Titanoth Rex

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Legality

Format Legality
1v1 Commander 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Titanoth Rex

Creature — Dinosaur Beast

Trample

Cycling (, Discard this card: Draw a card.)

When you cycle this, put a trample counter on target creature you control.

SaberTech on mimeo

1 month ago

I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.

I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.

Win-Cons:

  • Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.

  • Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.

  • Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.

  • Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.

So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.

Looking at your list, some things that I can note are:

  • You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door  Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.

  • Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.

  • Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.

  • Archon of Crueltyfoil isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.

SaberTech on The Mimeospasm [Reanimator Terminator] - primer

1 year ago

Since you are running Mikaeus, the Unhallowed, Triskelion, and Buried Alive I find that it's helpful to have a couple reanimation spells that can get two creatures out of the graveyard at once. Victimize and Living Death are my usual picks.

With Jarad in the deck, Coffin Queen might be worth considering as a way of repeatedly returning large creatures to the board for sac fodder.

Titanoth Rex could be useful in Mimeoplasm. It's a big body that puts itself into the graveyard for cheap, draws you a card, and can give Mimeoplasm trample if it doesn't already have an evasive ability.

Ghostly Pilferer is another potential card for the deck that functions similar to Psychic Frog and Likeness Looter. Cheap, lets you discard, provides card draw, and gives you an evasion option if you end up copying it as your main creature for Mimeoplasm. I like that it lets you passively draw cards any time an opponent casts their commander from the command zone.

SaberTech on The Charnel Army

1 year ago

I also like the idea of having Jarad, Golgari Lich Lord and Yargle and Multani in the deck to go along with the Lord of Extinction. It gives the deck a backup win condition outside of commander damage to help close out the game through a clogged up board.

I think another card worth considering is Titanoth Rex. Draw a card and permanently give your commander trample for just 2 mana while putting an 11 power body into the graveyard.

A lot of your creatures have 3 or more toughness so Elemental Bond/Tribute to the World Tree would be effects ways to draw more cards. Greater Good would also be a strong choice.

If you end up adding more sac effects as you develop the deck then Ghouls' Night Out might be a card worth considering. Being able to get up to 4 creatures for 5 mana is a good deal, even if they don't stick around after attacking with them. Sac them off for value or just don't attack so that you can make use of their abilities. If you end up reanimating Sepulchral Primordial as the card from your graveyard then that would end up being up to 7 creatures total for just 5 mana.

Dangerwillrobinson79 on The Wizard of Ooze | The Mimeoplasm [Powered]

2 years ago

I really like this build and I’m working on my own with yours as inspiration.

Your favorite suckerpunch is The Tarrasque and Titanoth Rex. My question about The Mimeoplasm is: when you pull this off, does he have to “fight target creature defending player controls”- per the text on the tarrasque?

DeinoStinkus on Dino Hell

3 years ago

So you may want to consider changing the deck format to Modern so that the site doesn't mark it as an invalid deck.

Also, Thrash of Raptors --> Regal Behemoth? I know it says Lizard but the oracle text has changed it to Dinosaur so it's legally playable as one.

Titanoth Rex and Topiary Stomper are also pretty good.

amicdeep on Jund budget

3 years ago

i can see wha your trying to do i think. its probably worth adding some more game ending effects Titanoth Rex and Void Beckoner bot put themselves into the gy with added value, and they are very very good reanimation target they dont work with unearth but they do with victimise

i would also seriously consdier running Persist

another card id consider would be Rotting Regisaur its bigger than Shakedown Heavy without the down side and it discards cards which is good in reanimator lists!

kimosabe on Clever Gurl

3 years ago

Hello Lapouble. May i suggest some lovely dinos that we dream of getting out: Titanoth Rex, and the Terrasque. I know we miss out on some value with not casting the Terrasque but honestly.. still a menacing threat. Good luck out there.

DreadKhan on Sarulf Voltron

3 years ago

Tyrite Sanctum can give Sarulf an indestructible counter, as can Daring Fiendbonder, but it might be hard to get that one into your graveyard. Witch's Clinic might be nice if Sarulf gets big. Other stuff that gives an ability counter might also be worth a look, Titanoth Rex for Trample, but Indestructible is a particularly useful ability in a deck like this. Culling Ritual might be a good way to get under Sarulf and grab a bunch of +1/+1 counters, especially if people run lots of tokens in your meta.

Not sure it's wise, but it'd be hilarious to throw in a Worldslayer for Sarulf to use with Darksteel Plate or some other indestructible source, it's pretty strong if you can set it up. It's also funny imagining a big wolf clamping a human-sized sword between his teeth.

I could be wrong on this too, but I feel like you probably want some ramp sources that put lands into play, Green has tons of ways to do that. If you're really that concerned about cards being 1 dimensional (and being potentially dead), you can run Wood Elves, Farhaven Elf and Springbloom Druid to get lands into play while also offering a blocker I guess?

I like the idea of adding more defensive spells, very cool and challenging Commander to build.

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