Sewer Nemesis

Sewer Nemesis

Creature — Horror

As Sewer Nemesis enters the battlefield, choose a player.

Sewer Nemesis's power and toughness are each equal to the number of cards in chosen player's graveyard.

Whenever the chosen player casts a spell, that player puts the top card of his or her library into his or her graveyard.

Latest Decks as Commander

Sewer Nemesis Discussion

BPWyndon on The Undercity strikes back!

4 months ago

I have a very similar strategy in one of my decks. Sewer Nemesis can be a game ender when sacrificed to Jarad, Golgari Lich Lord . Also I am a huge fan of Stinkweed Imp as both a defense and means of self mill. Nice looking deck!

Mechanon on Lazav, Destroyer of Decks

5 months ago

Sewer Nemesis , Consuming Aberration , Bonehoard , Grisly Spectacle , Nighthowler , Sepulchral Primordial , Sublime Epiphany , Maddening Cacophony and Talent of the Telepath might be some helpful cards. Lazav is definitely a commander to be reckoned with if you have some milling or if one of your powerful creatures gets killed/countered. Playing Lazav against a Ghalta, Primal Hunger deck is lots of fun, since commanders dying/being countered count as entering the graveyard. There's lots of good mill cards that came out with Zendikar Rising as well.

Jack32226 on Rot and Ruin (Muldrotha EDH)

6 months ago

Thank you for the suggestions kpres!

I'll go ahead and say that a few of the cards you suggested are cards I've already been considering. Many of the other cards are cards that I don't include for meta reasons. I'll try to explain my thoughts on these cards in the order you suggested them.

Also, as a quick disclaimer, I should explain something a little counter-intuitive about the deck. In my deliberations of the cards you suggested, I often bring up tempo issues with mana costs being too high. Although this deck's goal is to make very large amounts of mana for X spells, I am attempting to do so in a relatively fast-paced meta. Intuitively, high costed cards shouldn't be an issue if I plan to make lots of mana. However, I can only afford to spend large amounts of mana once I've reached a critical mass of ramp. Once I reach that critical mass, the deck wants to win as soon as possible via X spells. Due to that fact, the deck is pretty polarized with how much mana I spend on any one card. For the most part, I don't like investing any more than four mana for a card before hitting that critical mass (the biggest exception being Muldrotha if I can afford it) and, of those cards, they should be immediately impactful or help to reach that critical mass. Once I reach the critical mass, then the new plan becomes dumping 10+ mana into powerful game winning cards.

Kodama of the East Tree - This card is definitely powerful and I highly suggest it for more casual metas! Unfortunately for my meta, it's a little too slow. As you said, it could replace something for putting down extra lands. What options I have now though are either low cost (and can therefore be acknowledged as early game ramp), or serves a second purpose such as card draw. I think this card shines more in creature-based strategies, where cheating things in directly pressures your opponents rather than bides for time. For this deck however, where many of my removal options are low-costed anyway, the six mana investment for Kodama doesn't pay off nearly as fast as I would like.

Second Chance - My original list had Second Chance with Necropotence to bring me down to 5 life. While this is certainly effective, personally I found that it wasn't a fun way to win (for me or my opponents). Not much of a criticism, I know. If I had to criticize it though, its main downside is that it's a completely dead card until it wins. It can even be a liability against less experienced opponents who might rush to kill you out of panic. It's certainly still a good win condition; it's not in my deck out of personal preference.

Glacial Chasm - I've been considering this card for a long while now as a replacement for Spore Frog . It covers the frog's two weaknesses: not being able to fog multiple opponents and not preventing noncombat damage. The reason I haven't included it thus far is because contrary to frog, Glacial Chasm is not a neutral deterrent. Whether you pay the cumulative upkeep or replay it by saccing a land, you are paying a price. For my particular meta, combat is mostly meant for small amounts of chip damage rather than large attacks. For that reason, frog simply sitting on the board is enough to stop that incoming damage; there's not much reason to replay it. The only exception to that is a dastardly Kaalia of the Vast deck I play against, but frog is a good enough answer for that deck. It's a bit of a tossup for this list whether it's worth running, but in other metas it might be a good idea to run both.

Tormod, the Desecrator - If you're playing a creature-based deck or if you want a more drawn-out win con this card is pretty decent. However in this deck, it doesn't quite fit the theme. With a lack of sac outlets, the card doesn't synergize with most of the deck either.

Insidious Dreams - You're absolutely right about the synergy with Windfall , it's very powerful in most metas. My one gripe with the card, and the reason why I can't run it in my meta, is discarding is part of the cost. Unfortunately, there is way too much counter magic for me to play this reliably. Paying four mana to One with Nothing myself would be too common an occurrence.

