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I picked up Devour for Power a year after its initial release in a small town card shop local to me. At the time, I was on a very limited budget, and this was my only real way into the exciting world of Commander. Since then, the deck has grown a lot, from Voltronplasm into a more combo oriented build, and it still has a long way to go I am sure. It will always hold a special place in my heart as my very first deck in Commander, and to this day remains my favorite to play.

This deck is the most optimized of all my decks for serious multiplayer, and aims to be as powerful as possible. While certainly not the fastest deck and not the most powerful in the long game, Mimeoplasm and this list in general remains strong at both those portions of the game, allowing you to play the table anyway you need to. Faster combo decks getting you down? Tutor up those counter spells and force them into a long game with you. Stax decks trying to lock up the table? Strong removal options and various sources of mana generation allow you to set up underneath their effects. Everyone playing the slow game? Race to a combo and win right away (Or just turn 1 or 2 reanimate a Jin-Gitaxias, Core Augur, that's always fun). The Bromeoplasm does it all, and does it all in style!

Sultai offers three of the most powerful, if not the most powerful, colors in EDH. Primarly this list wants to be reanimator, abusing the early game power that strategy gives us, and so black is a key staple. Green gives us access to strong creature tutoring such as Survival of the Fittest and effective ramp. Lastly, the inclusion of blue in this deck as a somewhat splashed color is to give the deck counter spells to push its combos through, as well as powerful early game reanimation targets that draw us a lot of cards.

Reanimation based commanders that are outside of blue tend to have two major weaknesses, and that is their inability to rely on recursion as a source of card draw and a lack of counter magic. Often, lists like Jarad, Golgari Lich Lord or Chainer, Dementia Master will be forced to Entomb into Baleful Force if they feel that is their best option to grind out the early game to where they can out resource their opponents in the mid to late game. However, with the inclusion of blue we get access to Jin-Gitaxias, Core Augur, a turn one win condition if no removal can be dished out to him and a flat draw 7 if you can just end the turn with him, and even other reanimation sources like Body Double, which pushes through effective lines with Protean Hulk. While these are not the plan As of the deck, having them as powerful back up strategies is nonetheless a big advantage.

Karador, Ghost Chieftain and and other Abzan lists are often stuck in this boat as well, with Karador lists often using STAX strategies in order to stabalize when they can't race into their combos. Often this strategy can be interrupted more easily and doesn't compete as well with strategies outright leaning into a more STAX heavy focus. Of course in the end both can be very effective, but for my money I prefer the raw answers blue ends up providing us, not just in drawing cards but in counter spells.

When looking at Sultai generals, most (Tasigur, the Golden Fang and Muldrotha, the Gravetide most notably) tend to be built around value engines. You run the "Good stuff" of the colors, and the decks tend to lean more heavily into blue. Enter the ooze, where the focus of the deck shifts much more heavily to his Golgari cousins. The Mimeoplasm is a reanimator deck which seeks to win with one of several combos, or to end the game early with a threat the table can not answer. Because we splash blue, we still get access to the counter spells most Golgari decks are forced to attempt to steal from blue players via Praetor's Grasp, as well as keeping access to powerful card draw reanimation targets which allow us to smoothly transition into the mid and late game. We can even still enable Thassa's Oracle combos, allowing us to take victory in the face of our other combo pieces being countered or removed. However, by staying more heavily in green and black, the deck is able to more effectively find answers. Green has powerful enchantment and artifact removal, and black effectively deals with most creatures. This along with a nice reanimation package backed up with the best reanimator spells in the game. The Mimeoplasm himself serves as an emergency button, either giving us access to a reanimation spell in the command zone or allowing us to finish off one or two opponent's with a single attack. Because of this, and his inclusion of blue over most graveyard based commanders, The Mimeoplasm offers us the awesomeness that is reanimator with a lot more control to push ourselves over the finish line.

Protean Hulk Lines

WIP

Mikaeus, the Unhallowed + Walking Balista + A sac outlet

This one is very well known by even very casual EDH fans. Walking Balista comes out, shoots a player, gets sacrificed, and then comes back with the Undying trigger, and does it all over again. Rinse and repeat until the table is dead. Most often this combo is assembled using Protean Hulk, and because of that is often a "last resort" in this deck, as it is quite slow.

