I understand straying away from a build loaded with spells that reanimate your opponet's creatures and artifacts due to the introduction of Homeward Path, but there are ways to deal with it, and personally I would consider it a challenge.
One of my BUG builds focuses exclusively on utilizing my opponents graveyards. With the rise of Homeward Path in my playgroup, I have even considered starting to run Mwonvuli Acid-Moss to destroy and fetch, and Rolling Spoil to simultaneously hit tokens.
I have very little experience with the deck, but from what I know, Buried Alive seems like an all star in Mimeoplasm. I often want to tutor for it so I can load my yard with 3 choice targets to guarantee an early, powerful, and option-loaded General.
Buried Alive basically seems to function like a double/triple Demonic Tutor. It can grab you the ultimate combination of creatures you need RIGHT NOW. They have a Gaddock Teeg and Maze of Ith? Bury up Shriekmaw, Acidic Slime, and whatever else you deem necessary (Sheoldred has been good for me, Wurmcoil if you Like, Krosan Cloudscraper for the 13 counters). Reanimate whatever you wanna deal with now (in this case probably Teeg) with some spell, then follow up with a 15/15 Slime on their land/awesome artifact/broken enchantment.
Going turn 3 Buried Alive for problem solvers and possibly a large power guy for +1/+1 counters, turn 4 Zombify/Makeshift/whatever, turn 5 Mimeoplasm is very powerful. If that line of play is backed up by counters (Force/Misdirection/other stuff), you can get a lightning fast win from General Damage assisted by the utility of comes into play effects.
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Also the nice thing about Buried Alive is that the earlier you play it the more people forget about the fact that you stocked your graveyard with a Skythirix and a Lord of Extinction. I have had many people argue with me that I "cheated" by putting those cards into my graveyard and then I show them Buried Alive.
The reason why Buried Alive is not in my Mimeoplasm decklist is because its a sorcery speed spell that opponents can see coming from a mile away. Buried Alive should never grant you an early kill and in most playgroups. Opponents will/should know what is in each players graveyard and should regularly check to see what is in the Mimeoplasm player's graveyard, regardless the strategy is solid and I realize that. I use Intuition and Entomb to accomplish the same type of strategy while having a duel use with other mechanics in the deck. Example of a duel use, is to Entomb a Life From the Loam to grant lands if needed or to Entomb a Ulamog, the Infinite Gyre to protect your graveyard from being removed. Clearly there is more than just two interactions that Entomb is good for. Intuition can be a sudo Buried Alive or even more. Its instant speed allows for trickery and can catch your opponents "off guard" which is what I feel people playing Buried Alive are aiming for. Intuition can tutor up combos like Mindslaver, Academy Ruins, and Crucible of Worlds or CREATURE, Volrath's Stronghold, and Crucible of Worlds which makes it a very good late game spell while still having the Buried Alive utility early or late game. ***Realize** that the Mindslaver can be any artifact that is need, i was just simply explaining the "lock" type effects
Just a couple of thoughts:
1. an early Bribery against you and you are pretty much dead. Both Jin-Gitaxias and Ulamog really screw you if they are stolen. Consider Capsize, Fleshbag Marauder, or something else along those lines. I would never play Jin other than as a general.
2. Nev's Disk is super slow-consider Pernicious Deed.
3. I have completely moved away from Planeswalkers because they die far too quickly. Maybe consider adding more resilient cards or more utility. At the very least drop Vess: she is pretty awful.
4. Survival of the Fittest seems a little weak since you only have 18 creatures. Maybe something like Chord of Calling instead?
5. you play both Life from the Loam and Crucible. How about an Exploration for some nifty land destruction with Strip Mine/Wasteland, or Spitting Image for incremental card advantage. The nice thing about Image (when compared to Rite of Replication) is that it isn't dead if the target gets removed.
Here is my current list-it is a bit different as I do not seek to use my own creatures as Mim targets (to do so limits one's options especially if something happens to Mim). Hopefully it helps: http://www.essentialmagic.com//decks/View.asp?ID=883559
1. Bribery is just a very good blue card in EDH, even with all the removal, best cards in the game, and the multiplayer format is still solid. Bribery should be a problem for almost every deck. All decks contain creatures that are scary and I for one am not going to changed up my creature base for a single threat to the deck, I feel it would weaken it against more cards if I did so. 3rd turn Bribery with a sol ring is basically GG for most decks, occasionally you will have an answer and in my deck it is possible but not reliable. Jin-Gitaxias, Core Augur is a bombshell and in my opinion an auto-include in all blue EDH decks, he can flat out win you the game in no time. Only problem with Jin is that he is easy to remove unlike Ulamog, the Infinite Gyre which I have have the fewest ways to deal with. Of course he is hard to deal with he is indestructible and 1+ attacks and the game is over for you. I do have ways to get him back/deal with him ie: Homeward Path, Phyrexian Metamorph, Duplicant, Cryptic Command, Rite of Replication, Jace, the Mind Sculptor, and Karn Liberated. Now these are the only ones I run in my deck, I still have cards that are situational put could still deal with him such as Knowledge Exploitation, Memory Plunder, Body Double, and of course The Mimeoplasm.
