. Having a second Sol Ring (albeit for 4 mana) is useful.

Llanowar Elves: Less good BoP, but fight me. Nostalgia is important too!

Simic Signet: A very good rock.

Sol Ring: A commander staple.

Fact or Fiction: Touched on this earlier, but it doesn't truly matter which pile you choose, as long as it's mostly permanents going into the grave.

Final Parting: Diabolic plus 1 is not the worst thing.

Nyx Weaver: A continuous way to fill the grave. Plus it has Reach to help ward off the flyers.

Perpetual Timepiece: Another way to keep adding to the grave, like Nyx Weaver, but a turn earlier, and it can be turned off whenever.

Satyr Wayfinder: Ramp plus grave fill is useful, and it's recursive for the low, low price of 1G.

Smothering Abomination: Allows us to throw stuff we don't need on the field into the grave and draw for it. thumbs up

Sultai Soothsayer: Replaces itself in your hand, has a solid body, and adds three to the grave, which is key.

The Mending of Dominaria: Adds to the grave, then gets all of the lands we've sacced or cycled back to the field. Admittedly, a little asynergistic to the overall idea of the deck when it hits 3 counters, but it helps us not deck ourselves out.

Thought Scour: Again, you get to draw one, and throw two to the grave, so it's like drawing three.

Vessel of Nascency: Less narrow than Satyr Wayfinder, for one extra mana, and is a different card type. The extra grave filling is useful.

Weight of Memory: Always feels good to hit this. So many resources!

Whisper, Blood Liturgist: Trades in tokens or other little creatures to get back a much larger creature. Kind of like a reverse Victimize

Brood Butcher: We don't mind saccing creatures anyway, and being able to shrink creatures down after blocking is nice.

Decree of Pain: The option to cycle this is nice, but it also works well as one of our board wipes.

Devastation Tide: Bouncing everything back to our hand is fine, since pitching excess to the grave doesn't phase us, and works as a nice way to declutter the board.

Dictate of Erebos: Means our opponents are going to suffer while we gain off of our sac outlets. Also helps us get around those pesky hexproof/shroud/indestructible creatures.

Field of Ruin: Okay, land destruction that you can recur doesn't feel great for everyone else involved, but it is a nice political tool and it helps against decks that don't run basics.

Find / Finality: The Find half is generally ignorable since I'm running it for the pseudo-board wipe that Finality offers, in addition to the slight buff.

Fleshbag Marauder: Forces our opponents to sac a creature, which is great when we can do it over and over until the board state is in our favour. Gets around hexproof/shroud/indestructible too, which is useful.

Ghost Quarter: A direct upgrade to FoR, and a classic. Sure, it doesn't feel good when you've lost your fifth land to Ghost Quarter, but it does mean we don't get to put out another land that turn.

Hero's Downfall: Instant speed ability to deal with a creature or Planeswalker. Useful since we don't have a great ability to deal with PWs

Ifnir Deadlands: Shrinks creatures down, which is good for fighting against indestructible.

In Garruk's Wake: Expensive, but it is one-sided. Casting this SHOULD mean we've won the game.

Putrefy: A Golgari classic. What's this about Assassin's Trophy? Well then...

Ravenous Chupacabra: Works similar to Banewhip, with fewer hoops. Does what it says on the box immediately.

Reclamation Sage: A more easily recurred way to destroy artifacts and enchantments.

Seal of Primordium: Literally the same effect as Reclamation Sage, but a different card type, and harder to kill.

Sinister Concoction: Probably the weakest creature destroying card in the deck, but it works nicely by filling the grave a little bit in addition to dealing with an on-board threat.

World Breaker: Exiles one of several things on cast, it's easily recurred, and it's a big body with Reach. Not a bad card overall, but it definitely works a little better here.

Counterspell: We're running blue, like a cretin, so of course this is in here.

Countervailing Winds: Kind of just a fun, synergistic counterspell that also works decently well. Plus, you can cycle it if need be.

Deep Freeze: I didn't have an Imprisoned in the Moon on hand, but this works sort of similar. It's worse because it's still a creature and it can block, but at least it loses all abilities.

Diluvian Primordial: This doesn't exactly fit in here, but it's the best place to mention it. Diluvian is really good when we don't mind losing our creatures, and especially so when the upside to it is ripping anywhere from 1-3 instants/sorceries from our opponent's graves, then exiling those spells afterwards.

Kiora, the Crashing Wave: Kiora's +1 serves (often) as the bread and butter of the card since it helps keep her alive, and work towards her really strong Ult, which serves as a loose sort of win-con.

