Eldrazi Mimic

Eldrazi Mimic

Creature — Eldrazi

Whenever another colourless creature enters the battlefield under your control, you may change Eldrazi Mimic's base power and toughness to that creature's power and toughness until end of turn.

Latest Decks as Commander

Eldrazi Mimic Discussion

DawnsRayofLight on Eldrazi Tribal/Tron (Help is Appreciated)

4 months ago

@lalalalala: it is definitely getting there. I am going to make some suggestions:

I know this is going to be like "wow now I am running the same Tron as everyone else" but Karn has always been one of my favorite planeswalkers and he is ideal in a list like this

I might run

3x Karn, the Great Creator

2x Karn Liberated

1-2 Ugin, the Ineffable

1-2 All Is Dust

3-4x Golgari Signet or Talisman of Impulse

1x Blast Zone

1x Yavimaya, Cradle of Growth

(for the lands maybe drop a crossroad or two? test the deck and if you feel you are not getting lands consistently enough run 22 or 21, a lot of the TRON lists similar to yours run only 17)

Cards to Drop:

Eldrazi Mimic: It is nice to have a 2 drop but he isn't that strong, if you want an early drop you can run Walking Ballista or Matter Reshaper

Conduit of Ruin: You can maybe be fine with 2 but 4 isn't necessary, I am honestly not a fan but it does at least fetch your big boys, but you may have enough dig with the Ancient Stirrings to drop it altogether. Wurmcoil Engine may be a better 6 drop

Titan's Presence: you may have enough creature removal with Kozilek's Return and Warping Wail. It also gives your opponents information about what you may have in hand. You could drop them to run other cards.

Set up your sideboard like this (for use with Karn)

3x Chalice of the Void: Seriously a good card, I was onto this long before it started getting put in Tron, maybe consider a 1 of in the main to, but basically it allows you to halt a lot of annoying decks in their tracks: affinity, infect, storm, they die to this card. I sided it in one game against an affinity player: played 1 for 0 then the next turn dropped another at 1 and he scooped.

1x Ensnaring Bridge

1x Crucible of Worlds

1x Relic of Progenitus

1x Grafdigger's Cage

1x Pithing Needle

1x Torpor Orb

1x Wurmcoil Engine

1x Ratchet Bomb

1x Trinisphere

1x Blightsteel Colossus: Martyr of sands is making a comeback

2x Wilt: just to counter Blood Moon

Maybeboard for the side

1x Oblivion Stone

Hope this helps!

lalalalala on blue black eldrazi deck ( need help )

4 months ago

I have made an eldrazi deck if you want to check that out but if you don't feel like checking it out here are some tips. Eldrazi Mimic is a really good card in eldrazi decks and I run 4 of it in mine. Conduit of Ruin is also a really good card for finding your big eldrazi and gives you some mana reduction but don't run 4 in your deck, I would only run 2-3. Idk how you feel about taking out black from the deck but I did in my deck and it has worked out. I would change black to green and put in 4 Blisterpod and 3-4 Call the Scions or maybe 1-2 From Beyond Those are all cheapish cards for your deck. If you are okay with spending a lot of money I would get Ulamog, the Ceaseless Hunger or Kozilek, the Great Distortion or Reality Smasher And finally I would take out Eldrazi Skyspawner and Cultivator Drone if you are fine with taking cards out.

berryjon on Traxos, Scourge of the Casual Playgroup

11 months ago

I've had a bit of success with an Eldrazi Mimic in my current brew for Traxos, which unlike yours, trends towards "Traxos and his Big Stompy Friends". You might find him useful as a '1 turn Traxos' if you cast him, then the big guy on the next turn.

I_Want_To_PlayAllTheDecks on [EDH] Eldrazi Kozilek Deck

1 year ago

I don't love Eldrazi Mimic cuz its not that splashy, even in an eldrazi deck.

