Muldrotha, the Gravetide
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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Muldrotha, the Gravetide

Legendary Creature — Elemental Avatar

During each of your turns, you may play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

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SaberTech on How can you pack enough …

3 weeks ago

legendofa's comment about assessing that you and your group are playing with the same game expectations and power level is a good point to start with. As for some suggestions about deck and play style:

You are right, you probably won't be able to pack enough removal into a deck to deal with all the potent threats that three opponents can potentially play against you. There's the option of running decks with cards like Grave Pact that give you repeatable ways to remove creatures throughout a game or engines that let you repeatedly reuse your removal like running Plaguecrafter or Foundation Breaker in a Muldrotha, the Gravetide deck. Those can help. However, if you are trying to run a control deck in commander like you would in a 1v1 game then you are probably going to have a tough time. 1-for-1 removal in commander is meant more for saving your skin or shutting down an opponent's key piece/play at an advantageous time, not a long-term plan of preventing an opponent access to any resources at all.

Something to remember is that even if each opponent has 20+ bombs in their deck, they aren't guaranteed to see all of them in a game. It also isn't on your shoulders to keep all threats under control. There are other players at the table who will have to be concerned about threats that get played. You can try to play in a way that puts pressure on opponents to deal with threats while you conserve your own removal for when you really need it. There is also the option of making deals with opponents.

In casual commander games, part of controlling opponents comes from just being able to match their boards with your own. An opponent shouldn't try trading off threats with you if all it does is weaken the two of you while your other two opponents are unaffected. Make attacking you look like a bad deal. A threat that is never aimed at you is one you don't have to think about how to remove, and hopefully it gets aimed at another opponent instead.

For a more dedicated control strategy, cards that deny actions may be more worthwhile over some pieces of single-target removal. Effects that tax opponents' mana to do things can slow down the game and give you time to get your own win-cons online. With both denial and removal, being able to hit/affect cards that each of your opponents control with only a single card is the sort of value you would prefer if you can manage.

Cards that let you permanently steal an opponent's card on board let you you spend one card to build up your board state while removing a resource from an opponent. That's better than just trading cards 1-for-1 and potentially giving your other two opponents an edge. The cards that do that on their own tend to be 4+ mana though, so not always the most cost efficient. Setting up synergies between cards that let you do that sort of thing repeatedly is one way to go. As an example, I run Tergrid, God of Fright  Flip in my Vaevictis Asmadi, the Dire deck to get more value out of Vaevictis's ability.

At the end of the day though, the most effective way of taking a bunch of threats out of the game equation at once is player removal. You can't just focus on keeping opponents' boards clear of threats, you need to be building towards your own win-con as well. Defeating an opponent means no longer needing to deal with their threats. There can be advantages to sometimes being slower to play out your threats than your opponents but if you know you aren't running enough ways to deal with all of their threats in time then being able to take out an opponent may be your best option for controlling the flow of the game.

legendofa on Deviations

1 month ago

I have a few of those, I cycle them every so often on here. Best examples are probably:

Muldrotha, the Gravetide gives Elves help with recursion when I inevitably overextend, instead of leading a more traditionally graveyard-focused deck.

Enchantments (not Auras) that literally doesn't have a dedicated commander, just a placeholder until something good shows up.

I was kind of surprised that Temur Goad is so underdeveloped. There's only four decks with those two hubs on here in any format. Xyris, the Writhing Storm's the commander there.

If I think I can find a way to make something work in unusual colors or strategies, I'm probably going to try. It fails a lot more than it succeeds, but the fun is in the attempt. I tend to build decks and fit the commander to the deck instead of choosing a legendary creature and building around that, so a lot of the time the commander's simply the best available option.

CanOspam on Infinite Turn Combo Using 2 …

3 months ago

While Those Don't Recur, you can take infinite turns with Coretapper + Magistrate's Scepter + Muldrotha, the Gravetide, Steps: play Coretapper (either give it haste or play the Turn Before Magistrate's Scepter) Play Magistrate's Scepter (Muldrotha, the Gravetide On Field) tap Coretapper, Then Sac Him to Put the Total of 3 Charge Counters On Magistrate's Scepter then tap it to take an extra turn, then just play core tapper From Your GraveYard With Muldrotha, the Gravetide and go to your next turn

TheForsakenOne on Omnath, locus of all

9 months ago

You need a lot more cards that trigger Omnath, ideally you want to be hitting it every single turn but with lands that's already not going to happen. You barely have 6 cards in the deck that he'll trigger on, and while he will still draw you a card each turn you want to be adding that free mana. If you want a more goodstuff commander I'd recommend switching to Kenrith, the Returned King as a card that has more general value.

You seem to have a lot of just bad cards in here, giving the impression that you built this out of the cards you have lying around. Everyone has to start there, I did the same when I was starting out, but a lot of these go straight to the cutting floor. Aegis Turtle, Campus Guide, Sanguine Syphoner, Gutless Plunderer, Scytheclaw Raptor, Stromkirk Bloodthief, Hoverstone Pilgrim, Misleading Motes, Pilfer, Navigation Orb, Prophetic Prism, Tithing Blade  Flip, and Clawing Torment are all on this list.

You also seem to have a weird sacrifice subtheme with Ravenous Amulet, Vampire Gourmand, Dreg Recycler, Ayara, First of Locthwain, Vein Ripper, and Liliana, Dreadhorde General. The problem with this is that you just don't have good token generators or sacrifice fodder to support this outside of Liliana, not to mention its complete disconnect from the Omnath theme. I'd cut them all except for Liliana and Vein ripper since those are just good cards by themselves.

