Saljen Architect of Thought
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I also play a Zombie EDH Tribal deck, which started out as a budget list and has evolved over the years.
I'm going to make a bunch of suggestions, and I'm trying to keep each suggestion below $5. Cemetery Reaper, Death Baron, and Undead Warchief are the most affordable Zombie anthems, and they add quite a lot of power to your Zombie army. Diregraf Colossus, Noxious Ghoul, Plague Belcher, and Vengeful Dead are excellent combo enablers for Gravecrawler shenanigans. They are also strong on their own merits, but turn into win-cons when you're sac/summoning Gravecrawler multiple times per turn. Cryptbreaker and Zombie Master adds quite a bit of utility. Graveborn Muse can be used to draw a lot over a turn or two, then sacrificed to stop the effect. Wonder in your graveyard gives you a flying Zombie army!
Buried Alive is a great fetch card. If you throw Wonder, Risen Executioner, and Gravecrawler all in the graveyard, then you basically just searched your library for 3 cards and put them in your hand for 3 mana. Great little combo. Plague Wind + Grave Betrayal is a fun little late game combo that takes control of all your opponents creatures, buffs them, and turns them into zombies. Each card is a great late game bomb on it's own as well. Rooftop Storm is basically the best non-creature Zombie card in the game, definitely include that bad boy. Underworld Connections is a pretty solid draw engine. Bontu's Monument is a great addition to any Zombie EDH list. Vanquisher's Banner is a solid card that provides a lot of value. Whip of Erebos can really save you as a way to gain life.
Hopefully I've given you a pretty good upgrade list. It takes time to get your perfect list put together, but I always find it helpful to have a good list of cards to upgrade to.
July 21, 2018 12:27 p.m.
Muldrotha is such an awesome Commander. I put together my own list and have been playing it a while now. I'm going to give some suggestions based on my experience with our supreme Commander.
For ramp, you seem to be relying on traditional signets. Muldrotha makes some cards that usually aren't good, very good. Here's a few ramp cards that Muldrotha empowers: Sakura-Tribe Elder 1G to ramp early and infinite 1G ramp once Muldrotha is in play. Silverglade Pathfinder 1G Tap, move a card from your hand to your graveyard: repeatable ramp. Wayfarer's Bauble and Font of Fertility function basically the same as Sakura-Tribe Elder. There's also Blighted Woodland and Myriad Landscape. Between the 4 you have an artifact, an enchantment, a land, and a creature that you can use to ramp from the early game then continue to use repeatedly when your commander is out.
Muldrotha really loves things that sacrifice themselves to make an effect happen. You can use them to your benefit in the early game, then get repeated value after your commander comes out. In addition to the 3 ramp cards I already mentioned that sacrifice, here's a few more things that get value from sacrificing themselves: Spore Frog is probably the absolute best example. Just one green mana to fog every single turn. Siren Stormtamer is also rather amazing. As long as this bad boy is on the field, you can keep your commander or any other important creature safe from removal.
Merciless Executioner+Fleshbag Marauder are excellent pieces of removal. Sacrifice themselves and you can use it every single turn. Speaking of removal, Executioner's Capsule is a solid piece of removal tied to an artifact that you can play once a turn as well. In addition to these three wonderful pieces of removal, I'd consider running these three cards: Grave Pact, Dictate of Erebos, and Butcher of Malakir. With all the repeatable sacrificing we're doing, may as well take advantage of it to keep our opponents board states nice and clean. With three copies of this effect, we can pretty reliably draw into it most games. Avatar of Woe is a surprisingly strong card in here as well. You'll trigger his mana reduction nearly every game and his ability is priceless. Pernicious Deed is a repeatable board wipe that can scale to what suits your needs. The last piece of removal I'd suggest is an EDH staple, Attrition. It enables you to trigger sacrifice affects at will and gives you repeatable targeted removal. Plus, you can just play whatever you sacrifice from your graveyard again. Value!
Mystic Remora and Elephant Grass let you use their abilities for 1 mana each turn, rather than paying the scaling cumulative upkeep. This makes them extremely powerful cards, as their effects are strong and very under costed.
There's one final piece that ties this sacrifice value engine into place. That piece is Mazirek, Kraul Death Priest. This guy turns your army of value 1/1 creatures into an actual army to evoke fear in your enemies. Note that his ability says "permanents" and not just creatures. His ability triggers when we sacrifice creatures, artifacts, lands, enchantments, or really anything.
Meren of Clan Nel Toth and Ezuri, Claw of Progress have a lot of synergy both with each-other and with Muldrotha. They can use the experience counters that the other creates, so when both are played in the same game that is a lot of value in and of itself. Ezuri works extremely well with our value x/1 creatures and can turn our small value army into an offensive threat. Meren gains experience when one of our creatures die, which we will be making happen a lot. He really shines once you've got a few experience counters in play, as he's almost like a graveyard focused Omniscience. Very strong.
In any deck where you find yourself running a lot of value 1/1 creatures, Skullclamp provides infinite value. In a deck that rewards you for sacrificing your creatures, it provides even more value. This card is very strong. Speaking of artifact staples, you're missing Sol Ring. Secrets of the Dead is almost mandatory in this deck, as it just gets incredible value.