FadingReality on Animar the biggest boi

2 years ago

Your deck's average CMC is a bit high (even for eldrazi). In addition, you have a low amount of ramp (although a fair amount of the ramp you do have is solid). The combination of high average CMC and low ramp can often result in a higher than average amount of games where the deck will not do anything productive for far too long. So first and foremost, we should find a way to lower the deck's average CMC while simultaneously increasing its ramp/mana acceleration. Secondly, we want to add more removal/disruption to the deck. Finally, we want to upgrade the average card quality. Doing these three things will DRASTICALLY improve this deck's competitiveness, speed, and power. Removal/disruption is crucial at every point of a commander game, but it is absolutely vital in the early turns of the game. This is even more true when talking about a slower deck. Being able to stop an opponent's explosive starts or protect yourself from early threats is very important. Removal allows slower decks to make it to late game where they can then take over and dominate. Animar is an incredibly powerful commander AND his CMC is very low. Casting him early provides you with an ever growing blocker/attacker that also helps you get to your bombs quicker so I think the commander choice here is an excellent one. His protection from white and black will also stonewall early aggro in those colors. So obviously I think this deck's first objective is to get Animar out ASAP. However, Animar is not invincible (although close) and he can also be countered and he is only one card (albiet one that you always have access to). So again, we need to find ways to increase early game pressure and/or protection. Below are a list of cards I'd suggest for each of those categories. I will not consider budget with my suggestions. Not all of my suggestions will be expensive tho. Although some of my suggestions are expensive cards, they will be the absolute best options for the things we are trying to improve. Also, you can always slowly acquire some of these cards over time. Even a $100 card can be acquired in 4 months without impacting your finances. You can set aside $25 bucks a month (or even every two weeks) and get a $100 card in 2-4 months. I will leave most of the swapping of cards up to you, but I will mention certain cards in your deck that I think should be directly swapped with one of my suggestions. Anyways, without further ado: my suggestions.

RAMP

Gaea's Cradle – This card is expensive af (probably my most expensive suggestion) but it is a staple in a lot of commander decks. Animar is one of those decks. Animar thrives off casting creatures and Animar decks generally have lots of creatures on their board. The other ridiculously amazing thing about this card (aside from being able to tap for ABSURD amounts of mana) is that it is a land and thus doesn't consume a precious deck slot.

Ancient Tomb and Mana Crypt are monsters of acceleration and Tomb, like Gaea's Cradle, doesn't take up a deck slot. These two I wouldn't recommend as hard as Cradle and they do hurt you so I could see not including them without a certain amount of lifegain. Life doesn't matter that much in cEDH but in regular EDH life totals are usually quite important.

A fair amount of the one drop mana dorks. Your commander's colors will prevent you from being able to play Noble Hierarch , but you should definitely include Birds of Paradise and some combination of Elvish Mystic , Llanowar Elves , and Fyndhorn Elves . Sylvan Caryatid isn't a bad choice either. I persoanlly think Caryatid is better than Rattleclaw Mystic although I think the Rattleclaw is fine and probably shouldn't be cut. Many people believe artifacts are superior to mana dorks but this view isn't completely correct. Artifacts have two main strengths over dorks: they can tap the same turn you play them and they are (generally) harder to remove. In every other way however (barring specific strategies), mana dorks are better. They can chump block hits that would kill you, swing for damage, can be recurred much more easily than artifacts, and can be used as fodder for cards like Fauna Shaman and Survival of the Fittest . You can't feed a 1 mana artifact to those cards and tutor up an Ulamog but mana dorks let you do this. This is also only speaking generally. In certain decks (ESPECIALLY Animar) the payoff for running them is even greater. Paying 1 mana for a mana dork makes Animar grow even stronger and lets him discount more expensive creatures even harder. With Animar on the field, dorks effectively provide 2 mana. They raise the discount and tap for mana themselves. Animar with 3 lands and 3 dorks can let you cast something for 9 mana on turn 4! If one of those lands was Gaea's Cradle , it would allow 12 mana on turn 4!! Other ramp I'd include would be Nature's Lore , Farseek , and Cultivate . Out of these 3 I just mentioned, I'd defintely cut Explosive Vegetation for one of these. Ramp cards that you have that I would absolutely NOT cut at all are Sol Ring , Arcane Signet , Chromatic Lantern , Kodama's Reach , Skyshroud Claim , and Commander's Sphere . These cards were great choices and I would keep all of them.

