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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Tranquil Thicket enters the battlefield tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
2 weeks ago
Made some adjustments to the deck to modernize a little; classic toolbox Golgari-style Tortex seems to have fallen slightly out of favor for Abzan aggro, but we don’t need no white mana!
Eccentric Farmer does double duty filling our graveyard and recurring lands to meet our drops, so traded out one Stinkweed Imp and a Thoughtpicker Witch (who I’ve almost never needed to use in playing this list). With Farmer helping us meet our land drops better, dropped the two cycling lands to make room for a pair of Kitchen Imps to push early game aggro. Lastly, ditched the Perilous Myr for a big beatstick in Writhing Necromass to contend against the likes of Gurmag Angler or potentially even bigger creatures.
1 month ago
I did a lot of research on precon decks while building my Urza/Mishra partner deck. This is definitely above that, which is fine, but one of the more interesting things I saw in said research was that it isn't always best to include tutors because new players don't even know the cards in the deck, much less what to search for. Land ones are fine, obviously, because they tell you what to find. Cards like Chord of Calling is great as an upgrade, but it may cause an unintentional feeling of being overwhelmed with options. Cutting it would also save $6-7.
Triumph of the Hordes is another cut I'd make with the same reasoning as above. Trying to explain the difference between combat damage and commander damage is probably enough for now. Again, great upgradefor later. This would cut about $12.
Cutting these three would shave off another $20-25.
Two more lands
Speaking of lands, I think adding in two more would help smooth out any potential mana-screws, which are a horrible feeling as a seasoned player... and even worse than that as a newer player. Whether they be two more forests or something like Khalni Garden, Fertile Thicket or Tranquil Thicket, I think two more lands would help smooth things out.
I would also mention that while Freyalise, Llanowar's Fury is the deck's commander, Ezuri, Renegade Leader, Dwynen, Gilt-Leaf Daen and Marwyn, the Nurturer could also be the deck's commander. She's not necessarily locked in to just Freyalise.
The last thing I'll mention is that none of us here know the person you're making the deck for. If you see any of this advice and think "eh, I think she'd get it" or "She'll understand this pretty easily", then go for it! Build whatever you think they'd like the best.
6 months ago
I noticed you said land value was a concern, so I had some thoughts:
I'd recommend using something like Chromatic Lantern to help cover color needs. I know you said budget was a concern so maybe stuff like Utopia Sprawl or Trace of Abundance over things like Bloom Tender.
Considering how (most) WUBRG builds rely on green to do the heavy lifting, if you could spring for a copy of Yavimaya, Cradle of Growth it could really help a lot.
If you consider Bounce Lands (Gruul Turf, Simic Growth Chamber), you'd get more value back out of your cycle lands. Again, I'm unsure what the budget is but I wanted to provide a few interesting options to get you the colors you're in need of!
I hope this helps a bit! Best of luck!
10 months ago
10 months ago
Thanks for commenting, Lord_of_Cardboard!
This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.
As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.
The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:
Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.
Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.
To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.
Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.
- Mass Manipulation
- Gelatinous Genesis
- Mind Grind
- Hydra Broodmaster
- Other hydras (there's lots of them)
- Plaguecrafter / Demon's Disciple
- Seal of Doom / Shriekmaw / Executioner's Capsule
- Night Incarnate
- Outland Liberator Flip
- Thrashing Brontodon
- Kenrith's Transformation / Frogify / Kasmina's Transmutation
- Vraska the Unseen / Ob Nixilis Reignited
- Sidisi's Faithful
Draw / Mill:
- Vessel of Nascency
- Satyr Wayfinder
- Tatyova, Benthic Druid
- Mirror-Mad Phantasm
- Dreamborn Muse
- River Kelpie
- Witching Well
- Courier's Capsule
- Omen of the Sea
- Fact or Fiction
- Forgotten Creation
- Kiora, Master of the Depths
- Springbloom Druid
- Burnished Hart
- Dawntreader Elk
- Diligent Farmhand
- Kodama's Reach
- Wayfarer's Bauble
- Font of Fertility
- Omen of the Hunt
- Yavimaya Elder
- Kiora, the Crashing Wave
Control and other good stuff:
- Zur's Weirding
- Siren Stormtamer
- Drown in the Loch
- Elephant Grass
- Scribe of the Mindful
- Malakir Rebirth Flip
- Raven's Crime
- Malevolent Hermit Flip
- Energy Flux
- Other counterspells
If you have any other questions about budget options, let me know. I'm always happy to help!
11 months ago
I always thought Rabid Wombat was the bee's knees. It struck me as a perfect mix of bizarre-and-hilarious but also intriguing as a card to build around back in the day. Of course, many superior versions of the idea have seen print since Legends... but it's nice to see this old favourite being given a chance by your Pauper build. I especially appreciate the fact that there are essentially no other creatures, meaning the Wombat is your first and only route to victory!
I guess one thing that stood out to me is that the lands are a little plain! Forests get the job done, by all means, but you certainly have room to play around with some nonbasic lands to give you more options during play. This build seems like it never really needs more than four mana, so lands like Tranquil Thicket, Slippery Karst and Desert of the Indomitable can be cycled away if you draw them after that point. Quicksand can keep pesky attackers off your back while you're setting up, and Gingerbread Cabin should have virtually no drawback while earning you an extra bit of life.
One other enchantment I think you might want to consider is the newcomer Sheltering Boughs. It's not cheap at three mana, but replacing itself is not to be underestimated! You could probably run it over Favor of the Woods, which always struck me as a very weak card.
1 year ago
Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!
First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.
I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).
Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.
Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.
1 year ago
Taking a careful look at your list, I must say I'm a bit puzzled by some of the choices. Let me start with the lands.
The land count seems fine given you have some ramp in the deck. What I find weird are the choices of lands:
Ash Barrens - This one doesn't make much sense. It technically reduces the amount of cards in your deck but so does any land with cycling, such as Tranquil Thicket. Additionally, if you want to be able to find mana, you can just run more forests (or more Tranquil Thicket since it can replace itself if you're mana flooded).
Ghost Quarter and similar lands are good if your playgroup relies too much on nonbasics. If they don't I suggest moving it to the side.
Haunted Fengraf can be considered recursion but it's not reliable at all. Probably even a forest would be better.
I imagine Sapseep Forest is for burn and aggro matchups. If so, unless it's literally winning you games against those deck, just swap it with another land and add another hate card in the sideboard for those archetypes. However, if you really want a land that helps you gain life, just run Gingerbread Cabin.
Lastly, Yavimaya, Cradle of Growth is decent in this build but that's because some of the lands here don't make a lot of sense anyway.
Sorry if I came out a bit rude. I was just really puzzled by some things in the mana base. I have a few other things to say but I don't want to give a whole TEDTALK here withou giving you a chance to respond.