Lightning Greaves: Not so much Control, so much as a way to protect Muldrotha.

Nimble Obstructionist: Whipping a Stifle out, drawing a card, then being able to get it back out on a later turn is pretty solid. It's also a flying body, which is useful.

Siren Stormtamer: A recurring way to prevent our creatures from being on the receiving end of nasty removal spells, or from our opponent(s) hitting us in the face with an X=1000 Stroke of Genius win-con.

Altar of the Brood: This is here to hopefully work in conjunction with Worm Harvest to mill out our opponents. Straightforward, and is able to be dropped early on.

Consuming Aberration: Often, this card snowballs pretty fast, but also generates a lot of hate. Without trample, we have to rely on removing blockers from our path. We also have to be wary of exile effects. Works well as another way to mill out your opponents.

Kiora, the Crashing Wave: Getting a 9/9 on each of your endsteps is quite good, but, again, the lack of trample means a lot of chump blocking if we don't have a way to clean up the board.

Reef Worm: Allows us to constantly have a source of creatures that get bigger and bigger, which is great.

World Breaker: Just a big body that exiles other things on cast. Sort of a win-con, but more of an "I'm in a safe place" con.

Worm Harvest: Works very well in conjunction with Altar of the Brood and by itself too.

Archaeomancer: Gets us back our non-permanents, which is useful for staying in the game.

Find / Finality: Rarely use the Find half of the card, but it is there.

Liliana, Heretical Healer  : Flips into a solid Planeswalker that: 1) Fills the grave, 2) Gets non-legendaries back, and 3) Ults into an emblem that means you get everything your opponents lose to your sac effects.

Memorial to Folly: Lets us set up to cast a card like Fleshbag Marauder twice in a turn, or get back something at instant speed if someone decides to wipe our grave.

Nyx Weaver: Rarely will we need to exile this card to get a card out of the grave, but there are fringe cases.

Scribe of the Mindful: A self-sacrificing Archaeomancer basically.

Whisper, Blood Liturgist: Fills the grave with smaller creatures that we can get back, and lets us get a bigger creature out for cheap.

Updates

Golgari Locket --> Golgari Signet: I mentioned this in the decklist, but signets are pretty much just objectively better Lockets or Cluestones. Sure, I can't sac it to draw, but at one card for 4 mana, I'm sure it'll be fine.

Forest --> Swamp: Manabase fixing

Island --> Swamp: Manabase fixing

Hashep Oasis --> Swamp: Manabase fixing, but also because Hashep Oasis doesn't provide much for the overall idea of the deck. Giving something +3/+3 for a turn, once in a while, is useful pretty much only sporadically.

Simic Growth Chamber --> Exotic Orchard: Exotic Orchard provides more potential for us to hit two or more colours, depending on our opponents' mana situations. Growth chamber enters tapped, bounces a land, and gives us two colours, so E.O. is slightly better, from my estimations.

Unearth --> Tranquil Thicket: We can already pull things out of the grave, and one additional cycling card, that isn't a permanent is really not useful to the deck. Thicket offers an additional land for our manabase (Which I needed. Figured that out after a few playtests), and it can also cycle.

Unwind --> Siren Stormtamer: Okay, so I like Unwind, but it's not overall that great, since it takes 3 mana as an investment, and only hits non-creatures. It's good, but for one LESS mana, we can get a creature that does a similar thing but can be recycled.

Painful Truths --> Diluvian Primordial: We have a lot of draw in this deck, and comparatively, Painful Truths offers less than the others. Diluvian is a much steeper mana investment, but it is recurrable, and it can pull out those stronger spells your opponent(s) have been throwing around.

Yawgmoth's Vile Offering --> Hero's Downfall: If the order of the effects had been reversed, Y.V.O. would have been a little better, but Hero's Downfall does the first part, for 2 less, and at instant speed. Pretty much a direct upgrade.

Banewhip Punisher --> Clone: There was a lot of creature removal in the deck, which isn't necessarily a bad thing, but it was a little much. Clone is good because it means we can copy a large creature our opponents control, and we don't mind trading our creature with theirs since we can get ours back easily.

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93% Casual

Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

20 - 0 Rares

29 - 0 Uncommons

28 - 0 Commons

Cards 100
Avg. CMC 3.36
Tokens Eldrazi Scion 1/1 C, Emblem Kiora, the Crashing Wave, Emblem Liliana, Defiant Necromancer, Fish 3/3 U, Kraken 9/9 U, Whale 6/6 U, Worm 1/1 BG, Zombie 2/2 B
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