2. I completely agree, I like Nevinyrral's Disk over Pernicious Deed simply because its less mana intensive but cost a turn and is an artifact giving it a chance of coming back with Academy Ruins. I feel to have a good Deed you either have to have it out for a turn or have 8+ mana. I feel both are weak cards for the deck and the format but I have not found a card worth running over either at the moment.
3. I disagree with removing all Planeswalkers but I am not going to say they are required for any deck to perform better, personally I find their removal abilities and random other effects useful. Liliana Vess is definantly the weakest of the Planeswalkers I run. I mostly use her for 2x tutors then I go from there, only excells as a card when you are in a Time Stretch b/c of the setup to end the game in your favor, but then again if you got a correctly placed Time Stretch you should win anyway.
4. Survival of the Fittest is not so much about the ability to tutor a creature when needed. Survival is more of a creature dump from your library to setup a Mimeoplasm kill at the end of a players turn. I'm not saying I don't use Survival as a toolbox searcher, or a way to protect myself from graveyard hate. I think this card would be classified as a play-style choice.
5. Land destruction is a route I don't feel benefits a player in a multiplayer format. I know I have both to combat it from happening to me, but it also helps with getting creatures in the yard or recurring fetches for a few turns. All in all I can't find another reason to add in a card that only benefit my lands and nothing else. I would turn to more mana crippling if I were to change this build into a 1v1 build. Since I currently am not, the spot permanent removal spells and creatures should fulfill my needs.
6. Rite of Replication Vs. Spitting Image. What I like about RoR is that it can copy a power creature ie; Primeval Titan for only 4cmc early game. I also like that is scales very well as the game shifts into late game giving the card more options as the game progresses. It can also be use to legend rule and general you are having problems with (not saying spitting image can't). Main problem with RoR is that the creature can be destroyed or sacrificed in response. Spitting Image on the other hand can be reoccurred each turn or several time per turn depending on the situation and amount of lands you have available to pitch, only downfall is that its more mana intense, have a reagent cost, and doesn't scale with the game (ie only a late game card, or maybe mid-ranged)
Thank you for your contributions and suggestions to this decklist. I appreciate you taking the time to voice your opinions.
One further comment that I just noticed, is that your deck looks very slow. You only have 5-6 ramp cards (namely Cultivate, Kodama's Reach, Sol Ring, Primeval Titan and Solemn Simulacrum-Crucible and Loam sorta count, but they are more about consistency rather than actual ramp). You don't even run big mana lands like Gaea's Cradle (unnecessary in your list) or Urborg+Coffers. Have you had any issues with speed? In my meta the deck would get eaten alive.
Along the same lines, you should definitely play at the very least 2 of the Onslaught cycle lands (Tranquil Thicket and Lonely Sandbar) so that Loam can double as a card drawing engine.
@ Damnosus, I have been pleased with the amount of ramp and cards that help to assure I don't miss land drops. I would classify Crucible of Worlds, Life from the Loam, and Yavimaya Elder into this category. There are more cards like draw spells and other effects that help to not miss a land drop in addition to the ones I just named.
My playground decks are mostly 3-color control and games usually consist of 4 people. Most games, on average, will have 2 or 3 control players, a combo player (if any) and a aggro type deck. For my meta this deck is very solid at answer threats and protecting my threats from being removed while preventing damage.
How I play during any given game is heavily dependent on who is to my left and to my right. Obviously, if I am stilling to the left of a control player, it will be very difficult for me to get off important/game changing spells unless its something that control player would like to happen, therefore giving that player a card advantage for not having to spend spells. And if the control playing is to my left I will have more turns where he/she is tapped out from previous players turns.