Self-mill is something that Muldrotha gets a lot of value from. Here's some of my favorite self-mill cards: Splinterfright can be a big green trampler for only 3 mana, but he also essentially lets us draw two cards into our graveyard every turn. Nyx Weaver has the same utility without being attached to such a potentially big body. Also lets you return a needed card from your graveyard to hand when your commander isn't in play. Mesmeric Orb is surprisingly strong at filling your graveyard and can screw your opponents out of some good draws. Altar of Dementia is one of the greatest, as it's a sacrifice engine and self mill. Taigam, Sidisi's Hand provides self mill and removal and card filtering. To tie these effects together, we've got Sidisi, Brood Tyrant. In addition to being pseudo draw, all your self-milling will passively create an army of zombies!
Anyways, sorry for the wall of text. Hopefully some of this is helpful!
July 20, 2018 5:32 p.m.
July 20, 2018 11:53 a.m.
I've been putting together a budget Muldrotha list and my budget constraints have led me to find quite a few amazing cards that pair with Muldrotha.
First off, with all your sacrifice/reanimator affects, using cards that take advantage of those affects will be beneficial. Butcher of Malakir, Dictate of Erebos, and Grave Pact add a lot of control to the deck. Cards like Fleshbag Marauder and Merciless Executioner get extra value, as does every one of your sacrifice engines. Mazirek, Kraul Death Priest makes these affects even more powerful. Pump up your whole army while picking off theirs or gaining value through sacrifice engines.
Nyx Weaver and Splinterfright are excellent ways to fill your graveyard in addition to what you're already running. Sidisi, Brood Tyrant also helps to fill your graveyard while providing extra value for your self milling in the form of a zombie army.
Executioner's Capsule is excellent repeatable removal that takes up an artifact slot. Very valuable. Tormod's Crypt helps shut down opposing graveyard strategies, over and over for free. Wayfarer's Bauble provides ramp in the artifact slot.
Attrition is an excellent sacrifice engine that is also repeatable removal. False Demise serves as a way to keep your commander on the battleground or take an opponents creature/commander. Font of Fertility provides ramp in the enchantment slot. Heightened Awareness is a great way to draw an extra card every turn for practically free. Monastery Siege provides similar value. Seal of Removal gives repeatable bounce in an enchantment slot. Vessel of Nascency gives repeatable draw and fills your yard in an enchantment slot.
Here's some good value cards I've found in my deck building process: Dawnstrider provides repeatable fogs while not really costing you anything once your commander is out. Hermit Druid fills your yard and provides land consistency. Waterfront Bouncer provides repeatable creature bouncing. Silverglade Pathfinder provides repeatable ramp. Hell's Caretaker provides repeatable reanimation. Coiling Oracle is full of value. Siren Stormtamer helps repeatedly keep your creatures safe. Best part about all of these is that they're easy sacrifice fodder once you no longer need the abilities and they work crazy well with Skullclamp, which is easily the best sacrifice engine you can run in this deck.
I love playing Muldrotha because I feel there are so many ways to play her and they're all viable. Hopefully this helps :)
July 13, 2018 1:24 p.m.
Another issue I just thought of with Earthquake is that it's cast for X=0 is Bloodbraid Elf hits it. Volcanic Fallout seems like a good option, if you want to run 8x on the dual lands to ensure you get RR easily. Slagstorm gives you the option of a wipe or a little burn to put in killing range.
July 11, 2018 7:32 p.m.
Why not Pyroclasm over Lightning Bolt? It's much more useful, especially against Humans. Heck, even something like Earthquake would be great. Earthquake would get some damage in on the opponent, which makes comboing off easier, and scales for when you're picking up a lot of mana/ramp but not the combo pieces.
July 11, 2018 7:17 p.m.
I've found that W/U is too slow for enchantments to actually do much. W/G provides a good amount of ramp as well as some additional enchantments to chose from. I used to go W/U as well for my enchantress deck, but have found that going Green instead of Blue has drastically sped up the deck and allows for a lot more consistency.
Idyllic Tool Box This is my W/G enchantress deck if you're curious what the green splash would look like.
July 10, 2018 12:33 p.m.
Valakut, the Molten Pinnacle + Vesuva/Thespian's Stage is a solid combo that this deck could get some real value out of. Hour of Promise can grab 2 of these and put them directly into play, giving you an immediate double Valakut combo. Prismatic Omen makes it so all lands you play count as mountains too, making the combo much more powerful.
July 9, 2018 1:07 p.m.
July 7, 2018 10:25 p.m.
Why not go for Soul Sisters (Soul Warden+Soul's Attendant/Essence Warden to use to run your vehicles. Use their life gain as a way to safely get to the mid game, then tap them to activate the vehicles. Since you're running green, you could also go with the Arbor Elf/Voyaging Satyr+Utopia Sprawl/Wild Growth. Gives you more 1/1's to operate your vehicles / block with, and creatures to activate your soul sisters life gain.
July 6, 2018 12:09 a.m.
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|Playing since||Magic 2013|
|Avg. deck rating||28.25|
|Favorite formats||Legacy, Commander / EDH, Modern, Pauper|
|Good Card Suggestions||750|
|Last activity||10 hours|