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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elemental
When this enters the battlefield, you may destroy target artifact or enchantment.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
multimedia on Muldrotha: Budget Elemental Tribe!
2 months ago
Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)
If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.
You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.
- Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
- Risen Reef
- Mulldrifter, Foundation Breaker, Shriekmaw
These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:
- Wayfarer's Bauble --> Embodiment of Spring
- Nyx Weaver --> Splinterfright
- Aether Channeler --> AEthersnipe
- Altar of Dementia --> Lord of Extinction
- Viscera Seer --> Forgotten Ancient
- Woe Strider --> Night Incarnate
Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.
If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.
These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?
Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?
Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?
Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.
legendofa on Kenrith,the returned king plus door …
2 months ago
Welcome to the club, Mattzr01!
The deck description says it came from the Commander's Quarters YouTube channel. Is it a direct copy, or did you use that deck as inspiration? What lines of play are used or recommended in the video?
If the intent is to win by using Door to Nothingness on each opponent, you want to focus heavily on generating mana and slowing the game down. Since you need two mana of each color and a specific card in play to knock out an opponent, your immediate concerns should be reaching those marks. Ramp, color fixing, and card draw and tutoring should make up most of your early game, using your control elements to protect your key cards and prevent an opponent from getting too far ahead.
On the subject of control, don't waste your control effects on trivial threats. Cast your Plaguecrafter or Foundation Breaker or Austere Command or whatever when you see a major threat or obstacle that must be removed for you to win. Knowing the difference between an annoyance that can played around and a kill-on-sight card/combo is critical for slower decks.
I understand and respect that you're not looking for card suggestions with this thread, but there are a few cards in there that I don't fully see the purpose for. They don't appear to help you win in any significant way, unless I'm missing a combo or something.
Above all, have fun with it!
multimedia on Muldrotha: Budget Elemental Tribe!
3 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
TheOfficialCreator on Yarok's Fat Juicy Ass
6 months ago
Tireless Provisioner and Foundation Breaker are both busted in Yarok. Topiary Stomper is strong as well.
DreadKhan on Meren (becoming) cEDH
7 months ago
What do you usually fetch out with Protean Hulk, and am I right in assuming that's usually how you win, dig out Hulk which digs out an infinite combo?
You might take a look at Dawntreader Elk and Diligent Farmhand, maybe Yavimaya Granger, as ways to ramp while generating XP. It's also nice that Meren can recur one of these if you've got nothing strictly better to be recurring, ramp and XP are generally a good thing that will let you do something bigger later.
It's not cheap, but Entomb is pretty helpful for cEDH Meren, as is Veil of Summer and perhaps Autumn's Veil, you want those two often to deal with the endless interaction. There is also Imp's Mischief to help out. In cEDH I think I'd want to run Culling Ritual, both for the big mana and to wipe out most permanents, people don't run a ton of high MV permanents, so even if it will hit some of your stuff it'll hit everyone else harder.
I would definitely cut Putrefy for something better, probably a creature that removes stuff like Plaguecrafter (there are quite a few that are slightly worse), I would even run a couple of these creatures, they are often a very good thing to recur with Meren. I would remove your other spell-based removal for stuff like that and use Caustic Caterpillar or Foundation Breaker, removal that you can repeat feels good when you're not using much/any mana to do it. You can probably run stuff like Abrupt Decay and Assassin's Trophy, they are among the best removal spells ever printed.
For some extra card draw, I like Grim Haruspex and Midnight Reaper, conveniently you can sac them to prevent decking yourself.