For other miscellaneous cuts: Rest in Peace is probably unnecessary for the power level you're looking to play at, most of the time it's going to sit dead in your hand. You don't really have enough enter the battlefield effects for Blur to pull its weight. And you don't really seem to be putting out creature numbers necessary for Campaign of Vengeance to be worth the 5 mana. Invasion of Ravnica  Flip is a decent card but the flip cares about 2 color pairs which seems out of place in this deck.

And are you sure you want to keep the infinite combo? Your deck is very low power, while that wincon is something more akin to something higher up. People are going to see you pull off the infinite out of nowhere and then have the perception of your deck based off of that when it'll probably only do it once every dozen or so games. I heavily suggest cutting Marauding Blight-Priest to avoid this.

For what you should add:

Pick and choose from the and cycles, those are pretty consistent 3 color spells that trigger Omnath.

Other suggestions: Villainous Wealth lets you turn all that mana into free spells of your opponents deck. A wincon in of itself.

Rienne, Angel of Rebirth if you put in more multicolored legends then this is a godsend, letting you play them over and over.

Maelstrom Nexus triggers Omnath and is just a really good card for casting big things like you want to.

Kodama's Reach is a second cultivate, which you definitely want.

Mirror Room / Fractured Realm copies a creature or doubles the triggers of all your stuff, including your commander.

Conflux tutors you three cards which is just great and with all the mana you should have you can have a nasty turn with this.

Annie Joins Up is removal and doubles your commander trigger. Also triggers Omnath's draw.

Wargate lets you tutor out whatever Permanent you need directly onto the battlefield, and is a good X spell for all your mana. Also see Chord of Calling or Rocco, Cabaretti Caterer for creatures specifically.

Yurlok of Scorch Thrash is great for adding a ton of mana over several turns. Also triggers Omnath

Sphinx's Revelation to turn that mana into a ton of lifegain and card draw.

Victory Chimes nets you 4 mana a turn with Omnath.

Koma, World-Eater is just a big guy that creates a bunch of tokens and is hard to get rid of. Also triggers Omnath.

Faeburrow Elder is another bloom tender that's also a 5/5 for 3 if you have a decent board.

Aragorn, the Uniter loves you casting multicolored spells because he'll trigger multiple times for each.

Zacama, Primal Calamity can be devastating with the amount of mana you can store. You can cripple your opponents with a string of her abilities.

Muldrotha, the Gravetide is great for recursion to spend all that mana. You'll basically never run out of things to play.

From your Maybeboard: Kroxa and Kunoros should be fun, and Polukranos Reborn  Flip is just a decent creature that also triggers Omnath. Rebuild the City is decent mega ramp that also creates bodies. If you add enough 3 color stuff Meeting of the Five would be great for a massive turn (I would also suggest Threefold Signal if you hit that level). Everything else I don't think is worth adding, you seem to have ambitions for Battle synergy but most of those don't trigger Omnath, I think that would be better saved for another deck.

Tl;Dr: Add more stuff that triggers Omnath and cut out the bulk. Add more ramp and think long and hard about if you do really want that infinite in a deck that cannot match it's power level and the hate it will bring on you.

LS-Metr0 on Glarb, Calamity's Augur

11 months ago

I run a similar build, which is heavily focused on Landfall. I like running Yarok, the Desecrated in the deck 'cause each Landfall triggers twice. Also, I don't really see the point of playing The Reality Chip, instead I suggest going for Muldrotha, the Gravetide which you already have in your sideboard.

DreadKhan on EDH Merens Reanimator

1 year ago

Do you mean cheap 'fetch' options like Evolving Wilds, or pricey stuff like Verdant Catacombs? Proper Fetchland are really strong cards, and very few things screw you over for playing them. People typically benefit from Fetches if they have landfall effects, usually you need quite a few, or very good ones, or they are a lot of money for relatively little value, especially 2 colour deck. This changes a bit if you've got other synergies, especially cards that let you play lands from your graveyard, Fetch lands are incredible in decks like Muldrotha, the Gravetide, where getting a single one in your graveyard technically means you'll never miss a land drop (unless something happens). In your colours people often run Fetch lands with cards like Crucible of Worlds and Ramunap Excavator (there are more options, these are just very popular ones that synergize with effects that give you the ability to play extra lands, such as Burgeoning). The nicest thing about these sorts of combos is you can also throw in something like Strip Mine/Wasteland to generate a great deal of advantage over time.

Looking at your deck for a bit, it doesn't have a lot of 'bad' cards kicking around, so it's hard to improve your deck without raising it's power level. Arguably fetches don't increase your power level, they just make your deck a lot more consistent, but with enough synergies you can possibly shave a few lands if you ran all of the true Fetchlands that can find a Swamp or Forest (at this point there is a range of dual lands that have the Swamp/Forest typing, but most ETB tapped fwiw. I'd run at least 3 duals you can fetch out if you're going to run a bunch of Fetchlands, as well as a smattering of Basics.

Hope some of this helps!

FatFreddiesCat on Using Illusions of Grandeur

1 year ago

I have Muldrotha, the Gravetide as my commander. I have Illusions of Grandeur and Sundial of the Infinite in play. If I don't pay Illusions of Grandeur cumulative upkeep, can I use Sundial of the Infinite to end the turn before losing the 20 life? If so, does Illusions of Grandeur still go to the graveyard so I can cast it again with Muldrotha, the Gravetide?

wallisface on Multiple Muldrothas

1 year ago

You may cast two of each permanent type from your graveyard, yes.

Note that while Muldrotha, the Gravetide lets you play a land from your grave, it doesn’t increase the number of lands you can play in a turn, so unless you have some other effect granting you extra land-plays, you’ll only ever be able to play one land from grave or hand.

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