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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | 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 |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Resculpt
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
eliakimras on
B.F.D.
1 week ago
Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)
I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:
1st. Ramp
Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.
- I would swap out Dragonlord's Servant, Goblin Anarchomancer, Bronze Walrus, Dragonspeaker Shaman, Open the Gates, Mind Stone, Lapis Orb of Dragonkind, Commander's Sphere, Gilded Lotus for Fellwar Stone, Farseek, Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Chromatic Lantern, Coalition Relic, Herald's Horn.
2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)
- Storage lands like Crucible of the Spirit Dragon are only worth it with proliferate shenanigans. Exotic Orchard serves you better.
- Forgotten Cave and Tranquil Thicket can be Sheltered Thicket and Ketria Triome instead. (Synergy with the landfetchers above.)
- Highland Lake, Swiftwater Cliffs, Temple of Epiphany, Timber Gorge and Woodland Stream could be these utility lands instead: Mosswort Bridge, Myriad Landscape, Blighted Woodland, Kessig Wolf Run, Littjara Mirrorlake.
- Bala Ged Recovery  Flip, Valakut Awakening  Flip and Glasspool Mimic  Flip are three spells that can be played as a land. I would take out Dragonmaster Outcast, Delina, Wild Mage and Demanding Dragon for them.
- Evolving Wilds and Terramorphic Expanse could be swapped out for Unclaimed Territory and Secluded Courtyard.
3rd. Better counterspells
- Evasive Action and Mana Leak could be Negate and Swan Song instead.
4th. Better removal
- Consider Beast Within, Chaos Warp and Resculpt over Hull Breach, Dragon's Fire and Lightning Bolt.
5th. Better boardwipes
- Klauth's Will is a more versatile Magmaquake. Ryusei, the Falling Star can be cloned for extra doom for your opponents. Curse of the Swine does not touch your board.
- I would take out Magmaquake, Preordain and Opt for the cards above.
6th. More card draw
- Garruk's Uprising is a better Colossal Majesty.
- Garruk, Primal Hunter and Return of the Wildspeaker are also all-stars here. I would take Korlessa, Scale Singer and Mirror Box out for them.
7th. Better win conditions
- About this, please check miirym , need recommendations build and the comment I made on that page. You have plenty of options in this regard.
Rivel on
Necromancin' Dancin'
1 month ago
For those interested, here is the list of removed cards, added cards, as well as total current deck stats.
Removed
- 6 Island
- 6 Swamp
- Dreadhorde Invasion
- Liliana, Death's Majesty
- Dispel
- Drown in Dreams
- Negate
- Plumb the Forbidden
- Reality Shift
- Resculpt
- Unwind
- Exsanguinate
- Final Parting
- Ghouls' Night Out
- Charcoal Diamond
- Sky Diamond
- Gleaming Overseer
- Hordewing Skaab
- Undead Alchemist
Added:
- Evolving Wilds
- Exotic Orchard
- Malakir Mire  Flip
- Mystic Sanctuary
- Obscura Storefront
- Reflecting Pool
- Secluded Courtyard
- Terramorphic Expanse
- Unclaimed Territory
- Verdant Catacombs
- Vesuva
- Mystic Remora
- An Offer You Can't Refuse
- Blue Sun's Zenith
- Pongify
- Rapid Hybridization
- Read the Bones
- Bident of Thassa
- Dimir Signet
- Fellwar Stone
- Herald's Horn
- Pyre of Heroes
- Thaumatic Compass  Flip
- Urza's Incubator
- Champion of the Perished
- Fell Stinger
- Liliana's Standard Bearer
- Murderous Rider
- Shambling Ghast
Misc deck stats: Ramp: 13 Draw: 19 Tutors: 4
SufferFromEDHD on
Pramikon, The Wall of Stall
2 months ago
Generous Gift, Resculpt and Swan Song this kind of removal is great for the strategy.
Forbidden Orchard not as good as the removal but something to think about.
Wall of Tears and Wall of Nets great walls that are worthy of a spot.
multimedia on
Muldrotha: Budget Elemental Tribe!
4 months ago
Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)
If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.
You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.
- Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
- Risen Reef
- Mulldrifter, Foundation Breaker, Shriekmaw
These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:
- Wayfarer's Bauble --> Embodiment of Spring
- Nyx Weaver --> Splinterfright
- Aether Channeler --> AEthersnipe
- Altar of Dementia --> Lord of Extinction
- Viscera Seer --> Forgotten Ancient
- Woe Strider --> Night Incarnate
Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.
If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.
These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?
Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?
Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?
Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.
DreadKhan on
Grimgrin - Needs your Help
4 months ago
When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling  Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth  Flip is also very good, especially with a Voltron Commander.
I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.
A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.
Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).
Grind on
The Deck of Thalassophobia
6 months ago
Cool deck!!
I would run Mystic Sanctuary over soaring seacliff.
Maybe Mind Stone over sky diamond.
Fellwar Stone over krakens eye.
Would consider Reality Shift, Resculpt, and Teferi's Ageless Insight for extra interaction and card draw. Also i would recommend more lands. 31 is very low land count especiallyfor leviathans.
Just some thoughts, cheers and have fun!!
hootsnag on
Hurkyl, Tempo Master Wizard
6 months ago
Portent, Crawlspace, Web of Inertia, Dream Tides, War Tax, Glacial Chasm, Monastery Siege, Cryptic Command, Extract, Portcullis, Dissipation Field, Overburden, Archmage Ascension, Frozen Aether, Reins of Power, Rapid Hybridization, Siren's Call, Cyclonic Rift, Mission Briefing, Reality Shift, and Resculpt are just a few you could potentially use. You can very easily go creatureless if you want to. You just have to lean on different win conditions and use cards like Ward of Bones /etc.
Durpus on
Alternative Pongify
7 months ago
Rapid Hybridization, Reality Shift, Resculpt, and Curse of the Swine are some similar mono blue options. If you're looking for colors outside of blue there's Generous Gift, Beast Within, Darksteel Mutation, Kenrith's Transformation, Imprisoned in the Moon and Song of the Dryads if u don't mind turning things into lands.
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