Note: This is probably far from an optimal list. I’m still working to improve and tweak the deck for my specific meta, so if you have suggestions I’d be glad to hear them. This deck may not work in other metas, so I encourage you to make swaps as necessary for your own needs.

It's also important to note that my current list is also not completely optimized due to personal budget restrictions. I can't afford to buy a Verdant Catacombs and Misty Rainforest, but I have cheaper fetchlands in the deck to compensate. If you own these cards or have the budget to afford them, they are an obvious inclusion. I, however, do not. So if there's a card you think should be in the deck but isn't, it may be for this reason.

Keep in mind that I thoroughly enjoy agonizing over every card I put in and take out. If a card is in the deck, there may be several reasons that I have for doing so. Therefore I encourage you to make suggestions, even if it might feel that your suggestion is inconsequential. And don't feel bad if I decide not to use your suggestion! I may not use cards due to meta differences; what works for you might not work for someone else. And if I feel that there's a different reason I shouldn't include a card, I'm not trying to talk down on your ideas; I want to help other people learn and grow as players, so I'll give constructive criticism on any ideas given to me.

This is ultimately a heavy control deck that, if played properly, can keep at least two to three opponents from establishing any threats for longer than a turn cycle. The goal is to abuse Muldrotha's ability to stop other people's plans and then eventually ramp enough over the course of the game (especially with Cabal Coffers + Urborg, Tomb of Yawgmoth ) to cast game-ending X spells like Genesis Wave and Villainous Wealth.

The deck operates with a bit of a lands matter sub-theme. There’s lots of land synergies that can quickly go beyond your opponents’ control, especially with Life from the Loam.

With this particular build, I have opted for many permanents with the ability to draw as well as mill, since, while Muldrotha can replay cards that are milled, I don't like having to always rely on other recursion effects like Eternal Witness in order to retrieve my X spell win conditions. It also makes graveyard exiling effects less effective against you. Draw effects also allow you to continue playing cards even without Muldrotha on the field, whereas mill effects do not. That being said, I do still include some incidental mill and the powerful Hermit Druid because let's be honest, that card is too good to pass up. (Also, if you run no basics, you can mill your library and win with Jace that turn. This can backfire if someone counters Jace though.)

All else fails and you're having trouble getting to your win conditions? Turns out Muldrotha is a 6/6 and can kill a player with 4 swings. It's not pretty, but it gets the job done.

One of the things that sets Muldrotha apart from other BUG commanders is the ability to always reliably get back any piece of interaction you need and at a very low cost. Some of our removal pieces can be recast for just 1 mana and will cause headaches for our opponents for the rest of the game.

Because of this ability, Muldrotha can also generate ludicrous amounts of extra value from replaying card draw spells and ramp pieces again and again.

If you enjoy ramping, drawing cards, and annoying the hell out of your opponents, Muldrotha will serve you well.

Plus, who doesn’t like casting giant X spells that set you years ahead of your opponents?

If you enjoy spell-slinging and instant speed gameplay, Muldrotha is not the right commander for you, for pretty obvious reasons.

Also, later on I will lay out some combos that you could implement into your Muldrotha deck if you so choose. However, if you are looking for a fast or competitive-viable deck, there are much better BUG alternatives. Muldrotha costs SIX mana; that’s a difficult feat to achieve in a competitive meta. If you want to play a competitive sultai control deck, I have a fairly competitive Tasigur deck here.

If you don’t like relying on your commander, I also don’t recommend Muldrotha for you. While you can certainly build a deck that doesn’t entirely rely on Muldrotha, I feel that there are better options for that style of play.

Here are some noteworthy cards that are important to know about if tutoring:

  • Urborg, Tomb of Yawgmoth / Cabal Coffers : These two lands, while not entirely necessary to make big X spells, are very important for this strategy. In most games, these lands are what will carry you to victory.

  • Cyclonic Rift / Pernicious Deed : These are the deck's board clears. Pernicious Deed can be replayed with Muldrotha and can be activated to remove most threats while still leaving Muldrotha on the board. Cyclonic Rift is not a permanent, but is a staple blue card that can occasionally win the game on its own.

  • Spore Frog : Spore Frog is almost a staple for any non-competitive Muldrotha list in my opinion.

  • Genesis Wave / Villainous Wealth / Finale of Revelation / Exsanguinate : These are the deck's X spells that are your primary win condition. Genesis Wave and Finale of Revelation can be used with Jace, Wielder of Mysteries to win by decking yourself. Otherwise, Villainous Wealth can be used to disrupt combo decks by exiling their combo, creating a large army from a creature-based deck, or to just kill an opponent by exiling their whole library.

