Muldrotha: Budget Elemental Tribe!

Commander / EDH MadMork

SCORE: 10 | 12 COMMENTS | 1144 VIEWS | IN 2 FOLDERS


Elementals in the Grass! —Dec. 16, 2022

Muldrotha vs Teneb The Harvester Final game results 0-2, 1 tie

The first game was a mana flood of epic proportions. Second game Rhonas souped up like 3 5/5 creatures and thumped me.

The third game things fired on all cylinders. Elephant grass stalled out the opponent as Muldrotha kept Siren Stormtamer in the conversation for chump blocking. I kept pushing my tokens and building up my creatures. A big mistake I made was using Sylvan Awakening on my lands and then having them get nuked with -2/-2 counters. Far Wanderings and Muldrotha allowed us to rebuild with basic lands quickly but that was a major hitch in our giddy-up.

Deck functionality recap:

  • Number of creatures feels low? I think I need to consider the following: Phytotitan, Lord of Extinction, and Cavalier of Thorns from the elemental camp. Additionally Gravebreaker Lamia is interesting with Muldrotha.

  • 38 lands feels like a really good spot. We don't need mana rocks as much when we're fetching lands.

  • Should I be considering more "prevent damage" like Fog? Having one in the graveyard before Muldrotha is cast helps control the pacing but finding Elephant Grass alone is tough.

  • Should I consider more commander protection? Kaya's Ghostform is struggling to be relevant in situations where it doesn't end up in the graveyard. Something like Eel Umbra would be easy to add in, but it doesn't protect against board wipes.


Great learning night of Magic, it was great to see this deck functioning like I hoped it would.

multimedia says... #1

Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.

Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.

You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?


An example of a streamline Elemental base using current Elementals (by CMC):

I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.

Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.

Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.

December 9, 2022 8:32 a.m.

MadMork says... #2

multimedia Great to see you chiming in! I got a laugh out of your comment regarding your suggestions. I have now played some 6 games of Commander and have started to actually understand the wisdom, not just practical ramifications, of your suggestions. My fear of not running a wide creature base stemmed from the notion I wouldn't be able to protect myself. However it simply isn't enough to run a bunch of creatures and hope I will protect myself. I need to prioritize achieving the board state prerequisites my deck requires to function well, then focus on getting the biggest bang for my buck on the stuff that Muldrotha can do by supplementing her abilities. As a result I think the refined base of Elementals is the right choice, especially in conjunction with the package of creatures that can help gameplay.

The current checklist of priorities to maximize what this deck can do is:

  1. Get Muldrotha onto the board as early as possible (Turn 3/Turn 4?)

  2. Draw/Graveyard cast creatures that gain max benefit from Landfall

  3. Try to ramp as many lands into play as we can.

For my own revisions based on reflecting on my experience so far I am considering the following cards:

  • Nissa, Voice of Zendikar: Spawning plants is whatever, but applying counters and life gain/card draw is really nice.

  • Animate Dead: -1/0 is a negligible cost with what my deck has going on to cast cast any of the creatures out of the graveyard for 2 CMC

life!

December 9, 2022 4:32 p.m.

multimedia says... #3

"I need to prioritize achieving the board state prerequisites my deck requires to function well, then focus on getting the biggest bang for my buck on the stuff that Muldrotha can do by supplementing her abilities." Bingo, well said, that's the direction to go.

The color pie here is majority green, but in three color deck that doesn't mean all basic Forests. Yes, you're right basic Forests should take up most of the lands, but you still want to balance the other colors. On a budget it's difficult to have a balanced ratio of color sources because good dual lands are so damn expensive, but even on a budget you can get closer to balanced.

You really need minimum 1x basic Island and 1x basic Swamp to help with color fixing for land ramp effects that let you search for a basic land. 31-15-15 is current ratio here of color sources, you can afford to cut a few basic Forests for basic Islands and basic Swamps.


Animate Dead is an excellent card upgrade, good choice, it's one of the best single reanimation in all of Magic and it's a permanent for great interaction with Muldrotha. Primal Rage isn't really needed here because you have a much better enchantment trample source in Garruk's Uprising. Wonder could replace Levitation? Wonder is great with self-mill and when you have effects such as Jarad's Orders that can tutor for it putting right into your graveyard. It also helps that you have many effects to search for a basic Island.

If you're only playing 1v1 with this deck then adding Planeswalkers can be good. Planeswalkers lose a lot of playability in multiplayer Commander because you have many opponents who will attack them. 1v1 is different, protecting Planeswalker from only one opponent is easier and if successful the Planeswalker can run away with the game. The problem with Master Chef here is it doesn't do anything until your ready to cast Muldrotha. You can do better than a three drop that relies on a six drop to get any value at all.


If you're having problems with opponents attacking you these are great options, budget one drops if you need to prevent opponent from doing combat damage to you. In 1v1 these can shut down your opponent from attacking as long as you control Mudrotha to cast them for one mana from your graveyard on your turn, each turn.

Consider adding more board wipes? Night Incarnate is good, but it's the only board wipe here. The idea with Frog and Grass as well as more board wipes is to delay the game long enough to get Muldrotha online with protection. When that happens Muldrotha can help to recover permanents that the board wipe removed. This theoretically gives you an advantage because your opponent will most likely not have as good as recovery that Muldrotha provides.

Pernicious Deed, Nevinyrral's Disk, Blast Zone are board wipes that are permanents so they can be repeatable with Muldrotha. These wipe a lot from the battlefield, yours and opponents, but they don't destroy lands. If you choose to play these then land ramp: Sakura-Tribe Elder, Font of Fertility, Farseek, Nature's Lore, Harrow, etc. should take priority for ramp over mana rocks/mana dorks. You can activate these at instant speed, but before you do that they're deterrents that sit on the battlefield staring at opponents preventing them from casting nonland permanents.

Kaya's Ghostform is powerful with Muldrotha because it's a one drop permanent that can revive the destroyed or exiled enchanted creature or Planeswalker. In 1v1 Ghostform on Muldrotha makes your opponent spend a lot of resources to remove Muldrotha. Slap this on any other Elemental before Muldrotha especially an Elemental who has an ETB ability. Ghostform pairs well with your board wipes. With Golgari Charm regeneration all creatures you control survive your board wipes.

December 9, 2022 11:24 p.m.