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Valen's End

Patch v3.1

A Myrkul deck built originally with a theme towards my Dungeons & Dragons campaign in which Myrkul is the primary endgame antagonist.

The general strategy of the deck is the base of any Myrkul deck: Abusing the very interesting abilities of Myrkul, Lord of Bones with static ability creatures for a mixture of control and card rules abuse. The primary highlights of this are Barrenton Medic, Cinderhaze Wretch, and Devoted Druid, using their abilities to tap/untap with -1/-1 counters while Myrkul is out, transforming them into enchantments, then gaining access to infinite damage mitigation, discard, and mana. With those resources we can play and control the game as much as we want, locking others out while we swing with big threats including Myrkul himself.

Win Conditions mostly revolve around combat damage or Constellation triggers from Grim Guardian. Some other wincons I've considered for the deck are Walking Balista and Helix Pinnacle and I'd like to get them in there sooner than later, I don't think I've ever seen or even heard of a Helix win before considering this deck.

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92% Casual

Competitive

Revision 14 See all

(3 months ago)

+1 Grasslands maybe
+1 Horizon Canopy maybe
+1 Kamahl, Fist of Krosa maybe
+1 Marsh Flats maybe
+1 Verdant Catacombs maybe
+1 Windswept Heath maybe
Date added 1 year
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

44 - 0 Rares

13 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.50
Tokens Copy Clone, Plant 0/1 G, The Monarch, Zombie 2/2 B
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