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That Bird Hurts Me

What the hell is this deck? Well, I wanted to play something that felt a little janky but still realistically viable in a power level 5-6 enviroment. Looking the other Meloku the Clouded Mirror decks, the main combo is Walking Atlas + Meloku the Clouded Mirror + Retreat to Coralhelm. While this combo is still present and very relevant in this deck, I found that Meloku the Clouded Mirror has so much more to offer. As I began delving further into this deck, I realized the potential for combo is much more massive. So, while I set out to make a battlecruiser type deck, I ended up crafting a powerful value churning engine with good combo outlets. All while still using a pretty horrible commander. The initial list I used as a reference can be found here. Although, as of writing this primer (10/12/21) it has not seen an update for a whole year. Which is why there are so many major differences.

I would estimate the deck's power to be around 7-8, more towards the 7. While the deck can win out of nowhere, its almost always an all or nothing play. A well timed counter spell by an opponent can knock us out of the game for awhile. Also, our commander costs 5 mana and trades future stability in the game for a 1/1 token. . .not always the best of trades.

If you like

  • Funny commanders that will have your opponents asking "Can I read it again?"

  • Playing a proactive deck that does not utilize much interaction

  • A deck WAYYYY out of its color identity

  • Playing pretty uncommon combos that your opponents won't see coming

  • Durdling around by yourself before going for the win in a few explosive turns

  • Being the underrated deck at the table

Then you should try out Meloku the Clouded Mirror

This deck is not for you if you like

  • Playing mainstream commanders

  • being a reactive player

Honestly, your exact play style will vary greatly depending on the cards you draw into. You will find some games where you dump your hand by turn 4 and some where you're simply playing a "land-go" game. Usually, in the early turns (1-4), you're doing your best to ramp (yeah its tough in mono blue). The more lands in play the better, as the sooner you will be able to get some Meloku the Clouded Mirror value. When you make it to the mid game, you're going to want to think about which combo you want to go for, based on who you're playing, what cards are in your hand, and your current board state. When you're ready to go for your combo, you're hoping your playgroup hasn't bought Pact of Negation yet.

With all of this said, it is also notable that you can win via combat damage. Usually this will only happen with Coat of Arms out. Its pretty fun to return 6 lands on your opponents endstep, then play Coat of Arms our of nowhere, swinging for big damage. But this is what I mean by going all out on a win, if your opponent counters or destroys coat, you will likely not come back from a personal Sunder.

Win cons are more fun than the rest of the deck so lets start with this.

The Infinites Show

Other wins Show

This is a good point, Patron has a lot more combo potential straight from the command zone. He also acts as ramp instead of taking lands away. Personally, I believe that hes better found in the 99. It's less because I think hes bad, and more because I like the idea of the versatility of Meloku the Clouded Mirror. A 1/1 token with flying for one mana (and a land) can act as a chump blocker, skull clamp fodder, an engine for Kindred Discovery/ Coastal Piracy etc. and so much more. In short, while Patron offers a win condition, Meloku offers that and much more for less mana.

  • Okay I get it, its a land deck, but isn't 44 lands excessive? Also why is the mana base so weird in general?

After a lot of play-testing, I have found this number to be about right. Missing a land drop in this deck can be brutal, seeing as we are purposefully bouncing our lands for some sort of leveraged value. As far as the oddity of the mana base, I optimized mine for Field of the Dead. However, this deck can also perform extremely well if you optimize it more for High Tide, which isn't a route I took, but it offers a lot more combo potential. Its also a great way to save money on lands if you'd like.

This card is definitely meh in this deck. The idea is that you'll never have to remove the counters because you can return any flooded land to your hand and replay it with Meloku the Clouded Mirror. It's basically a slower but more tenacious Blood Moon. Removing Quicksilver Fountain does not remove flood counters, which is notable. I use this card because there's a ton of 3-5 color decks in my meta, and surprisingly not a ton of blue.

- Metamorphic Alteration / Mystic Reflection

Extremely underrated card that should be played way more, turn any of your opponents creatures into a 1/1 illusion, or turn one of your 1/1 illusions into Elesh Norn, Grand Cenobite.

Oh? A less good wheel? Well, not exactly. In a desperate situation, you can trade a land for a card draw and a 1/1. Late game, this can be what you need to pull ahead, return maybe 4 lands to hand then draw a bunch of cards.

Definetely a card I'm not 100% on. Works as a kind of protection for the GOAT Walking Atlas but also goes nuts with Burnished Hart, Expedition Map, and Wayfarer's Bauble. Regardless, this is a card I will be watching closely when I play.

A dead draw alot of the time, as it really does nothing for you. I find however that having a replacement for Retreat to Coralhelm in the Walking Atlas combo is essential. We have a ton of artifact tutors and protection but nothing to find our enchantments.

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95% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

37 - 0 Rares

26 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Copy Clone, Eldrazi 10/10 C, Illusion 1/1 U w/ Flying, Illusion 1/1 U w/ Illusion Tribal, Marit Lage, Zombie 2/2 B
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