DISRUPTION/REMOVAL

URG doesn't have the greatest removal options, but there are some suprisingly good choices. Also, the fact that you have access to blue means that you can run almighty counterspells. Counterspells are just awesome and they are often the only way to beat combo decks. Animar is a very creature/aggro based deck so I am not advocating that this should be a control deck by any means. I would only recommend 3 counters for this reason: Counterspell , Mana Drain , and maybe Disallow because of its versatility. I would NOT cut swan song or negate. These two cards are absolutlely amazing and were very good choices. You don't necessarily need to add all of these counters, but I'd definitely add at least 1-2 more. If you find that you don't want to add any (I'd try not to do this) then I would swap negate with Counterspell or Mana Drain . I run negate in most decks that can run it so, again, I wouldn't cut it unless you don't want to add other counters. Only then would I swap it out.

For removal, I'd recommend Reality Shift , Beast Within , and the dreaded Cyclonic Rift . Reality shift is one of the only good exile creature spells without access to white or black. Beast within will deal with any permanent and the beast it leaves means nothing to an Animar deck. Rift is a one sided INSTANT speed board wipe that can also double as temporary removal for any permanent other than lands. An Animar deck with a full board will pretty much win the game after a successful overloaded Rift. I would NOT cut Ulamog at all because he is freaking amazing and his exile two of anything ability is really nice, especially in URG. I'd also keep Balefire Dragon. He's a one sided creature board wipe. Also with the ramp upgrades he will be reliable to cast. I'd strongly recommend every single one of the three removal options I just mentioned. Steel Hellkite is also maybe good here too but I wouldn't necessarily include it. It can potentially cost 0 mana with Animar and is one-sided.

Upgrading Card Qualtiy

Let me first list all the cards here currently in your deck that I would cut. Then I'll suggest some better cards IMO. For creatures I would cut Ancestral Statue, Avatar of Slaughter (this card looks cool but is more of a fun chaos card then a reliable good card. Its 8 mana and can often backfire on you and get you killed. An 8 mana card shouldn't do this), Bearer of the Heavens , Eldrazi Mimic , Endless One , Forgotten Ancient , Hooded Hydra , Pathrazer of Ulamog , and Tromokratis (he is powerful comapered to some of my other cut suggestions, but as you'll see below, there are superior creatures that cost less mana). Assuming you take any of my suggestions, make sure that if you cut one of these creatures you replace it with a creature I suggested. You have 35 creatures in this deck which is actually a very good number for Animar so you should still try to maintain the 35 creature count.

I like your land base but you need at least 35 lands (maaaaybe 34 if you add a bunch more ramp). Your base and colored mana access is good so I will recommend utility lands here. Also don't forget about Gaea's cradle that I mentioned earlier. Anyway, consider Yavimaya Hollow , Alchemist's Refuge , Oran-Rief, the Vastwood , and Kessig Wolf Run . Hollow protects your creatures, refuge lets you play any nonland card at instant speed (many applications for this!), Vastwood buffs your board and provides synergy with the +1/+1 counter cards, and wolf run will let Animar 1 or 2 shot people for lethal commander damage. Again, here I wouldn't cut any of the lands you currently have. You just need to add a couple more lands, that's all.

Noncreature, nonland cuts I'd make would be Death's Presence (overcosted for what it does and can be played around), Forced Adaptation (slow and gives card disadvantage if the creature its on is killed) Frontier Siege (not actually a bad card but its only worth it if you have lots of fliers and not too great at ramp since its 4 mana), Rage Reflection (this card really isn't bad but I think its kinda expensive at 6 mana and slow), Explosive Vegetation (mentioned this earlier), Guided Passage (your opponnents get to see your entire deck which is BAD and you can't assume they will ever get you anything good unless both of you have a much more dangerous mutual enemy. Its also worthless in 1v1), and See the Unwritten (just severely overcosted and not very good).

Here are my suggestions finally. Note that I won't re-mention the earlier suggestions from my previous sections (ramp and removal), but don't forget those.

