Mulldrifter

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Mulldrifter

Creature — Elemental

Flying

When Mulldrifter enters the battlefield, draw two cards.

Evoke (You may cast this spell for the evoke cost. If you do, this creature is sacrificed when it enters the battlefield.)

Henchman31 on Notorious B: Ready to Die [Remastered]

2 months ago

Gattison: Thanks again for the tips on updating the decks. To celebrate getting out of quarantine, last night I took this deck to my LGS to test it out with the other Pauper players. I made some minor changes beforehand:

Lands: +2 Mortuary Mire, +2 Barren Moor Instants: +4 Deadly Dispute

Sideboard: 2 Nihil Spellbomb, 2 Sylvok Lifestaff, 3 Tragic Slip, 4 Dash Hopes, 2 Feed the Swarm, 2 Shrivel

We're normally a small group but that night we were only 4: myself, another Pauper regular, and two others who are very active in the competitive Modern league. We settled into 3 rounds and... oof: 5 losses, 1 win, and one undecided due to overtime. Here's how it went down:

Round 1: vs. BG Dredge/ Tortured Existence 0-2-0 Not a good matchup at all, I'm afraid. Spore Frog made the combat step irrelevant, Thoughtpicker Witch kept me drawing lands and exiling my answers, and saccing his chump blockers to the deck's namesake kept me from activating any beneficial death triggers. All my card-draw got shuffled to the bottom in both rounds and there wasn't much I could do until he got a couple Gurmag Angler out to end my misery. On a side note: I hate playing against Dredge almost as much as Blink or Tron--all of which are beloved in this local meta. Maybe it's just ze Germans -_-. I'm always on the lookout for answers against these.

Round 2: vs. UB Looting/Control 0-2-0 Things were looking hopeful while I was developing my board and he was just casting different versions of Preordain for the first few turns. His main beater turned out to be Shipwreck Sifters, which got uncomfortably swole thanks to repeatable looting. Dross Golem was a star in this round and almost killed him in the first match. However after sideboarding, his removal became much more aggressive and I wasn't even left with blockers. Missing answers and sigh card draw, he took it home with some beefy spirits.

Round 3: vs. Temur Cascade or Gruul Walls + Mulldrifter -_-' 1-1-1 This was a weird one: aggressively defending and ramping with Tinder Wall, Overgrown Battlement, and Tuktuk Rubblefort until he could cascade into Boarding Party and other beaters. By turn 3 he had at least 6 walls out, each with at least 3 toughness that brushed off anything I could turn sideways. We were both surprised when my card draw engine started working in match 2 and I could slap out my own beaters with multiple rituals and disputes in a single turn. While he was missing his and Winding Way, I managed a Soulcage Fiend and Mortis Dogs by turn 2. After taking the 5-life hit from Dash Hopes twice, I had him on turn 5; clinching it with Howl from Beyond. Although the last round was undecided and he was prepared to kill me with hasty Pirates again, I was still pleased to pull off the primary wincon at least once.

Overall thoughts: This was my first outing with the deck so I still need to play it more to see the clear differences between the inherent weaknesses and my own misplays. I like aggressive decks and when this got going, I was down to clown. All-stars of the night were Mortis Dogs, Dross Golem, and especially Deadly Dispute. So much value. Add a dash or two of Dark Ritual and Sign in Blood in a single turn? chef's kiss That being said, I still think some adjustments are in order: First, that Mortuary Mire got to go. It slowed down the deployment of creatures and messed with my draws. Silly me. Unearth is much better recursion hands down. Second, sadly the goblins and newts must make room for another 1 or 2 Festering Mummy and a full set of Shambling Ghast. The latter does the same thing as the others but gives the option to ramp--which is especially relevant in my meta where creature decks are scarce. Third, better quicker removal? I left out Innocent Blood this time but either that or the asymmetrical Geth's Verdict could work. Fourth, mass removal or damage-dealing ala Crypt Rats or Pestilence? Sure, it would kill our forces but isn't that the point?

After looking at some other Suicide Black lists, I've seen what makes this deck unique and I'm still interested in making it work. I like the focus on death triggers and I'd love to find more ways to exploit them. Other creature-based lists use beaters like Guul Draz Vampire, Dauthi Slayer, and Carnophage to drop that life total to the floor. Pumping beaters like these and/or giving them lifelink seems appealing, but I'd like to stay true to the spirit of this deck as much as I can.

Sorry for the wall of text, I just wanted to get this all out now while it was still fresh. I hope this proves interesting to you or any others looking to try this deck out.

Guerric on Brago, Value Eternal

2 months ago

A great blink target that people sometimes forget about is Parallax Tide. You can just remove a bunch of the counters so there is only one left and exile your lands after using them. Then you blink it and return all of your lands to the battlefield untapped. It works pretty well. Watcher for Tomorrow is like a better Sea Gate Oracle in decks like this because you get to look through four cards and can get the first card the turn you get it by blinking it with Brago. I also like doing more of my card draw this way, and play cards like Mulldrifter, Cloudkin Seer, and Merchant of Secrets that can repeatedly draw cards. Grand Arbiter Augustin IV is a pretty great stax piece that helps you a lot and annoys your opponents without shutting down the game.

