"I have seen beyond the bounds of infinity and drawn down daemons from the stars... I have harnessed the shadows that stride from world to world to sow death and madness..."

H.P. Lovecraft, "From Beyond"

Overview

Though mechanically The Mimeoplasm is classified by its card type as a creature, I prefer to think of it as more of a ritual; the process of pulling together all the best features of creatures lost to memory to concoct a brand new abomination, never seen before.

During my early days of learning Magic, I greatly enjoyed the concept of utilizing the graveyard as a temporary holding zone for your cards. This naturally led me to exploring reanimator strategies, including the PDS Graveborn deck released around the same time. I loved that kind of flashy, big-Timmy play.

This deck tries to exemplify that mindset with a focus on early board control and a defensive, under-the-radar style of play while we set up, getting the right creatures into the graveyard to turn our Mimeoplasm into the unstoppable force we need it to be.

Card Rundown

Allosaurus Shepherd: "I said, I cast my commander."

Eternal Witness: Did something end up in our graveyard when it wasn't supposed to? For just 3 mana, Eternal Witness will get it back for us.

Fauna Shaman: Basically Survival of the Fittest on a body, she'll help us get the right things in the right places. That is to say, into the graveyard.

Hermit Druid: Lob large chunks of our library into the graveyard and hope to find something good.

Merfolk Looter: A rather unassuming creature, he'll help us dig one deeper.

Ramunap Excavator: A budget Crucible of Worlds on a body.

Snapcaster Mage: Get some extra use out of our interaction suite.

Springbloom Druid: Ramp, color-fixing, and synergy with Ramunap.

Buried Alive, Entombfoil, Fauna Shaman, Intuition, Unmarked Grave, and Survival of the Fittest are the type of targeted cards that this deck needs to set up as efficiently as possible.

Dream Halls is particularly useful for cycling our reanimation targets into our graveyard while giving us free spells (including our commander!) for it.

Hermit Druid can be a risky gamble, having only 6 basic lands, but he often provides a nice payoff. A common combo piece for these type of decks, we play him just a bit more fairly.

Grimoire of the Dead and Putrid Impfoil can prevent our targets from sitting idly in our hand.

Performing the Ritual

Consecrated Sphinx: Flying is always helpful, and it has the potential to generate a LOT of card advantage.

Emrakul, the Promised End: Not only a good source for power, she is an excellent choice for function as well. Depending on how long the game runs and how much the casting cost is reduced, hard-casting Emrakul might be attainable.

Gaea's Revenge: Haste, color-coded protection, and 8 power pairs well with our 13-power secondary targets.

Inkwell Leviathanfoil: Islandwalk, Trample, and Shroud means Mimeo is going to be hitting blue players hard, and trampling everybody else.

Jin-Gitaxias, Core Augur: Do I feel bad about including him? Yeah, kinda.

Sheoldred, Whispering One: Trade your opponents' creatures for your dead ones. Swampwalk is nice, too.

Spirit of the Night: Flying, Trample, Haste, B-Protection, and conditional First Strike.

Vorinclex, Voice of Hunger: Gives you a boost to your mana and greatly dampens your opponents' plans.

Wrexial, the Risen Deep: Islandwalk, Swampwalk, and the ability to steal tutors, ramp cards, kill spells, and whatever else your opponents may have discarded.

Emrakul, the Promised End: +13/+13

Death's Shadow: +13/+13

Impervious Greatwurmfoil: +16/+16

Lord of Extinction: +?/+?
Yes, the * values hold across all zones.

Reanimation

Our reanimation spells such as Animate Deadfoil, Exhumefoil, Living Death, Reanimatefoil, Stitch Together, Victimize can be used to cheat out some of our targets if we're finding our commander locked down or otherwise inaccessible. Getting a Praetor or two in the first several turns can all but pave our path to victory and swiftly promote us to Archenemy.

Winning the Game

Once we have our Mimeoplasm built just as we need, our strategy shifts to beatdown. Using our reactionary spells and calculated attacks, we can easily use the pressure of massive commander damage to methodically mow down our opponents' battlefield presence, until nothing is left standing.

Cards to try:
Greenseeker, Harvest Mage: more cheap discard outlets are handy, but how many is too many? These ones ramp too, which is nice.
Yargle and Multani: 18 power is pretty tasty...

Cards to cut:
Grimoire of the Dead: Unfortunately one of the original cards that made up this deck, I feel like it doesn't do too much for its mana cost anymore, and I rarely cast it. I keep it around for nostalgia more than anything.

Mirri's Guile: I really enjoy the passive psuedo-scry, but ultimately this card doesn't really do anything.

Comments on other cards:
Phyrexian Obliterator,
Stormtide Leviathan,
most other Eldrazi: Simply didn't make the cut.

Skithiryx, the Blight Dragon,
Blighted Agent, etc: I didn't enjoy infect wins.

This deck plays like a combo deck at best and a reanimator deck at worst. The biggest flaw I experience with a concerning frequency is the speed of this deck. While I am often able to get the pieces to fall into place by turn 5 or 6 in preparation to cast Mimeo, if I am not able to find the right spells, this deck folds to faster, more aggressive decks. Not only that, but one instance of graveyard hate can cripple this deck, if you don't have the answers in hand.

I set out to build this deck while avoiding two tempting pitfalls. There are no infinite combos in this deck, and I have removed all instances of Infect. This is simply due to a personal preference, as I enjoy the puzzle of building my commander just right to one-shot my opponents without these shortcuts.

Though I've been playing Magic since original Innistrad, the Tarkir era was when I started to seriously get into the game, and Commander specifically. The introduction of Sultai both as a clan, and as slang for my favorite three colors of Magic really struck a chord with me. Around this time, I was new to Commander, and only toyed around with making a Grixis deck. After seeing all the great cards coming out of Tarkir, I dropped those prospects and jumped straight to Sultai, settling on The Mimeoplasm as a commander, only narrowly beating Sidisi.

This deck has been with me since 2012, and I aim to upgrade and tune it with every new set release. It is one of the few decks that I've kept throughout several hiatuses and "breaks" from the game, and it's the one deck that I would truly consider to be "my commander deck."

Thanks for reading!

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Casual

91% Competitive

Revision 62 See all

(1 month ago)

-1 Autumn's Veil main
+1 Negate main
+1 Swan Song main
-1 Veil of Summer main
Top Ranked
Date added 9 years
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

52 - 0 Rares

18 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.18
Tokens Bird 2/2 U
Folders Budget EDH, Commander decks, Favorites, Tinnuki's EDH Decks, Possibly fun, Commander, cool decks, commander decks, Inspiration, Decks to Look at
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