  • Mindslaver : Mindslaver is a great offense AND defense that can win games on its own. By replaying this every turn with Muldrotha, you essentially start a two-headed giant game against the other two opponents. But it's better than that since you can take control of the player who's already ahead of everyone else! The ability to make the table's biggest threat your pawn out of nowhere is a very powerful effect and is a great inclusion in this list.

  • Sidisi, Undead Vizier : In case Demonic Tutor can't grab every card you need, just tutor for Sidisi and with Muldrotha you can tutor as many times as you want.

  • Strip Mine : In slow matches, you can replay Strip Mine with Muldrotha to slowly whittle away at your opponents' lands. Personally, I don't recommend relying on this as a consistent way to stop your opponents because this is very slow, but Strip Mine is a staple card anyway and this is a noteworthy way to abuse it.

Here are some potential combos you could throw in case you’re into that sort of thing:

  • Demonic Consultation + Jace, Wielder of Mysteries /Tainted Pact: With tainted pact, you’ll have to replace some basics, but since we’re already running Jace, this compact combo is easy to implement and is very effective. Tainted Pact and Consultation are already decent cards, so you don’t have to sacrifice many deck slots for them.

  • Animate Dead + Lion's Eye Diamond + Phantasmal Image : This combo generates infinite mana with Muldrotha on the field. This does not really help the X-spell strategy however since Lion’s Eye Diamond causes you to discard your hand. This combo is notably good since all of the cards in the combo are already good cards that could be included in the deck anyway.

  • Palinchron + Phantasmal Image : Another infinite mana combo, but it will work with the current deck strategy. Simply make infinite mana, and start casting X-spells or playing a permanent of each type from your graveyard each turn till you find one. (Note: exiling an opponent’s entire library with Villainous Wealth won’t let you keep those permanents if your opponent dies the next time they draw a card)

  • Cabal Coffers + Palinchron + Urborg, Tomb of Yawgmoth : This one’s a bit situational but will occasionally come up if you’re already running Palinchron. If you have at least 8 lands, of which 4 must be able to produce blue without paying life, including Urborg and Coffers, you can go infinite. Not something you should rely on, but it is something you should at least be aware of. (Similarly, you can do this Crypt Ghast and Urborg if you have at least 6 lands.)

  • If you get infinite mana but don’t have something to dump the mana into, you may still be able to go off with Muldrotha, a piece of removal, and a cantrip. For instance, say you have infinite mana, a Seal of Removal, and Nihil Spellbomb. If Muldrotha leaves the battlefield and re-enters, the permanent types you can play that turn resets. So you can cast Muldrotha, play Seal and Spellbomb from your graveyard, use Seal to bounce Muldrotha and use Spellbomb to draw a card, then recast Muldrotha and do it all again. Then you can draw your deck and win from there.

    - Life from the Loam + Exploration + Cycle Lands: This land package will help fuel your hand and graveyard while also providing you with easy land ramp. And the best part: it doesn’t even require Muldrotha! If your budget allows you to include Intuition, I would highly recommend a pile of these cards. You’ll never have nothing to do for the rest of the game.

    • Urborg, Tomb of Yawgmoth + Cabal Coffers + Finale of Revelation: If you can tap 5 lands, including Coffers, for 12+ mana, you can essentially draw 10+ cards for free with Finale. And then you still have tons of mana left to cast all the things you drew (which may be another X spell, who knows?).

    • Sidisi, Undead Vizier + Animate Dead: Using Sidisi to tutor for Animate Dead will allow you to essentially cast a Demonic Tutor each turn. And you could also cast Sidisi on top of that for another 5 mana each turn. With this much tutoring you should be able to win in no time.

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    Casual

    91% Competitive

    Top Ranked
    Date added 1 year
    Last updated 1 week
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    11 - 0 Mythic Rares

    39 - 0 Rares

    23 - 0 Uncommons

    17 - 0 Commons

    Cards 100
    Avg. CMC 2.64
    Tokens 9/9 Kraken, 8/8 Octopus, Kiora
    Folders Uncategorized, Decks, EDH, Cool decks, Decks I want to build, Muldrotha, Muldrota commander decks, I like this
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    Revision 9 See all

    1 month ago)

    -1 Growth Spiral main
    -1 Risen Reef maybe