Muldrotha, the Gravetide

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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Trade

Have (5) Wythre , lorddarkstar , metalmagic , Forkbeard , Azdranax
Want (1) Kelcool

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Set Rarity
Dominaria (DOM) Mythic Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Muldrotha, the Gravetide occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

BUG (Sultai): 1.5%

Muldrotha, the Gravetide Discussion

Amb130 on recycle/null profusion

3 days ago

I'd really consider putting in fetch lands, at least the on-color ones like Misty Rainforest, Verdant Catacombs, and Polluted Delta. Really good since you're running shocks and duals and play very nicely with Muldrotha, the Gravetide and Ramunap Excavator

KIRK77 on Muldrotha Reanimation

1 week ago

looks like a pretty sweet deck! Is there a format you are more used to? What kind of meta are you playing in?

Personally would try to limit the amount of instant and sorcery cards you have since Muldrotha, the Gravetide can't too much about them. I also am a pretty strong believer in having close to 36 lands

you might want to check out...

chillbologna on Kadena Morph 'n' Mill

3 weeks ago

Would def consider Arcane Signet over another artifact ramp! Can I ask why the Farseek instead of something like Nature's Lore? Looks like you are running enough duals that it would be almost a strict upgrade

Otherwise, really cool deck! Idk where you would fit it in, but some graveyard hate might be helpful depending on the decks your playgroup runs. I know commanders like Tasigur, the Golden Fang, Muldrotha, the Gravetide, Nethroi, Apex of Death etc love when their graveyard gets filled up "for free"

greyninja on Graveyard commander

3 weeks ago

I built Muldrotha, the Gravetide and love it

Two friends of mine in dif playgroup each play Karador, Ghost Chieftain

Not mentioned yet is the new Nethroi, Apex of Death which will be a thing

Also Tasigur, the Golden Fang, The Mimeoplasm, Balthor the Defiled, Kethis, the Hidden Hand, Gisa and Geralf, Varolz, the Scar-Striped, etc etc

Arcaia on Tainted soil

3 weeks ago

Hi there,

Just going to jump in here to point out that Havengul Lich doesn't gain static abilities (like those of Nyxbloom Ancient), only activated abilities (such as both abilities on Cryptbreaker).

There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.

multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).

Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.

Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.

multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.

Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why

turtlesbedank on Graveyard commander

3 weeks ago

For what you are asking I recommend either Muldrotha, the Gravetide or Meren of Clan Nel Toth.

Summit on “”responding”” to sacrifice

4 weeks ago

Here’s the deets:

I have a Sisay, Weatherlight Captain commander deck that I like to play reactively - she can essentially flash in any legendary from my deck that I need for 5 mana.

My roommate runs a sac-heavy Muldrotha, the Gravetide deck. In this instance I have been thinking about her new inclusion of Greater Good.

I know I can’t respond to sac specifically but can I respond to the triggered effect while it’s on the stack? Specially - I would like to drop in Nekusar, the Mindrazer in response to her drawing a card/before she draws a card, to sneak some damage in. Alternatively, how about Syr Konrad, the Grim?

Is that possible to do before she starts drawing? Once it’s out, she’ll change tactics to removal, so I’m trying to figure out if I should just keep other emergency options open.

elk88 on Yarok Lands EDH

1 month ago

Hey fmastrome2008!

Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.

Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.

Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.

Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)

Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!

Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.

Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).

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