Before you begin take a look at these decks:

All a great inspiration and influence to build into Sidisi.

Muldrotha Self Mill Combo Deck, Sidisi in the CZ for Outlet for Muldrotha and Food Chain.

To begin with Flash Hulk // Hermit Druid and Food Chain are our primary Combos. For starting hands we like to see (and often do) a combo piece / tutor and mana acceleration. Due to the high combo density there is a low draw / sifting suite with a focus on chaining Tutors to grab our pieces. The goal of the deck is to dump our Library into our graveyard and win from there. (Spoiler we don't use Lab Man!)

Three very important cards outside of having access to our deck via our Graveyard are Buried Alive, Intuition, and Razaketh. These cards are insanely powerful as they allow us to maximize the amount of tutors we have in a single card slot. Razaketh shines with our heavy amount of Dorks and Utility creatures. Intuition and Buried Alive deserve their own sections so I will elaborate further there.

The opening combos themselves, Flash Hulk // Hermit Druid and Food Chain, allow us to have access to our library by milling it to our graveyard. Most people would expect a Dread Return to be used on a Lab Man to win with a Draw effect. However to cut down on "dead slots" we have emit common self mill combos such as Lab Man and Necrotic Ooze. Also we do not utilize the Mikaeus / Walking Ballista combo.

Why would we not use Lab Man, Nooze, Mikaeus? Muldrotha, the Gravetide ties everything together in a single card slot. Muldrotha acts as both an outlet and an enabler. The primary line includes Muldrotha, LED, Animate Dead, Phantasmal Image. I want to thank to Lime Blue for the discovery which revolutionizes BUG Reanimator / Druid combo. I believe Muldrotha allows each of the combos to synergize in a way previously unable with both Lab Man and Nooze as finishers. The sort and quick of the Muldrotha combo is replaying LED to cast either Phantasmal Image or Animate Dead on Muldrotha to create infinite mana.

Flash and Protean Hulk Requires only the 1 startup cost. Hermit Druid, Deathrite Shaman, and Mogis's Marauder come into play from Hulk, Mogis's Marauder gives both Deathrite and Druid haste which allow us to Mill our Library. (Note: Deathrite requires a land to be in a GY, duh I know but just check first) Also for the Spice Apprentice Necromancer can be used in this Hulk line if you do not have access to Druid (if its in the Yard or you want to Reanimate a Razaketh to grab FC). Also nice because it has Black Devotion so if no lands are in a GY you can grab necro and Elves of Deep Shadow.

A 'natural' Hermit Druid requires us to have for Druid activation and Fatesticher Unearth. Fatesticher and Narcomoeba (as well as Mogis's Marauder) are the only 'stinkers' in the deck as they are often not super useful outside these two applications. However Narcomoeba can be useful with Buried Alive to provide another Tutor with Razaketh and the overused 'pitches to force.' Fatesticher is nice to untap a Cradle for or tutors out a Muldrotha with Eldritch Evolution.

Shallow Grave and Postmortem Lunge open us up to some crazy Turn 1/2 Hermit Druid plays. As well as serving as another reanimation spell (likely not going to Postmortem a Razaketh though). Shallow Grave is a bit annoying due to the Graveyard order. I am still not quite sure how ordering with Buried Alive works. But Entomb + Shallow Grave is a four mana mill your deck.

Food Chain is straight forward on the surface but has its applications outside infinite FC mana with Eternal Scourge to bin our Library with Sidisi. I've used it to chain ramp up to a Razaketh with enough dorks / rituals you can get there early enough.

They're my cards and I want them now!

Demonic, Vampiric, Worldly, Mystical Tutor are all standard. Imperial Seal is pricey but still very nice. Think of each of these tutors as whatever combo piece you want plus the cost of the tutor (mana and condition). Lim-Dul's Vault is essentially a two cmc Vampiric Tutor.

Survival of the Fittest is a broken card. Further so in this deck. The discard condition is generally an upside and it allows us to tutor up a Hulk if Flash is in hand, discard a druid to Postmortem Lunge it, tutor up and discard the Razaketh reanimate it and kill off all those dorks to tutor up some more!

Green Sun's Zenith gets us mana or Hermit druid. Eldritch Evolution gets us a Druid, can sac Sidisi / Fatesticher for Muldrotha, sac a Muldrotha for Razaketh. If Winfall is in hand we can sac Bob / Snap for a Notion Thief. We have creatures and we like tutoring to the field. There's that.

Intuition should guide you and be used to its utmost utility. Lime_Blue has an insanely useful guide on Intuition under the Tutors section in his Sidisi Primer. Here's a Link Just scroll down to Tutors, then further to the Intuition Panel.