Creatures I'd consider including would be Kozilek, Butcher of Truth (I would directly swap this with pathrazer. It is much more powerful, has better stats, a better annhilator AND costs less mana. Plus it draws you cards. Directly making this particular swap will also slightly lower your average CMC), Consecrated Sphinx (I'd directly swap this for tromokratis. It will lower average CMC, and although it's smaller than tromo, its flying will allow it to deal damage more often than tromo. The main reason this card is busted is its draw ability. Even having this live for only two turns will win you the game by burying your opponents in card advantage), Kalonian Hydra (I'd directly replace this with Hooded Hydra as he grows WAAAY faster and buffs other creatures aside from himself provided they also have +1/+1 counters. In combination with Oran-rief, he can start buffing creatures that normally wouldn't have +1/+1 counters on them. Finally he's gross with Animar), Etali, Primal Storm , and Nezahal, Primal Tide (another big card advantage engine and can be infuriating to try to kill). Other good support creatures that help with smoothing your draws, providing various support, and/or removing things would be Keranos, God of Storms , Thassa, God of the Sea , Nylea, God of the Hunt , Genesis (he provides never ending creature recursion and is VERY difficult to stop from the graveyard much like anger, brawn, and wonder), Fauna Shaman (survival of the fittest's lesser creature cousin. Survival and fauna shaman are absolute musts in Animar because they work so well as tutors and Animar decks have high creature densities. They also combo disgustingly with genesis, anger, wonder, and brawn), and finally Eternal Witness . Eternal witness NEEDS a place in this deck. It should be in any deck with green and it is also one of the top 7 most played cards in the whole format according to EDHREC. It also is disgusting with genesis. Also note that Thassa, Keranos, Nylea, and Nezahal all resist board wipes and allow you to retain some semblance of a board state following a boardwipe. Keranos and Nezahal also draw you cards so they even help with the rebuilding after a wipe.

Noncreature stuff to consider would be Survival of the Fittest (already explained why it should be included hopefully. It's a fauna shaman that can be activated any number of times per turn instead of only once and is more difficult to remove), Seasons Past (just an insane value card that goes back in your deck and can even get difficult to recur cards like instants and sorceries), Doubling Season (high $$ card but it works really well in your deck with all the +1/+1 counters) Rhystic Study (this even sees play in cEDH like mystic remora. People will not often pay the 1 mana. If they do, they have taxed themselves. Either you draw more cards or tax your opponent's spells. It's a win/win. Also, unlike remora, it stops all types of spells and doesn't require a cumulative upkeep. Make no mistake however, remora is still AMAZING). My last and final suggestions are tutors. Tutors are so important in commander. Too important too ignore. You aren't running any that I can see. URG doesn't have the greatest tutor options but they have some really good ones. I already mentioned fauna shaman and survival of the fittest. Others I'd try hard to slot in include Green Sun's Zenith , Finale of Devastation , Mystical Tutor , and Worldly Tutor .

Anyway, I hope I have been helpful. I tried to mention the cards that I think should absolutely find a way into the deck, but also keep in mind that not all of my suggestions are a must. Again, we just want to lower the average CMC, increase ramp and removal, and upgrade card quality, (like hooded hydra >> kalonian hydra). Good luck and overall a very cool deck! You have my upvote good sir.

Azeworai on What Was Wrong with Battle …

2 years ago

Let me redo that comment. 'Tis rather sloppy.

It was more so the fact that it felt as if a battle and not an exploration, as well as narrow decks in accordance to power level. Original Zendikar possessed aspects of peregrination, and the story was underlying as opposed to vociferous. Moreover, Battle for Zendikar had a far great amount of powerful cards in certain strategies as opposed to just ones that promote multiple deck archetypes.

Battle for Zendikar + Oath of the Gatewatch: Reality Smasher , Thought-Knot Seer , Ulamog, the Ceaseless Hunger , Gideon, Ally of Zendikar , Matter Reshaper , Eldrazi Displacer , Kalitas, Traitor of Ghet , Sphinx of the Final Word , Eldrazi Mimic , etcetera...

Zendikar + Rise of the Eldrazi + Worldwake: Bloodghast , Goblin Guide , Oracle of Mul Daya , Celestial Colonnade , Eye of Ugin , Eye of Ugin , Jace, the Mind Sculptor (heh.), Avenger of Zendikar , Stoneforge Mystic , All Is Dust , Eldrazi Temple , Coralhelm Commander , Eldrazi Temple , Khalni Hydra , Linvala, Keeper of Silence , Vengevine , all three eldrazi titans.

Whilst Zendikar block bolstered eldrazi decks, control archetypes, somewhat merfolk, equipment, mana ramp, aggro, and graveyard strategies, Battle for Zendikar only really saw Gideon, Ally of Zendikar , ramp, and eldrazi everywhere. Just see "Eldrazi Winter," one of the most perfidious times the game has ever seen in terms of uniformity across formats.

The power level of specific archetypes and the imminent story diminished the potential of the set somedeal, and people just found Zendikar more enjoyable.

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