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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Vedalken Wizard
, : Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
1 month ago
The synergy with Induced Amnesia is fantastic!
I like the idea of the deck - seems very unique and fun. A couple suggestions you could consider: it looks like you're dabbling in the wizard synergy but you could go a bit deeper for even more synergy with cards like Cyclone Summoner, Docent of Perfection Flip, Minn, Wily Illusionist,Patron Wizard, Trophy Mage,Tribute Mage, Trinket Mage, Jace's Archivist and Azami, Lady of Scrolls
I think the above additions would help you keep the theme of your deck while offering more synergies all around. If you take this approach, you could also look to include Stonybrook Banneret as a budget medallion.
The rest are just decent control/draw.
Additionally, in keeping with the bounce theme you may want to consider Into the Roil, Blink of an Eye, Disperse, and maybe even Capsize or Snap the former three will let you bounce your own targets for more ETBs/protection and in a pinch they can bounce those pesky enchantments blue has so much trouble dealing with.
For counterspells, the lower the mana cost, the better the counter. there are some great budget options if you find you've always got a handful of cards for free counters (Misdirection Disrupting Shoal) but one of the classics that isn't too pricey isArcane Denial but I'm quickly growing to loveAn Offer You Can't Refuse and Swan Song
For removal, the bounce theme is always great but for those pesky indestructible creatures I auto-include Resculpt in every blue deck I make.
Overall your deck looks like a ton of fun to play already, just adding in my thoughts.
2 months ago
Some cards to consider, some don't exactly fit the wizard theme, but definitely fit the draw theme
2 months ago
There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.
I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.
Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.
As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.
There's no easy answers to these problems, but here are some thoughts:
Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.
You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)
I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.
I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.
I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.
2 months ago
Since landfall is featured heavily in your deck, you may want to consider any combination of Evolving Wilds, Fabled Passage and Terramorphic Expanse. This will increase the number of cards milled every turn.
May I suggest replacing Glacial Grasp with Skyline Cascade? This can open up some space for other card draw options or Sage's Row Denizen, which will cause an opponent to mill every time a blue creature enters the battlefield. Another reason to replace Glacial Grasp is any mill you do should mill no less than 1 card for every one mana spent. Permanents that trigger mill are okay since the mill will eventually pay for itself. As the deck currently stands, you'll only break even on GG if you have Sphinx's Tutelage on the battlefield. If you wish to continue to rely on Instants and Sorceries may I suggest a full set of Mystic Sanctuary? This will allow you to be able to use them multiple times.
To get mill through card draw accomplished sooner, you may want to consider having three copies of Jace's Erasure and two copies of Sphinx's Tutelage. If you go the Sage's Row Denizen route, you can add in Jace's Archivist and accelerate the number of Counters on Ominous Seas. Another card to Consider is Teferi's Ageless Insight.
If most or all of these options aren't to your liking a playset of Contentious Plan would be like putting two foreshadow counters on OS.
Thank you for reading me out. I hope this helps. Happy Hunting!
3 months ago
Thanks for commenting, Lord_of_Cardboard!
This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.
As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.
The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:
Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.
Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.
To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.
Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.
- Mass Manipulation
- Gelatinous Genesis
- Mind Grind
- Hydra Broodmaster
- Other hydras (there's lots of them)
- Plaguecrafter / Demon's Disciple
- Seal of Doom / Shriekmaw / Executioner's Capsule
- Night Incarnate
- Outland Liberator Flip
- Thrashing Brontodon
- Kenrith's Transformation / Frogify / Kasmina's Transmutation
- Vraska the Unseen / Ob Nixilis Reignited
- Sidisi's Faithful
Draw / Mill:
- Vessel of Nascency
- Satyr Wayfinder
- Tatyova, Benthic Druid
- Mirror-Mad Phantasm
- Dreamborn Muse
- River Kelpie
- Witching Well
- Courier's Capsule
- Omen of the Sea
- Fact or Fiction
- Forgotten Creation
- Kiora, Master of the Depths
- Springbloom Druid
- Burnished Hart
- Dawntreader Elk
- Diligent Farmhand
- Kodama's Reach
- Wayfarer's Bauble
- Font of Fertility
- Omen of the Hunt
- Yavimaya Elder
- Kiora, the Crashing Wave
Control and other good stuff:
- Zur's Weirding
- Siren Stormtamer
- Drown in the Loch
- Elephant Grass
- Scribe of the Mindful
- Malakir Rebirth Flip
- Raven's Crime
- Malevolent Hermit Flip
- Energy Flux
- Other counterspells
If you have any other questions about budget options, let me know. I'm always happy to help!
4 months ago
Have you considered Jace's Archivist? Once Teferi's Ageless Insight and Reliquary Tower enter the battlefield you activate JA's ability, cause all your opponents to draw cards while you draw twice as many, then hit them hard for lifeloss on the next activation. Happy Hunting!
5 months ago
Mind Over Matter is generically good here. Loops with stuff like Temple Bell or Jace's Archivist. Wheels in general are good paired with a mass bounce such as cyclonic rift. End of turn Rift-> Whispering Madness -> cipher onto creature, swing and get another trigger.
Side note: I would highly recommend running 3+ more lands, as without consistent acceleration, and with that curve, 32 lands runs a huge risk of not having enough lands to play your stuff
6 months ago