Sideboard


Maybeboard


The Mimeoplasm was my first commander ever from the originanl products and is a blast to play. He can be built in a large number of ways, because he is a flexible oozey boi. You can make him disgusting combo, cute +1/+1 counters, reanimator, all the above at once, etc. This is just a primer for how I built him and my decisions along the way. As of right now it has a few pet cards that could be swapped out which will be discussed in here.

I've built him as a pure voltron commander that gets cards in graveyard through looting + tutors (Draw, discard effects). Since Mimeoplasm is adaptable you could slide a number of different cards into the different types of slots throughout.

Gotta put finishing touches on this primer still, excuse the formatting!

Deck Goals: Get a PEP'd (Powerful, Evasive, and Protected) Mimeoplasm out as soon as possible and start going at whoever is going to be the biggest threat. The PEP are the cornerstones of a voltron commander and we get to build a bear from the graveyard to do so. As a backup plan we'll just have ramped out enough to outright play the big splashy creatures and we can have a few combos if we choose.

Deck Fears: Icy effects, unwanted sacrificing, opponents using graveyards

Setup

So obviously we want ramp.

  • 1 mana ramp - Search for Tomorrow , Sol Ring, mana dorks (not recomended)
  • 2 mana ramp
    • Land Ramps (There has got to be atleast like...8 of these now?)
    • Artifacts (talismans, signets) - can be worse depending on bounce wipes, but can help fix for green in starting hands w.o them
    • Creatures (Again, not super recomended unless they get lands like sakura tribe)
  • 3+ mana ramp
    • Cultivate/kodamas reach - staples, I like them cuz I get extra lands to hit land drops later, or we could loot the lands as fodder if need be
    • Fertilid - probably shouldn't be in the deck but if you're expecting Mimeoplasm to be removed you could use this to ramp. As of right now its a fun card to really go ahead on lands but probably wouldn't make the cut in the greatest version of the deck
    • If you wanna throw in a couple of 4cmc ramp like Migration Path or Hedron Archive I say go for it, just don't use a lot. I like Hedron Archive as emergency card draw

    Looting Tutorin' machine

    Soooooo we like certain cards in our graveyard, so why not gently set them in there as we draw cards for the life they are soon to give our commmander. One of the cooler ways to get a creature from the starting hand into the yard is by playing a bounce land like Simic Growth Chamber on turn two to discard, but hopefully we have better plays than that turn 2.
    • Merfolk Looter - The O.G. creature looter, helps us to have a creature out in case of sacrifice effects. There are a few other 2 drop looters
    • Bonded Fetch - Not as good tbh as the looter, but Mimeoplasm is a weird guy, so lets include this weird eyeball homunculus
    • Cephalid Broker - One of my favorites, letting us dig two deep and discarding two to setup our graveyard.
    • Obsessive Stitcher - Doubles as a late game reanimator, gotta love it.
    • Waker of Waves - One time instant speed sorta loot that gives 7 power in the graveyard. Nice.
    • Key to the City - Lets us discard, paying 2 to draw if we need it, oh and makes Mimeoplasm unblockable NBD
    • Magus of the Bazaar can be an aggressive looting option, I'm still unsure on it
    • With all this discard, we could even consider some madness cards! Only ones I could find really were Archfiend of Spite and maybe Circular Logic , although Muck Drubb could be cool too

    Build your bear

    So we have the early game plan laid out except for one part. What creatures do we want to put in our yard? We will want a few creatures whose power is static and high for the early games like Death's Shadow , Impervious Greatwurm , etc. Just do a search on scryfall for creatures with power greater than like 6. Ideally some cards that even opponents reanimators won't even want to touch like Denizen of the Deep . Vorthos win if you have a Ghalta, Primal Hunger for the Mimeoplasm's arm. Titanoth Rex would be good too. We also want some cards whose strength will scale with the late game. Lord of Extinction and Consuming Aberration will do a good job for that. card:Shefnet Monitor and Krosan Tusker can be useful as ramp/getting lands to hand too.