Forgotten Creation - A good alternative to Jace's Archivist . I can't really justify running both though, I don't find myself needing wheels all that often. The reason I run Archivist instead of this is flexibility. Archivist can be used anytime rather than just at your upkeep, it can interrupt your opponents' hands at instant speed, and it shuts down your opponents when combined with Narset, Parter of Veils or Notion Thief . Otherwise, Forgotten Creation is a great card and is perfectly viable for Muldrotha.

Skull Prophet - I can't say I'm a fan of ramp spells that require decent fixing to cast. Simply because of that, I feel all the ramp I'm currently running is good enough to make up for the mill. I will admit though that at the time of this comment I have Coiling Oracle in the deck, which is somewhat hypocritical. I hope to revise the deck soon though, and I plan to take Oracle out.

Night Incarnate - Another card I've been on the fence about for a while. As I've mentioned, there isn't necessarily a whole lot of combat in my meta, and of the decks that do use combat, none of them use a "go wide" strategy. The impact of Night Incarnate then is not as big as I usually would like. That being said, there are still a number of value engines and mana dorks that this card does remove. I can certainly imagine adding the card to the deck in the future if I start encountering more small creatures in my meta.

Tunnel Vision - Tunnel Vision is certainly a fun card, but it's a little too slow for my taste. This is especially clear when you compare it to Hermit Druid . Hermit Druid can be used repeatedly, can mill my whole library so long as I fetch all my basics, and can be immediately useful even if I don't have Muldrotha (since the basic land goes to my hand rather than the top of my library). Hermit Druid also costs 2 mana and can be replayed with Muldrotha if need be. In more casual metas, Tunnel Vision can be used more effectively, but I would still recommend Hermit Druid over it if you're not including both.

Sewer Nemesis - I don't like this card for a few reasons. For four mana, I think the card is overcosted. The mill effect is not very substantial, requiring you to cast several spells to make good use of it (and if you have the ability to cast that many spells, you're probably in a really good place anyway). Probably the biggest problem I have with it is that it doesn't have any form of evasion, so opponents can easily chump block it. Also, in a meta with plenty of graveyard hate, this creature can be removed from the board very efficiently. For your own deck, I would actually recommend Splinterfright as a replacement. It only gets bigger from creature cards, but I think the addition of trample more than makes up for it.

Raven's Crime - Now here's a card I haven't actually considered before. Looking at it now though, I really like it. The only potential downside is that my meta (especially with that Kaalia player I mentioned before), has a habit of running lots of recursion effects like Reanimate and Animate Dead that greatly benefit from being able to discard large creatures from hand. In spite of that, Raven's Crime is low costed, has great synergy with the rest of the deck, and can disrupt opponents effectively. I'll have to pick myself up a copy and playtest it. It's not really a clear upgrade to any one card in the deck, so I'd have to think about what to take out for it.

Magus of the Will - I like Magus, but not for the reason you specified. I feel like I have enough recursion effects for my X spells as is. What I like about Magus though, is that it provides an earlier, cheaper alternative to Muldrotha for a turn. It's not uncommon that I have to go a while without casting Muldrotha because I can't afford to dump 6 mana into her. The reason I haven't included it thus far is because of the exile clause for cards entering your graveyard that turn, and that it is still rather expensive to use this card. It's still a 6 mana investment, just split across two different turns. As it stands, it's a good tech card, but in practice it's a bit of an awkward card to set up. Spending 3 mana with no immediate effect is usually bad, but if you don't do that, you can't use the card immediately for an emergency. For that reason I haven't included it, but I would still recommend it for other Muldrotha players.

kpres on Rot and Ruin (Muldrotha EDH)

7 months ago

I really liked reading about your deck, and where you went with it. You go for big mana and then pump out an X spell. That's different from my build in a refreshing way.

My deck is called Tide Pod Breakfast, and I've found a few really valuable cards that would be good in yours. Keep in mind that mine is a creature-based deck, and the win con is extra turns, massive mill, and then Rise of the Dark Realms . I won't mention everything, because I've already written about it there, but here are the top 10:

  1. Kodama of the East Tree - Insane value with Muldrotha. Every time you cast something from the graveyard, you get to put something into play from your hand. This can replace one of your cards that lets you play extra lands. You'll be playing lands, spellbombs, Sakura-Tribe Elder s, etc. Kodama will be your number 1 asset.