StratM on Muldrotha, the PermaGrave

2 months ago

rambunctiousOrator, The Great Henge and Archon of Cruelty make more sense to me now. When I currently play this deck in its current state I tend to not play many cards from my hand. So the Flash cards you recommend wouldn't work to well. And like you said I don't have the best reanimation targets yet for The Scarab God to work. Maybe with the additions of The Great Henge and Mulldrifter that would allow me to play cards from my hand more. Because as of now the current way I have played this deck is ramp into mill, until I get my win con. Usually using Mirror-Mad Phantasm or Forgotten Creation to do so. I do have some synergy for landfall stuff with Tatyova, Benthic Druid and World Shaper so Avenger of Zendikar could be a fun addition in combination with those two. But I feel like to pull some of this stuff off, I would need a lot of mana.

rambunctiousOrator on Muldrotha, the PermaGrave

2 months ago

Yeah, let's talk about it!

  • The Great Henge functions mainly in turning your creature into draw spells. This is vital! 30 creatures is a lot of creatures, and you don't have to work that hard to get value out of TGH. Your commander has 6 power, so this reduces the cost of TGH to 1GG as a base. This means the turn it comes out you are spending 1 mana for this. Would you put another Sol Ring in your deck? This synergizes with evoke creatures, as they will still ETB even if they immediately get sacrificed. A classic synergy here is Mulldrifter evoked + The Great Henge to draw 3 cards for 3.

  • Hullbreaker Horror has flash, your goal is to play this on your opponents turns right before it swings to your turn. The spell can't be countered, and the goal here is to trigger the first ability as often as you can on your turn. Each trigger of HH solidifies your domination on the board, each trigger is someone's commander getting bounced for free, someone's Sol Ring getting bounced, etc. while playing cards you were already going to play. Every non land card is by definition a spell. This is especially good if you decide to go more into a reanimation route with cards like Animate Dead and The Scarab God. This is Cyclonic Rift attached to a creature, trust me.

  • Archon of Cruelty is easily the best black creature printed in a long time. This card is worth playing on it's own, and the fact that your deck can recur this card from the graveyard is truly oppressive. I think the lie we tell ourselves is that we won't get to 8 mana, but really in most decks you get to 8 mana around turn 5 or 6. This card is oppressive, especially with reanimation or copy effects.

  • Vendilion Clique is a control card, plain and simple. This card is another play-with-and-see how oppressive this feels. You aren't just cycling them, you are taking the best card out of their hand. In lieu of counter-spells, I think this is one of the best cards you can ask for in your deck. This is also a very rare hand attack spell with FLASH, meaning when your opponents resolves a Demonic Tutor you can hand attack them before they can do anything about it!

  • The Scarab God absolutely doesn't need to go in zombie-tribal. This is one of the best reanimation spells ever printed, stapled to a creature. The scry and damage is incidental. Would I recommend this in your deck as-is? Probably not, I would recommend adding more reanimation targets like Hullbreaker Horror, Archon of Cruelty, Vendilion Clique.

Additionally, consider these cards for your deck:

Let me know your thoughts on these!

RevenantBacon on

3 months ago

Drop Thrummingbird, Grateful Apparition, and Karn's Bastion, they're literally pointless. Niko is going to be using his +1 ability to make your ETB creatures bounce often enough that you don't need the extra loyalty on him, and there's literally nothing else in the deck that gets counters except for Lost Auramancers and well... you don't want them to get more counters.

Speaking of the Lost Auramancers, drop them and Protean Thaumaturge because that's just... well it's just a bad combo, and also doesn't work the way you think it does. Vanishing triggers at the beginning of your upkeep, and the creature is only sacrificed during the resolution of that ability when it determines that the creature has no counters left on it, so you literally can't do it, as they only stay a copy until end of turn, and you don't have any enchantments with flash.

Possibly trade Imprisoned in the Moon for Oblivion Ring, as it's strictly better for removing anything other than a commander, or run both, since you're light on removal overall.

Drop the Suture Priest, as it has nothing to do with the decks theme, same with Daxos of Meletis.

Add a Monk Idealist, it's identical to Auramancer, and backups are good to have.

Add Guile as another synergy for Dovescape, and get infinite 1/1 birbs whenever any opponent casts a non-creature spell.

Add an Azorius Signet (I can't believe it's not in the list already).

You obviously need card draw, so add a Mulldrifter and/or an [Omen of the Sea].

Lastly, slot in an Archon of Sun's Grace and a Luminarch Ascension because most of your creatures are rather weak, and you have no way of protecting yourself from decking out.

DreadKhan on What are you doing get back out there?!

4 months ago

Mulldrifter and other creatures that draw a card on ETB are probably good cards to look at.

xram666 on Pauper Brawl, Kangee

4 months ago

Nice. But the correct format name is Friendly Pauper Brawl.

I would add at least two more lands.

Some other cards to improve the deck:

+1 from me.

DreadKhan on Bouncer Brag

5 months ago

I wonder if Yorion, Sky Nomad would fit in here? Brago flickering him will let you double up on the effect, and let you untap non-creatures to hold up mana for other players' turns. You could toss in some extra mana sinks, like Castle Vantress or Faerie Formation.

Nephalia Smuggler works pretty well with Mistbind Clique to lock someone out of their lands for 3U on their upkeep, or anything else worth blinking. Mulldrifter is a ton of value in Brago too, if you're not worried about closing the game too quickly.

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