Intuition is often under valued. That being said most decks cannot make use of it quite as well as Sidisi enables us to. If we have Muldrotha on the field Intuition straight up wins the game as we can grab Animate Dead, Phantasmal Image, and Lion's Eye Diamond regardless of what ends up where we can proceed to combo off. The uses of Intuition are seemingly endless especially in a deck that leverages the power of our Graveyard to the extent that we can.

Buried Alive teeters on the edge of being cut for me until I remind myself the power of Entomb effects in a deck with Reanimate, Animate Dead, Necromancy, Shallow Grave, Postmortem Lunge, Apprentice Necromancer, and Dread Return. In conjunction with twelve seperate tutoring effects and the speed at which we can dump our library. Buried Alive can often win us the game and that is exactly what we want in anything 3+cmc. An example line I had once was Buried Alive Razaketh, Narcomoeba, Fatestitcher to unearch Fatestitcher, Shallow Grave Razaketh, (I had one other creature in play) to sacrifice them for 3 tutors and win the game. Three Razaketh tutors and one mana floating wins us the game through Flash + Hulk + Lotus Petal or Food Chain + Mana Crypt + Eternal Scourge.

One last note on chaining tutors. Conditional tutors such as Worldly or Mystical tutor can often grab us another tutor effect (Razaketh / Hulk or Demo / Vamp Tutor) which always seemed silly to me at first but if it allows us to grab the combo piece we need to go off with whatever else we have in our hand that is likely the most efficient way to do it.

Let's say you drew your first seven and you saw no Combo Pieces / Tutors does that mean you should mulligan away? Well we have to elaborate of course. If it was something along the lines of Mana, Mystic Remora, Abrupt Decay, and a Brainstorm, I still might consider it. We have a lot to think about with an opening hand. Something I am not quite well versed enough to discuss in detai now however I will surmise a bit now to begin the discussion.

With the high density of tutor effects, multiple synergistic combo pieces, and the high efficiency of these cards and effects this deck will often get pretty weird opening hands. It is a bit like taking over a Rube Goldberg machine construction mid way through every time we draw our first seven. However it shouldn't be as taxing as it is challenging but it'll likely always be a challenge.

My personal priority every time I look at my opening hand is mana. If we don't have suitable mana we cannot cast our spells. 1-2 Lands and a Mana accelerant are highly sought after. Once we reach the 2-3 mana threshold we should be able to navigate our way to a win. Keep in mind Flash Hulk is just 1 and we can reanimate a Hermit Druid with (Reanimate Entomb). Also four mana has been coming up a lot with things like a Postmortem Lunge turn one on Hermit Druid (2GB for Lunge, Activation, and Entomb)

With an opening seven that doesn't have a clear line to victory mulliganing should always be considered as with EDH we can get another seven. However keep in mind what you are pitching and each cards inherent value. As in Brainstorm let's us see three cards but without a shuffle effect we often lose value if we are going out on a limb to hit a Combo piece or tutor. Card draw effects like Sylvan Library, Mystic Remora, and Dark Confidant are incredibly potent with mana acceleration and if something like Library, Bob, or ramp like Carpet of Flowers, Crypt / Ring, or lands like Cradle with Dorks or an Ancient Tomb I am more likely to keep the hand as they can generate an insane amount of value for a low cost.

Keep in mind what your opponents are playing. Commander has the added bonus of knowing at least what Colors they are on and often by knowing about what is often played with a certain Commander or set of Partners we can further sculpt our opening hands. Combo is this decks primary goal. We are not in as much of a position to control the table as Grixis storm often does while it gets set up. With a high density of combo pieces, tutors, ramp, and value cards protection is a bit lacking. Pact and Force are our 'free' interaction spells, we have a small counter suite with Swan Song, Dispel, Mental Misstep, and Flusterstorm. Removal in the forms of Abrupt Decay, Chain of Vapor, Nature's Claim, Toxic Deluge, and Faerie Macabre. So having some early game interaction cannot be underestimated by any means. I often do but I have not foregone interaction all together as in a format with high variance we must be able to stall regardless how fast our combos may be.

Outside of Milling our deck we have a considerable amount of options aside from interacting and finding our pieces. Ad Nauseam should be well known by most and is one of the "boogey man" cards of the format. Often having whole decks (Sidisi UV / ANT in Legacy) devoted to finding and playing it. This deck is not an Ad Nauseam deck in that I did not design it necessarily as a plan A as some decks will. However the average cmc is 1.99. So by average we can Ad Naus 17 cards if we take in a Pre Ad Naus life total of 35 (with Fetches / Acceleration life loss) minus 34 if we have balls of steel and draw 17 cards. Yet I am almost always going to stop >7 unless I have seen Razaketh, Protean Hulk, and Muldrotha and maybe could be a bit greedier.