MeneerDutchy on Henzie “The Toolman” Taylor ETB
8 months ago
Torgaar, Famine Incarnate Dusk Mangler Gruul Ragebeast Hornet Queen Meteor Golem Overseer of the Damned Regal Force Rune-Scarred Demon Terror of Mount Velus Titan of Industry Verdant Sun's Avatar Baleful Beholder Bane of Progress Blight-Breath Catoblepas Blitz Leech Brutalizer Exarch Cleanup Crew Dakmor Lancer Dark Hatchling Duplicant Earthshaker Giant Goremand Grave Titan Great Oak Guardian Greenwarden of Murasa Kodama of the East Tree Kogla, the Titan Ape Massacre Wurm Noxious Gearhulk Patron of the Vein Ravager Wurm Regal Behemoth Soul of the Harvest Sower of Discord Thief of Blood Ulvenwald Hydra Whiptongue Hydra Bloodtithe Collector Blossom Prancer Cavalier of Thorns Conclave Naturalists Custodi Lich Demanding Dragon Emrakul's Hatcher Fury Giant Ambush Beetle Gilt-Leaf Winnower Gray Merchant of Asphodel God-Eternal Rhonas Gruesome Scourger Ingot Chewer Indrik Stomphowler Invader Parasite Keldon Firebombers Massacre Girl Mindclaw Shaman Morkrut Banshee Nessian Game Warden Obsidian Charmaw Pharika's Mender Phyrexian Delver Predatory Nightstalker Priest of the Blood Rite Puppeteer Clique Qasali Slingers Regisaur Alpha Serpent Assassin Shadowborn Demon Shriekmaw Silverglade Elemental Stuffy Doll Stingerfling Spider Whiptail Moloch Wei Assassins Wild Celebrants Agent of Erebos Ancestral Statue Balustrade Spy Bloodboil Sorcerer Bramble Sovereign Cackling Fiend Carrion Imp Chain Devil Coal Stoker Dagger Caster Disciple of Bolas Dread Presence Flametongue Kavu Foundation Breaker Grief Intellect Devourer Kozilek's Predator Llanowar Empath Masked Admirers Mausoleum Turnkey Misfortune Teller Myconid Spore Tender Nekrataal Nantuko Cultivator Ondu Giant Oxidda Scrapmelter Quirion Trailblazer Rampant Rejuvenator Ravenous Chupacabra Sawblade Slinger Slippery Bogbonder Solemn Simulacrum Summoner's Egg Sylvan Messenger Traxos, Scourge of Kroog Umori, the Collector Voice of Many
Rome921 on muldrotha yo
1 year ago
Hey man, looking over it, obviously a great looking budget list. Keeping a general mindset of no cards over $3 I would add:
Removal : Seal of Removal, Seal of Doom, Oubliette, Kenrith's Transformation. These are awesome removals that you can play and keep until you need to use them, and Returnable with Mully
Ramp : Bounty of the Luxa, Mind Stone, Rootcoil Creeper, Leyline Prowler, Kodama's Reach Good cheap cards to help you get Muldrotha out faster, and then be able to play 2-3 spells a turn. The Prowler is also just an awesome blocker sometimes with his deathtouch.
Top End : World Breaker because he just deals with SO MANY weird things your opponents could be doing, Tatyova, Benthic Druid is awesome, especially with the fetch-style lands you've got going on.
Tutor : Dig Up Great budget Tutor for your colors.
I would take out: Too high CMC / Clunky : Deadbridge Chant, Izoni, Thousand-Eyed, Worm Harvest, Mythos of Brokkos (replace with Dig Up)
Too uneventful / slow / non-impactful : Desecrated Tomb, Perpetual Timepiece, Tamiyo, Collector of Tales, Growth Spiral, Llanowar Elves, Foundation Breaker, Vessel of Nascency, Stinkweed Imp
mach56gs on I haven't the faintest Notion...
1 year ago
You may have noticed I've liked elementals. Anyhow....
What's the catch?
Morophon, the Boundless + Fist of Suns = All Elements in Hand Free-Cast
Morophon(Moro) + Fist of Suns(Fos)+ Yarok, the Desecrated/Panharmonicon(Double ETB) + AEthersnipe (Bounce) = Bounce all permanents, OR infinitely play any elemental spell on hand/field = enabling unlimited ETB effects.
Moro + Fos + Double ETB + Bounce + Risen Reef/Cloudkin Seer/Cavalier of Thorns = Draw/Mill all cards in deck for self mill. Note, not actually a wincon yet. Consider Jace, Wielder of Mysteries? Feels more win-more, though. Any of these milling processes will probably lead to the following loops:
Moro + Fos + Double ETB + Bounce + Foundation Breaker = I hate artifacts + enchantments, grr!
Moro + Fos + Double ETB + Bounce + Avenger of Zendikar/Scampering Scorcher = Infinite Plants or 1/1 hasty elementals
Moro + Fos + Double ETB + Bounce + Blasting Station/Omnath, Locus of the Roil/Warstorm Surge = Ping enemies to death
Moro + Fos + Double ETB + Muldrotha + Bounce = All Elements (and lands) in Hand + Graveyard Castable
Have a number of 4fun cascade cards to help cheat creatures + churn through the deck and get out expensive bodies. Horde of Notions acts as a great toolbox and helps set up some of these combos.
Thinking of: Yarok's Wavecrasher to provide another piece to enable the infinite loop.
|Want (2)||Divine-Asura , ChocolateGoblin|