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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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | 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.)
thefiresoflurve on
Counter Spells & Draw Cards
1 month ago
This looks like a really fun commander! So, right off the bat, there's a cool way day/night interacts with this commander and your opponents: if you can force it to night consistently, you'll more heavily punish your opponents for playing spells, since they're going to switch it back to day and power up your commander. The easiest way to do that is by playing more instants / at flash speed.
Desperate Ravings / Thrill of Possibility / Big Score + Unexpected Windfall all help positively synergize with your "draw" effects like Ominous Seas and Teferi's Ageless Insight, and also help you trigger the day/night change by electing to play on other people's turns instead of your own.
Seize the Spotlight gets an honorable mention for being great, if you find the slot for it.
For cuts, I would consider: Pouncing Shoreshark (low impact)
Laboratory Maniac - Kind of an all-or-nothing strategy, and sounds like from your description that you'd rather win with combat.
Khenra Spellspear Flip - doesn't fit with commander, since you want to be able to force it to night whenever your turn rolls around.
Boon of the Wish-Giver - sorcery speed is kinda meh IMO - I imagine people will be trying to kill your commander before it makes this cost.
Mulldrifter - there are instants and sorceries that can draw more for the same cost.
Happy building!
SteelSentry on (Mid-power playgroups) Do you value …
2 months ago
Thanks for the responses so far! Normally I wouldn't make a forum post asking people to help pick a commander, but it felt a lot like deckbuilding philosophy debates I've had with myself in the past: for example, my boros deck cutting Osgir, the Reconstructor for Hofri Ghostforge, or whether or not to cut from my Jund lands deck.
Gidgetimer is right on the money, as well; this is just as much a Sun Titan vs Mulldrifter pet card fight as it is a fight between the commanders. That's where the real fun in deckbuilding is though. b( OuO)b
kortioznikas on
6 months ago
Sweet commander choise, I might "steal" it from you for my own decklist.
Mulldrifter would fit the theme quite right.
Cheap instant removals like Cast Down might perform better than 4 CMC sorceries.
Spirits on
8 months ago
Hey Zorke,
Ok based on your comment about the combo, I'm basing these recommendations on a:
Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.
-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island
--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season
--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)
--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance
--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman
--Control-- +Beast Within -Fog
I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist
Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)
Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.
Hopefully you find some useful ideas here.
bobbyboo on
Abdel: Blink and You Miss Him.
8 months ago
Changes to be made:
Aviation Pioneer for Aspiring Aeronaut : Same effect for lower CMC. Flying blockers can be a weak point for this deck.
Burdened Aerialist for Wall of Runes : Trading filtering for treasure production, adding another potential combo piece to the mix.
Inspiring Overseer for Skyscanner : Same effect for same CMC with lifegain attached.
Mulldrifter for Search Party Captain : Better digging option with the upside of being able to be evoked if in a pinch. SPC being dependent on attackers is good for when Abdel has made enough tokens, not great in your opening hand though.
Soul's Attendant for Dwarven Priest : Better long term lifegain option with a lower CMC.
Stonehorn Dignitary for Watertrap Weaver : Why tap an opponents creature when you can stop them from attacking at all? Yes they will be able to use their remaining creatures as blockers, No Abdel doesn't care when he attacks with 100x 10/10 soldiers.
Watcher for Tomorrow for Augur of Bolas : Better digging option with less chance to whiff.
Pristine Talisman for Manalith : Can give infinite lifegain when Abdel is in a blinking loop, and this deck doesn't necessarily need the mana fixing.
Ephemerate for Teferi's Time Twist : Far better value, lower CMC, and returns Abdel immediately rather than at the end of the turn.
Settle Beyond Reality for Voidwielder : Another blink loop option with a hard exile mode for opponents creatures, better all around for the same CMC.
Reality Acid for AEthersnipe : Hard removal for less mana.
Fellwar Stone and other two cmc rocks will replace the three cmc ones over time to lower the curve even further.
pedroedmarcos on How Shield counters and totem …
8 months ago
So, let's say that I have Mulldrifter and it has a Hyena Umbra, and a shield counter from Boon of Safety and then gets a Doom Blade on the face. Do I get to choose between the counter or the umbra? Or will they both leave?
Roritrox on
A Monster’s Guide to Volo [Primer]
9 months ago
Hi, have you considered Awaken the Woods for the deck? you have 3 (maybe 4 if you change Mulldrifter for Avenger of Zendikar in elemental slot) landfall creatures and with this card you could make Ruin Crab and Lotus Cobra really strong if they are on the battlefield.
multimedia on
Muldrotha: Budget Elemental Tribe!
9 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
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