Notion Thief and Windfall is a bit of personal inclusion as it functions about as well as Ad Naus in terms of card drawing quantity and has the added upside of stripping our opponents' hands. Also Notion Thief is a valuable lock piece to include in the general cEDH meta. Combats wheels, Control decs with Cantrips, and combos involving drawing cards. Again I'll mention Eldritch Evolution among other tutors to get Thief into play if need be. And I'll likely never pay the four upfront with access to so much reanimation.

Speaking of reanimation:

  • Animate Dead, Necromancy
  • Reanimate, Shallow Grave, Postmortem Lunge
  • Dread Return

All of which are powered by the deck's ability to mill at high speeds as well as Entomb creatures through Multiple effects. (Intution, Buried Alive, Entomb) As well as a few looting effects to bin things from the hand. Windfall isn't the greatest because we can't use whatever reanimation we may have in hand. Jace VP has been an allstar for this and is often a priority to get on the field. Survival of the Fittest is a powerhouse never to be underestimated. Bazaar of Baghdad rounds out the ways we can ditch cards from our hand and I've been thinking of adding more. However it seems like this might be the sweet spot when taking into consideration the speed of our combos and extra slots are hard to come by as a single slots needs to fill multiple roles and be singularly powerful to make its way in at this point. Also the cards I was considering weren't incredibly powerful by themselves such as Careful Study and the like.

To wrap up the combo section I would like to mention again the synergistic qualities of Muldrotha, the Gravetide. Once we mill our deck and Dread Return Muldrotha we can begin to combo off by casting LED and chaining Phantasmal Image and Animate Dead. As I said earlier, with a Muldrotha on the field ( Reanimate + Entomb) we can cast Intution to grab LED, Animate Dead, and Phantasmal Image. Muldrotha is a more powerful card on its own than cards like Necrotic Ooze, Mikaeus, and Laboratory Maniac are hense the transition away from those cards to open up a lot of slots previously taken by things like Blighted Bat and Hapless Researcher. Muldrotha is insane with an infinite mana outlet in the Command Zone like Thrasios. However Sidisi is also a Food Chain outlet that gives us immediate access to our Muldrotha combo. And I guess with just Muldrotha on the field you can do things like replay Mystic Remora every turn for . Replay fetches to develop your manabase or recover from a wipe. The opportunities are truly endless.

Our Library is in our graveyard is generally the first condition we need covered. Muldrotha is on the field and has generated infinite mana through chaining LED. With Muldrotha we can play any wincon we want. Aetherflux for Storm, Blood Artist for LTBs, Altar of the Brood for ETBs, BSZ for to draw opponents out, anything we want we can do. So what has the highest potential to work with the most things in the deck.

Walking Ballista is the frontrunner. Food Chain into Dread Return Eternal Witness for a Huge Walking Ballista if Muldrotha is out of the picture. Muldrotha can funnel infinite mana into Ballista and I had thought of a Flash Hulk line that ended with Hulking out Muldrotha and Ballista but it required Sidisi Undead Vizier, Trinket Mage, Phyrexian Delver, and Viscera Seer which all didn't have enough synergistic qualities to be included over other necessary effects like tutors and mana acceleration. By itself Walking Ballista can be used to ping dorks or bears your opponents may have so that is nice.

Without access to Walking Ballista for whatever reason Winds of Rebuke is our back up win condition. With our opening combos largely ending in Muldrotha Infinite Mana we can then chain Eternal Witness to get Winds of Rebuke when we're not casting Phantasmal Image in the loop.

And I would be remiss if I did not mention Zombies! Hermit Druid makes one. Lame. However Food Chaining Sidisi has the potential to generate a not insignificant amount of zombie tokens that could be used to trample someone to death if it would ever come to that. Razaketh is an 8/8 Flying Trampler as well (and for whatever reason doesn't read sac a nontoken creature).

I think I've hit just about every function of each card that I can at this point. Currently it is 5pm est March 28th. I plan on focusing more on this deck and making revisions as much as is needed. Let me know if you have another more synergistic way of winning with Muldrotha and also if you'd like to play a match on Cockatrice. I'd also request help in finding a slot for Snapcaster Mage.

Cheers!

Suggestions

Updates Add

With the addition of Laboratory Maniac I'll need to re-write the entire primer. But for now most of it is accurate just also keep in mind that we can do "slow" lab man hulk piles on the eot before us with lab man, druid, and a dork for mana if needed, mill in upkeep and win on the drawstep.

Also adds another out for Food Chain as we can mill with Sidisi, reanimate Muldrotha to cast Lab Man, Ewit for a cantrip and win.

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Date added 6 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

56 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.06
Tokens Ape 3/3 G, Bird 2/2 U, Zombie 2/2 B
Folders Other Peoples Decks, Decks to Build, SBT, SBT References
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