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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elemental
Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard.
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
2 weeks ago
Yeah I 100% agree with Balaam__
In addition to Urborg Lhurgoyf, Collected Company also requires a certain density of creatures to be able to get two hits consistently. Instead of 13 creatures, most usually advise about double what you have (so 26). I would cut a bunch of the random noncreature cards you have like Languish, Mesmeric Orb, 1-2 Abrupt Decay, 1-2 Assassin's Trophy, Grisly Salvage. Removal and self mill is good but you just don't have space for them.
I recommend 4x Satyr Wayfinder. Strong self mill creature, helps you hit land drops, and you can get it off CoCo.
The problem is that you also need card types for Tarmogoyf, but enough creatures for Lhurgoyf and CoCo. I recommend running 2 Grist, the Hunger Tide. Besides being a strong card on its own, it helps with self mill, can fill in the removal slot over Decay/Trophy, and is a CoCo hit. It is ALSO a planeswalker, so it helps with delirium and Tarmogoyf.
Varolz, the Scar-Striped is another good 1-2 of that you can get off CoCo and synrgizes well with goyf. Because / creatures keep their p/t in the graveyard, you can pay 1G to exile a 8/9 Lhurgoyf from the yard and put 8 +1/+1 counters on something.
Splinterfright could be a consideration for the 3 drop slot.
I looked for a 3 cmc or less artifact creature in GB that would be worth running to get the artifact type + a CoCo hit but couldn't find any good ones.
Reclamation Sage would be good in the sideboard.
1 month 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.
2 months ago
I did some playtesting and found I didn't get much out of Thunderkin and Skelemental. I love those cards, but they didn't synergize well with the deck outside of having each other.
3 months ago
4 months ago
If you want to stick with the strategy of filling up your graveyard with just creatures and killing with stickfingers or abusing the sheer number of creatures in you graveyard consider Kessig Cagebreakers,Jarad, Golgari Lich Lord,Golgari Grave-Troll, Boneyard Mycodrax,Wreath of Geists,Strength from the Fallen,Splinterfright,Seed Guardian,Ghoulcaller's Harvest,Twilight's Call
6 months ago
I like Doom Whisperer quite a bit given enough life you can chuck usually about half your library into your graveyard while keeping essential cards on top. Otherwise some one time uses are Benefaction of Rhonas, Gather the Pack, and Commune with the Gods
7 months ago
I'd try Fiend Artisan in place of either Briarhorn or Splinterfright. I maybe didn't pay enough attention to wording in my suggestion, tho, as Fiend Artisan doesn't trigger Bloodbond March's "play" ability.
7 months ago
Fiend Artisan seems like a very strong card for this deck, being able to put creatures into your graveyard to retrieve later while also tutoring creatures to take full advantage of whatever is in your graveyard. And it can get big like Splinterfright.