Necrotic Ooze + Walking Balista + Phyrexian Devourer

This one requires some set up, but with a well timed Buried Alive it can be done very quickly. With Necrotic Ooze on the field and the other two creatures in the graveyard, have Necrotic Ooze use Phyrexian Devourer's ability to get fat, then remove the +1/+1 counters with Walking Balista's ability to kill everyone. Remember, Devourer's oracle text does indeed say he gains X +1/+1 counters instead of a +X/+X counter. This is an easy to assemble and fast combo: with any reanimation spell and Buried Alive, the game is over.

Demonic Consultation + Thassa's Oracle

This two card combo is pretty straight forward. You cast Demonic Consultation, and name a card that isn't in your deck, which exiles your library. Follow it up with the Oracle and that is game over. Demonic Consultation can be used as a last ditch tutor for a final combo piece as well, and Thassa's Oracle can be a strong utility creature or even surprise finisher on her own, thus making both cards decently strong even outside their combo.

Notion Thief + Windfall

Another fun two card combo in the deck, this wheels the table, except you're the only one drawing cards. If your opponents are left in top deck mode while you have a perfectly sculpted 7, the game is likely over. Again, like the above combo, Notion Thief is a win con against any wheel played on his own, and Windfall offers a decently strong reset on resources, making both cards pretty good on their own outside their combo.

The ideal early game is us racing to a combo finish. If that's the case, we want to wait until we can cast all the major cards for the combo in the same turn and go off. Trying to cast Buried Alive on one turn and a reanimation spell on the next is just asking to have your graveyard removed.

The real fun comes when it becomes obvious we can not rush to a combo finish after our first few draws. If this is the case, we need to prepare for the long game. If other decks look like they are racing to combos, we need to tutor up removal and counter spells to deal with them. Getting gas for this is easy if we can reanimate an early card draw engine or play out draw based enchantments; otherwise play conservatively. Remember that a big part of commander in general is learning to sandbag your answers for threats worth using them on, or trying to goad our opponents into using their removal for us. Convincing the table that someone or something is a bigger problem than it may be for them is a talent, and is as much a part of multiplayer games as any card interaction. Note that in the case of storm strategies that very often outrace this deck since the loss of Flash, reanimating a Void Winnower is a power play to stop those lists cold and kill their momentum entirely.

In an ideal world, we never reach this point. Mimeoplasm is a fast combo deck first and foremost; however if our first attempt at a win gets disrupted or we simply don't find what we need in the early game, we may find ourselves in the late game. Often, Necrotic Ooze and his friends become less relevant in the late game. As the deck grows thinner, each opponent becomes more out of reach of our primary combo. This is especially true if you play in groups with more than 4 total players. Often if we reach this point in the game, our goal should be two fold: Store up and use as much removal as possible to disrupt the board, and look for one of our reliable late game combos. More often than not, this will be a Mike and Balista win or an Oracle combo win. Remember; in a tight pinch, there is nothing wrong with letting our opponent's kill each other and sneaking in a win with The Mimeoplasm commander damage.

Thanks for reading. Hopefully this has given you some inspiration to play my favorite commander of all time. If you have any questions, comments, or ideas for the list, please post them below. To see the finished "dream build," you can click here.

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Casual

100% Competitive

Revision 45 See all

(1 year ago)

-1 Forest main
+1 Misty Rainforest main
-1 Riftsweeper main
-1 River of Tears main
+1 Teferi, Master of Time main
+1 Undergrowth Stadium main
+1 Verdant Catacombs main
-1 Woodland Cemetery main
Date added 10 years
Last updated 1 year
Exclude colors WR
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

48 - 0 Rares

20 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.64
Tokens Beast 3/3 G, Bird 2/2 U, Elk 3/3 G, Emblem Jace, Vryn's Prodigy, Food, Spirit 1/1 C
Folders Folder 1, inspiration, Commander, EDH?!?!?!, Interesting Commander Decks, Mimeoplasm, Decks To Work Towards
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