Muddle the Mixture

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Muddle the Mixture

Instant

Counter target instant or sorcery spell.

Transmute (, Discard this card: Search your library for a card with the same converted mana cost/mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

SaberTech on Dissident Storm

1 week ago

You do have a lot of cantrips and rituals, although I would consider running Dark Ritual as well. It's the most mana efficient ritual, and being able to cast Necropotence turn 1 or suddenly flash in an Opposition Agent off of just one open black mana is pretty strong. Brainstorm would be worth considering but I don't think that you have enough ways to shuffle your library right now to get the most use out of it. Maybe if you upped the number of fetch lands that you are running. Night's Whisper is a possible consideration for another cheap draw spell.

I do think that some of the top end of your deck could be replaced. Too many expensive storm payoff cards means that you have a higher chance of having them clogging your starting hand and first few draws, which is rough for a deck that wants to be setting up and casting a bunch of cheap spells. I really think that Eye of the Storm should go because there is a high chance that your opponents may get to benefit from it more than you do. You could replace the more expensive cards with wheels and card draw engines to help you keep your hand full and find your remaining win conditions faster. Windrider Wizard or Jhoira, Weatherlight Captain could be worth considering depending on how mana artifacts vs spells your final list ends up running. Gale, Waterdeep Prodigy can help you cast more spells in a turn but might not be what you want if you are hoping to stock up your graveyard for Underworld Breach.

You may end up needing a couple more board wipes depending on your meta. If everyone in your play group is just aiming to hit their combos the fastest then you may not need to worry about being beaten down by creatures before someone combos off and wins the game. If you are facing a bunch of creature-focused decks then more board wipes like Toxic Deluge may be necessary.

Hindering Touch doesn't seem like a strong enough counterspell to be running in Bracket 4. There is always Force of Will or Pact of Negation, but another one that may be worth considering is Muddle the Mixture for its option of being a tutor. It can grab Brain Freeze or Underworld Breach, and if you add in the dramatic Scepter combo then it can grab those cards too.

Cloudy2024 on Retro Wizards (Grixis)

3 weeks ago

Invert Polarity is probably better than Muddle the Mixture, and I reckon take it out for another Drown in the Loch

SufferFromEDHD on Glarb Black Green Blue Creatureless Control

1 year ago

Holy schnikes... I missed the Workshop first look thru! No playset of stax taxes? Trinisphere etc.

Mystic Speculation reusable top deck. Easy to abuse in a deck full of rocks.

Muddle the Mixture and Clutch of the Undercity your win conditions are 2 and 4. This is removal that is also tutor.

capwner on Corpses on Clearance

1 year ago

Classic reanimator strats in pauper, love it. The only thing I can think of is maybe to run Muddle the Mixture in a couple of your countermagic slots, as it represents extra copies of Exhume, which seems to be your only means of reanimating and a bottleneck for the deck!

MrSilk on Blasting Solemnity - Modern Competitive

2 years ago

DMFF Heh yep, I've known that thing about thing in the Ice for a couple years now. Usually I'll just slap it down and then just Remand/Muddle the Mixture/Dispel/Path of Exile on the next enemy turn or just play a cantrip on the same turn to flip it for the board wipe. Theres a ton of ways to get that last counter off of it with this deck lol. Glad you like the list, its still suspiciously good even with the power creep since I made it!

ASalesman on Unesh, Ultimate Guide (Tribal)

2 years ago

GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)

Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.

Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.

cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.

Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.

Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.

Enchantments: Agreed, all of these are great cards. Not much to change here.

Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.

Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.

REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.

EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.

I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.

wallisface on Mutate, Mutate, Mutate, Mutate

2 years ago

You can’t have Muddle the Mixture in your deck if Jegantha, the Wellspring is your Companion, so one of those have to go (i don’t think Jegantha, the Wellspring is offering you anything useful so i’m not sure why he’s here, bit also if you’re running counter magic you’re better-off with Counterspell or Spell Pierce).

I still see no benefit to Igneous Inspiration and it should really be anything else.

I really think your mutate package should be including a playset of Parcelbeast… that card feels stronger than all these other cards you’re running - and might actually help ramp you somewhat.

BeyondSolace on Zurza's Saga

2 years ago

Highly recommend adding Tolaria West It tutors for Urza's Saga for and Muddle the Mixture and Dimir Infiltrator can fetch you Power Conduit

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