  2. Second Chance - If you have a way to get your life total under 5, then you get extra turns forever. Usually the other players will take care of this for you, based on the fact that you're playing Muldrotha. Doom Whisperer makes it easy for you to find Second Chance and also get your life total down.

  3. Glacial Chasm - You don't have to pay the cumulative upkeep cost if you don't want to, or if you want to attack that turn, and it sets up a pretty strong wall. Then you just re-play it from the graveyard in your post-combat main. Most metagames I'm part of don't run land destruction, and since you're already running strip mine, you can use your strip mine on any wastelands or strip mines your opponents have, before you drop this card.

  4. Tormod, the Desecrator - He triggers every time one or more cards leaves your graveyard... which is about 5 separate instances every turn. He also triggers Kodama of the East Tree, which lets you put lands from your hand into play.

  5. Insidious Dreams is probably the best tutor available for Muldrotha. Those cards you discard are still available to you, and you can stack your search so that the first card you find is a Windfall or something that gives you the rest of them.

  6. Forgotten Creation is a handy little guy that fills your graveyard and brings you new cards every turn.

  7. Skull Prophet is a little rampy dude that also doubles as card draw in the form of mill.

  8. Night Incarnate is a great, repeatable board wipe.

  9. Tunnel Vision is a hilarious self-mill card, especially if you scry the card you need to the bottom. In my deck, I use it to search for Rise of the Dark Realms because mine is a creature-based version.

  10. Sewer Nemesis - If you are the named player, then every time you cast a spell you mill, and this guy gets pretty big.

And finally, since you run Life from the Loam , you might find some great value in Raven's Crime .

Check out my deck Tide Pod Breakfast and give it an upvote if you like these suggestions.

Happy deckbuilding!

nomjas123 on Milling Gone Rogue (Precon Upgrade Guide)[PRIMER]

8 months ago

VorelNailo Thanks for reaching out!

Mesmeric Orb Mills a lot. Depends on how long it stays on the table, but usually 5-10 per turn triggered at untap, resolved at upkeep. One-time 2 generic mana investment. One of my favorites. Court of Cunning is stronger, as long as you can costitently keep monarch.

Ashiok, Dream Render - maybe less usefull if you don't have too much reanimation in your playgroup. I have a buddy playing Meren and I love going all Ashiok on him. Anyhow, anti-tutor is pretty powerful all around (kills ramp too).

My meta used to be full of boardwipes, so I put together Mulldrotha deck. I brewed with it a little bit and turns out I really liked how milling went, so I decided for that strategy.

If you wanna shift towards reanimation, then I would happily recommend: Havengul Lich - can reanimate your or opponents graves

Sewer Nemesis - can get quite big really fast

Consuming Aberration - as above. If you play a lot of small spells, which you seem to do, it provides good milling too.

Altar of Dementia - Good sac outlet for mill decks. Works amazing with the two above.

Living Death - crazy gamechanger with self-mill and ashiok

Use whatever you like :)

kpres on Tide Pod Breakfast

8 months ago

Muldrotha Combos

Doom Whisperer and Second Chance --> Unlimited extra turns and a way to get below 5 life while finding what you need.

Time Sieve and Myr Battlesphere --> Unlimited extra turns for every turn.

Magus of the Will is budget Yawgmoth's Will on a body that can be reanimated by Muldrotha. It lets you play instants and sorceries in your graveyard. Usually these will be big reanimation spells. Very effective with Splendid Reclamation and Early Harvest. You need to reanimate all lands in the graveyard and untap most of them in this way, but once you do you have access to a lot of mana and the ability to play the rest of the good stuff in the graveyard such as Rise of the Dark Realms. This leads to the big finisher:

Reanimate all creatures and bring back Prime Speaker Zegana, Sewer Nemesis, and Laboratory Maniac --> Draw cards equal to the number of cards in your graveyard. If that number is bigger than your library, you win. Add Disciple of Bolas to double the card draw.

Fleet Swallower is good for getting your graveyard going, and can be used as an attack against opponents' decks as well. Between this and Traumatize, these are the ways to get started.

Epicurus on Always Loot the Bodies

11 months ago

You're probably right about the Telemin Performance, so I'll make the swap now for Sword of the Animist I really do like having Sewer Nemesis in there, though.

HowlingFoxGPH on Always Loot the Bodies

11 months ago

well, imo, i would replace Telemin Performance for its inconsistency in landing a beefy creature. Sometimes you just get dorks. Another card i would consider cutting is Sewer Nemesis. Yeah, that card do also mill your opponent but the value of thinning your deck and getting a good draw(animators) is more important. ramp will also help you in casting those reanimators you draw.

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