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My list plays Lightning Greaves , Curator's Ward , Diplomatic Immunity , Kaya's Ghostform and Bear Umbra .

The first 3 offer good protection, immunity the most since itself has shroud.

Ghostform and bear umbra give you protection from wrath effects or your own Pernicious Deed with bonus abilities. Umbra boosts mana like crazy while ghostform is a combo enabler.

Feel free to take a look at my list if you’re interested

May 23, 2019 4:17 a.m. Edited.

You’re welcome :-)

May 22, 2019 11:20 a.m.

That’s what you should do with all commander decks. But still the deck is much better with your commander so protection is a big thing. And even worse if your commander gets stolen and someone else gets extra value. But if this works for you then it’s fine

May 22, 2019 2:25 a.m.

+1 for the idea.

As much as I love spore frog, that one non-Zombie really should leave in shame for the flavor :-)

May 22, 2019 12:42 a.m.

Try to get some more protection to keep your commander on the board and go for some constant self-mill like Hedron Crab . Works really great in my deck, check the list if you want to find some fitting cards for that.

May 22, 2019 12:32 a.m.

The list itself doesn’t look bad at all. But beside kayas ghostform there isn’t any protection. This deck gets significantly worse if you can’t keep your commander on the field. Adding stuff like boots, greaves, Diplomatic Immunity or Curator's Ward helps so much with that. My Muldrotha would get stolen, exiled, destroyed or turned into a Darksteel mutation within one turn without these cards.

May 22, 2019 12:24 a.m.

Just wondering if this deck works. Did you test it already? I can see some big problems incoming but maybe your meta is more forgiving

May 22, 2019 12:03 a.m.

Way too much instants and sorceries here, try to cut them down as much as possible. My list plays only 4 and it did improve a lot because of that. Early versions played 12 and had a problem with that. You play 30!! That means half your nonland cards can’t be played from your grave with your commander.

May 20, 2019 6:35 a.m.

Well, you found some1 who checked this out.

Doesn’t look too bad so far, but let a veteran Muldrotha player tell you: this will not work too well. The reason is simply the amount of non-permanents. Muldrotha really profits from permanents especially if you plan to mill yourself with stuff like your Ashiok, traumatize and maybe additions like Hedron Crab and Mesmeric Orb . If you mill instants or sorceries you can only play them if you recur them before with stuff like eternal witness. This is only worth it for big and gamewinning Cards like cyclonic rift or rise of the dark realms. Try to cut down the non-permanents to a minimum and replace them with permanents that have a similar effect. If you checked some decks here before you probably came across my list, otherwise feel free to do so.

May 20, 2019 6:32 a.m.

You’re welcome!

May 19, 2019 3:47 p.m.

If you go the control-way you need quite a few changes to make this work consistently. Then it’s easy to kill with commander damage. Cards like Pernicious Deed and Night Incarnate help you to keep the board clear. With some sac outlets you could use stuff like Aura Thief to steal enchantments or theros gods and with Mindslicer you can disable your opponents options to deal with your board. With Cyclonic Rift , witness and a sac outlet you can rift every turn. There are more ways to keep control of the game. My Muldrotha deck is a Control deck with pretty hard Control, feel free to take a look at the list and description. I’m sure you will find some more cards that fit your playstyle. Mesmeric Orb is a must in Muldrotha too :-)

May 19, 2019 3:18 p.m.

What kind of wincons do you prefer? More like combo, control or aggro? Maybe I can help you out as a long term Muldrotha player

May 19, 2019 1:47 p.m.

Said on Meren...


Spore Frog is a must here. So annoying if you sit on the other side of the table!

May 18, 2019 4:12 p.m.

Let a veteran Muldrotha player tell you: pretty solid first list, +1 for that. Mesmeric Orb and Spore Frog would be nice additions here. Plaguecrafter is a better marauder or executioner.

Pretty nice list and I like it. If you’re looking for ways to upgrade feel free to get some inspiration from my list. You might find some cards that fit well in here

May 18, 2019 8:26 a.m.

Did you test it already? 32 lands seems way too low. I play 36 and powerful ramp cards like LED and crypt.

You got some really solid cards in here but a lot of cards that doesn’t help the deck too much too. Is it just because you didn’t have other options in your collection or are they petcards? Garruk, Lilly, Tezzeret and Kiora are examples for that category. There are better options for less mana out there.

May 18, 2019 8:15 a.m.

Said on Choosing a new ......


I made a Brudiclad deck and let me tell you: it’s not that great. It’s really not a bad build deck and has the potential to tons of fun. I had some nice games with it but like 90% of the time the board gets wiped before you reach the critical mass of tokens you need. It’s now one of my least played decks. Maybe it just doesn’t fit well in my meta or is too much of a fun deck. But adding more counterspells seems highly unfun. Check the list if you want to, tried hard to make it fun and capable of winning but it didn’t do well

May 16, 2019 8:22 a.m.

Said on Zada, Hedron Combo...


+1, Love Zada. Played her so much until Feather became the new Zada.

Some suggestion for a godlike card here would be Firestorm ! Costs few cents only and is totally bonkers in here. As soon as the twinflame shenanigans start with draw like 60-80 cards a turn, this one can save you from decking yourself and kill your opponents all at instant speed. Since every card draw resolves after the other, you just draw until you get it and pay 1 mana. You target your own creatures as well as enemy creatures and players and got like 60-70 damage on each target.

Sounds incredible, I know. But believe me this card won me a lot of games :-)

May 16, 2019 6:34 a.m.

A bad start for the deck would be nothing to ramp other than Expedition Map in your starting hand. That would still lead to a turn 4 Muldrotha FunBun. Turn 1 map, turn 2 search for tolaria west, turn 3 transmute for LED or crypt, in case of LED this leads to a total of 10 mana turn 4. That’s enough to play and protect Muldrotha and one turn later the crazy things start to happen. Expedition map doesn’t seem that great and usually doesn’t ramp you, it just ensures a landdrop more. But with the right synergies you can abuse it. Later you can even play tolaria west from your grave, bounce it to tutor again for other lands or crypt/mox, or bring it directly to your hand with life from the loam to do that.

A lot of interactions in this deck are not that easy to get on the first look, but there are a lot of broken shenanigans in here :-)

May 15, 2019 6:28 a.m.

That’s a great call FunBun, never thought about that card and totally missed it somehow. It’s clearly better and I have to adjust that. The only downside is that there’s no foil version of it, since palace isn’t foil too so far that’s fine

May 15, 2019 5:58 a.m.

BTW, a friend of mine plays Wanderer too and he usually kills the first player around turn 5, by turn 10 every deck should have an overwhelming boardstate if uninterrupted.

11 cards to ramp for me isn’t „almost no ramp“ and the control type of gameplay works really well. Thought about mill strategy too, but since a lot of decks run eldrazi-titans that doesn’t work always. But you still can kill with mill if you sacrifice a world shaper with a hedron crab on the field if you want to.

May 15, 2019 5:19 a.m.




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