Myrkul, Lord of Bones token-reanimator-aristocrats-d&t.

The challenge: Myrkul has been talked about as an Abzan Enchantments commander, but I don't think that's quite right. Really Myrkul is a creature deck that focuses making strong static effects and activated abilities harder to clear. Putting strong effects on creatures is traditionally a way to balance these effects, as creatures are traditionally easier to remove. Myrkul unbalances this by both undermining the removal trade-off through recursion and then putting the effect out of reach of more common removal by removing the Creature type.

I view this as a slower deck, driven largely by Myrkul's 7 mana value. To play with this, we need creatures that have valid board presence in the early game which slows down other players and soak up early removal. We will need recursion to regain access to those effects later, once Myrkul is on board, and he needs to be protected, but then you are moving into overwhelming opponents with a strong board or combo.

Specifics: Devoted Druid infinite mana, with Torment of Hailfire, Tayam, Luminous Enigma and Hydra Broodmaster as the key outlet for it.

Fynn, the Fangbearer with Ogre Slumlord or Archetype of Finality for Infect win.


Updates Add

Collection of Updates between DMU and ONE. Some Compleation.

Out: Tayam, Luminous Enigma: Great when buillt around, but too many decent things over 3 mana. Blightbeetle: Narrow, in a table-unfriendly way. Completely blows out counter decks, which is a feel-bad when there's only one deck at the table doing that, but otherwise blocks big green and nothing else. Piper of the Swarm: Never feels good, very much needs Ogre Slumlord to ever feel like a real bother, and normally eats removal before that can happen. Pitiless Plunderer, Ruthless Knave, Karn's Bastion, Nesting Grounds, Forgotten Ancient: Moved into decks that use them better. Platinum Emperion: Big dumb life protector good but not interesting. Deadly Rollick: Again, put in another deck. Master of Ceremonies: I'm done being nice!

In: One Forest, going down a land. Rishkar, Peema Renegade: Creature-based ramp. Netherborn Altar: Myrkul is expensive, the deck has lifegain. Quicksilver Amulet: High utility in a creature deck, works nicely with Netherborn Altar. Vraska, Betrayal's Sting: Just very good. Venerated Rotpriest: Another Battle Mammoth effect with Toxic, that can get the infect train started. Geth, Lord of the Vault: Steal opponent's creatures from their graveyard; remember if they die under your control you can exile them and get enchantment copies with Myrkul. Knight of Dusk's Shadow: Lifegain hate Serra Redeemer: From Smol to Swol, counters are good. Defiler of Faith: Mana Reduction and Token generation. The Cruelty of Gix: hand attack, tutor, recur/steal. Just does what you need it to do.


60% Casual

40% Competitive

Date added 9 months
Last updated 1 month

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

41 - 0 Rares

25 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.95
Tokens Beast 3/3 G, Copy Clone, Elf Warrior 1/1 G, Hydra */* G, Morph 2/2 C, Rat 1/1 B, Saproling 1/1 G, Soldier 1/1 W, Treasure
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