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"For ten thousand years, an ancient ruin crawling with lich, zombies, and nightmares stood at the shadowy, leyline-traced edge of a forgotten plane called Muraganda. Then came the strange ooze that ate the entire ruin whole. Leaving behind only stone and slime, now that elder evil ooze, The Mimeoplasm , faces you and the icy fear growing deep inside you anticipates its monstrous roar. To your horror, a high-pitched child's voice gleefully cheers from a tentacle-mouth: 'yOU aRE wHAT yOU eAT!'"

Milling the whole group is fun and can make replay value rich and diverse, but it's also unreliable and especially risky if there are other graveyard decks present. Voltron/combo is brutal, but makes you a big target in a group game and suffers if Mimeoplasm gets repeatedly removed. Reanimator strategy is much more resilient in group games and wildly fun. This deck puts fat creatures into play from the graveyard via The Mimeoplasm and reanimation spells. It uses self-mill effects like Buried Alive , Traumatize , and Hermit Druid to accelerate prime reanimation targets.

The character idea here is that The Mimeoplasm isn't just a cunning black and green reanimation creep but a talented, blue streaked, spell-sliming Wizard of Ooze that eats you alive and then calls forth your abilities from within its gelatinous depths on-demand. Just imagine a shapeshifting slime monster that can Glimpse the Unthinkable and Traumatize 's itself(!) to shapeshift an arm into a Nezahal, Primal Tide dinosaur mouth faster than you can respond. That is the terrifying chaos that is The Elder Mimeoplasm!

This is meant to be my neutral, go-to deck for play with new groups so no infinite combos, Sage of Hours , Jin-Gitaxias, Core Augur , Eldrazi or infect.


  1. Plan A involves one of these three cards which make up the core of the combo: Buried Alive , Hermit Druid , and Traumatize . Use draw and tutors to sculpt your graveyard for prime The Mimeoplasm targets by turn five or enough creatures for Living Death to be an absolute blowout. In most games, Mystical Tutor gets Buried Alive but it can also grab Living Death following a Traumatize or Hermit Druid activation. Green Sun's Zenith and Traverse the Ulvenwald are copies of Hermit Druid , while Vampiric Tutor and Demonic Tutor are a second everything else. If none of these cards show up early, you can still rely on incremental self-mill as plan B.

  2. Bounce lands are excellent. Play any land on turn 1, then on turn 2 you can play a bounce land like Dimir Aqueduct , bringing a land back to your hand, and because you now have 8 cards in hand, you can choose to discard a fat creature or Wonder from your hand to the graveyard.

  3. Wonder > Brawn . It doesn't hurt in a deck with few tutors to have some redundancy so many lists feature both of these evasion enablers. Whether you choose one or both, what I like about these two is that they enable your whole team to connect.

  4. Gaea's Revenge , Spirit of the Night , and Nether Traitor are the primary sucker-punch targets for The Mimeoplasm 's first ability. There are 11+ fat creatures that are a toolbox for whatever you need. Need a board wipe or board control? Target Kederekt Leviathan , Stormtide Leviathan , or Terastodon . Need draw? Target Consecrated Sphinx . Already ahead? Target Sheoldred, Whispering One and keep it that way.

  5. Mana Dorks. They work well to ramp you and add to the creature count of the graveyard. Some lists play Necrotic Ooze combo where their activated mana ability is key. Sadly the ramp without the Necrotic combo gains you little in the early game as it is unlikely you have a target to reanimate in the graveyard yet. There are some interesting alternative mana accelerators, some of which even involve the graveyard like World Shaper , Ramunap Excavator , Wayward Swordtooth , The Gitrog Monster , Splendid Reclamation , and Crucible of Worlds . These are slower but incremental which seems to match the pace of the deck. Flavor Bonus: Wayward Swordtooth could also be the dinosaur arm in The Mimeoplasm 's art.

  6. 11 seems to be the minimum density of creature bombs that The Mimeoplasm can regularly target in the graveyard by turn 5 or 6.

  7. The best targets for the graveyard when playing Buried Alive are Gaea's Revenge , Spirit of the Night , or Nether Traitor . Then the best second targets are Impervious Greatwurm , Lord of Extinction , or Death's Shadow . And the best third target is Wonder . Then you have a ready-made hasty, gigantic, flying ooze commander!

  8. Since you are playing combo here, it helps to have a few counterspells to protect your commander from targeted removal and board wipes, the cheaper the better. I could not resist Voidslime and Plasm Capture for their OOZE flavor! Some run 5 or less counterspells but I'm leaning in for a few more as all-purpose answers.

  9. There are many established, efficient ways to self-mill combo in Sultai colors and choices come down to flavor and style. From a lore point of view, having an OOZE that can counter spells and reanimate what it has eaten demands wizarding talent so Traumatize and Glimpse the Unthinkable feel like signature spell-slinging ways it would use to fill the grave in addition to the staples.


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98% Competitive

Date added 11 months
Last updated 3 hours

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.27
Tokens 3/3 Elephant, 3/3 Beast, 1/1 Bird
Folders Uncategorized, EDG
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Revision 108 See all

3 hours ago)

+1 Laboratory Maniac maybe