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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.)
7 months ago
wallisface the only card I can think of that I might use I'd Gixian Recycler but he's kind of a dead card if you draw him. I'm not overly attached to Crop Sigil so I can see my taking those out for 3 more creatures. I don't want to take out the Crawl from the Cellar I might go down to 1. That leaves room for 3x Gixian Recycler and 2x Splinterfright?
8 months ago
I recommend Krav, the Unredeemed as a way to draw cards without dumping a bunch of mana into it. Also gains you life. Only downside is it's not a Fungus.
Liliana, Dreadhorde General is great in this deck for many obvious reasons.
And hey, since there's so much sacrifice going on, why not Mazirek, Kraul Death Priest?
Now, your graveyard. Seems to me you need more steady ways to toss Fungus in there. How about Cemetery Tampering, Crawling Infestation, Crawling Sensation, Crop Sigil, Uurg, Spawn of Turg, Deathbonnet Sprout Flip, Nyx Weaver, Old Rutstein, Out of the Tombs, Splinterfright, and Throne of Death Flip.
Deadbridge Chant isn't steady, but it's great explosive mill.
9 months ago
It will not count itself, but will count the other creature cards in your graveyard. This is because Splinterfright is not in your graveyard when the Scavenge ability resolves, as you already moved it to exile when you activated the ability.
9 months ago
Here's the ruling from Splinterfright's Gatherer page:
9/22/2011 The ability that defines Splinterfright's power and toughness works in all zones, not just the battlefield. If Splinterfright is in your graveyard, it will count itself.
9 months ago
9 months ago
I have a fairly similar deck that uses Necrotic Ooze to get value out of abilities in the graveyard. I found I liked Splinterfright more than Nighthowler in most situations, and I have even run Nyx Weaver alongside it for more recurring mill. While not budget friendly, Fauna Shaman is a great way to pitch cards and find combo pieces like Jarad.
10 months 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.
11 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.