    All about that base

    Now for the EP part, we want to ideally have creatures that are both evasive and protected. We have somethings built into the deck that adds these things( Lightning Greaves / Swiftfoot Boots + Brawn / Wonder ), as well as cards like counterspells and the like for the protection, so hopefully we should be able to cover all of our grounds. An Asceticism wouldn't hurt either. It's important to choose your base creatures based off what support the rest of the deck gives. If your support cards give evasion, maybe lean into more protected bases, if they give protection, vice versa. Invisible Stalker Blighted Agent Both great but disgusting options. Thornling Jodah's Avenger These can also be gross by turning into a oneshot kill potentially. Any pet cards you want to put in the deck could work here too. Thorn Elemental and Living Hive are some of mine. Or maybe some interesting combat damage cards which really weren't supposed to get 10+ 1/1 counters like Cephalid Constable . Chasm Skulker and Toothy, Imaginary Friend could be choice too. The world is your oyster. Why not throw in some River Bear and some island enchantments and literally build your bear! What?!? A bear with a t-rex arm is scary? Nooooooooo, only if its coming at you.

    One Shot to save (or end?) the world

    Speaking of oneshot, we have a few cards that can help us reach that golden number of 21 on opponents. Ideally, we'd like to get to atleast 11 power with mimeoplasm. This will enable the two shot kill. Than if we use some power/counter doubler like Solidarity of Heroes Invigorating Surge Hadana's Climb   Vorel of the Hull Clade . Hey why not consider Tainted Strike at the very least. It could be used on an opponents creature that is hitting for 10 also hehe. Some more infect creatures like Blighted Agent , Spinebiter and Skithiryx, the Blight Dragon can all lend Mimeo to killing in one shot. Just don't expect your table to leave you alone once they see them. Then whatever double strike you feel like could work too just relies on equipments so yeah not really a fan for this deck.

    Protection and Politics

    So we are gonna want to be good at politics with our opponents, cuz if they can lock us down then they've got us by the balls. Best thing we can try and do is tell them where to send the damage while we try and dig for an answer. But it's okay to expect Mimeoplasm to die once or twice a game. But letting them know that us dealing damage/killing opponents is the same as them killing/hurting the opponents. But for when our politics fail us, we have our counterspells. Swan Song Dispel Stubborn Denial are all amazing. Throw in the free counterspells if you really want to. Tale's End is a house in my opinion and underplayed. Spell Rupture Could be good too for when we have Mimeoplasm out. We will also need interaction pieces and boardwipes for the deck. On board destruction will be easy with black and green. Boardwipes are good for mimeoplasm, because we can sitback and relax while people build their boards, wipe it and have a myriad of options to reanimate. Include graveyard removal here too.

    Reanimate / group mill

    Sweet so we got our graveyard setup, maybe we buried alive an opponents deck with Life's Finale even. There are a suite of reanimation cards in the decklist to choose from that can animate from our own or the opponents yard. Animate Dead Dance of the Dead could also be added in if we want to focus more on reanimation. These can also replay Mimeoplasm late game instead of sending him(it? idk) to the command zone There are a few group mill effects in the deck. Sword of Body and Mind can mill an opponent with strong creatures for us and create a chump blocker/sacrifice fodder and protect against some removal. Psychic Corrosion and Mindcrank can act as alternate win cons when paired with Compost and Duskmantle Guildmage effects respectively. These combos allow us to have an alternate win con in case our damage/voltron strategies don't work out.

    Card Draw

    All of this sounds nice but how are we gonna keep having cards in our hand. We can throw in the crazy good ones like Consecrated Sphinx and Rhystic Study if you've got them. But other things like Notion Rain (maybe other surveil cards?) Treasure Cruise , Momentous Fall and Greater Good can help us in a pinch if it looks like Mimeoplasm is being lost to a boardwipe or gain control effect/tap down effect. The big draw x cards are hidden away in the looting section with Read the Runes , Pull from Tomorrow , Stroke of Genius , Epiphany at the Drownyard and these let us draw at instant speed, keeping up interaction if needed. Thats really it. Mimeoplasm is nice and simple to play as. Throw things in graveyard, smash face. Interrupt, protect, kill, repeat. You'll notice there aren't a ton of equipments in the deck, and thats cuz we get most of our effects from the little monster mash. Can be rough to replay Mimeo and then have to equip to get extra effects. This concludes my Mimeoplasm primer. I think with a lot of these effects that I've mentioned, a large variety of different cards with similar effects can fill in the slots which perfectly describes Mimeoplasms playstyle.

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