I haven't had much luck with Urborg, Tomb of Yawgmoth and Cabal Coffers. I feel this is mainly because i usually play with a reactive playstyle instead of an aggressive playstyle. I play more depending on what my opponents and wait to punish them when they make a mistake or play into what I am doing. Most games are won in my playgroup from lasting a long time and gaining cards advantage while denying advantage to their opponents. I would say about 50% of games are ended inside a time stretch with 3-4 people still in the game whether that time stretch was cast/stolen/ or copied.
I have tossed around with the idea of putting 2-3 cycle lands into the deck. I will do some testing and update the list accordingly.
I've been trying the cycling lands out. I took out some basics for them. I'm starting to miss the basics though. Between reach, cultivate, elder, and solemn the deck wants to have enough basics to make it worth it.
I actually forgot that you made this thread and didn't expect to see it on the front page again. When looking at the list I thought someone had just copied your exact list. I'm a bad after all.
Yeah, I see that being a problem. I think I would have to cut a few fetches to put the cycles in b/c often I go to fetch and I don't have many targets. 7 fetches may be too many but i'm having a lot of trouble figuring out if green or blue fetches are more important for the deck.
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I understand where you are coming from in the aspect that everyone knows that people play Buried Alive in a Mimeoplasm Deck, but in all reality it's just a great card for this guy. I do like where you are coming from though by using Ulamog to counter GY hate, but once again, it is still a great addition to any Recursion type deck.
In addition to this, I play milling in my deck. That might be just because most of the people in my pod play alot of Aggro decks so I find it fun to Traumatize for 35-45 cards and then play Mimeoplasm and have some fun with their stuff.
I also noticed that you aren't playing creatures that deal with graveyards, ie. Lord of Extinction, Lhurgoyf, Sewer Nemesis, Necrotic Ooze. I always love pulling one of those guys as a late game draw and then finding silly things to do with them.
For what its worth ... I don't use Buried Alive as "insta-win" or anything like that in my build. Usually, it goes and fetches utility for me. I've cast it getting a Genesis, Yavimaya Elder, and Mulldrifter before. Just having that kind of recursion engine made my late game so much stronger.
@ Bhahn209 yeah your strategy should work if your opponents are playing heavy aggro decks and not constantly trying to remove graveyards from the game.
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Updated the list slightly (mostly mana issues). I do not like Nevinyrral's Disk is this build or in EDH in general. I am planning on taking it out because it is too slow. I have already taken out Pernicious Deed (just as slow) so please don't suggest that. I am having a lot of trouble figuring out something to put in its spot, so any suggestions would be greatly appreciated.
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I have been enjoying reading over the thread and I thought Id post my version of my mimeoplasm deck on here. Comments are always welcome.
I just thought Id add in that some of my card choices may seem a little odd, some cards I threw in more or less because they are fun to play with (which has diluted the focus of the deck slightly). I also think I have a couple cards over the 100 mark so if anyone would like to suggest cards to cut Id be happy to take suggestions... or if there is anything I should add in in place of some of the cards Id be happy to take peoples ideas into consideration as well.
Basically the "focus" of my deck is to mill my oponents (and myself) and then use graveyard recrusion to bring creatures back into play as well as providing targets for the mimeoplasm. I also have several "defensive" cards in the deck which I am hoping will deter my opponents from attacking me.
You list Vaderhater is really close than mine. I play the same sorcerie/spell or approxiamtly mine was a little bit more control and less spell like Rite of Replication. But I have a question about somes creatures.
Do you have some difficulty to play your creature without tapeout? Your curve of mana for your creature is really high.
And why are you playing Regal Force you have 8 greens creatures and you didn't do token other then Avenger of Zendikar. Yeah it's can be really strong if both come to play at the sametime like with Tooth and Nail but for me it's just a waste of card (I talk about Regal Force, not Tooth and Avenger). Regal Force alone do nothing other then boosting The Mimeoplasm. If you want draw I have found this little creature Cold-Eyed Selkie really good to copy with Mimeoplasm and really good alone at the start of a game.
Last night, I copy Cold-Eyed Selkie on The Mimeoplasm with a Mortivore. Equip with Lightning Greaves swing to a opponent for 16 damages he die and i draw 16 cards. Next turn, I kill the other opponent with Hatred.
Yes, Regal Force is a situational card in this mimeoplasm build. He is mainly in the deck to allow tooth and nail to become a "draw spell" if needed while fueling the mimeoplasm with 7 counters later in the game.
I have not had trouble casting cast any of my creatures, I play a very reactive playstyle during the beginning turns of the games, ie. only dealing with things I have to and counter only key spells (only after priority gets to me, and it has not been dealt with yet).
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And why are you playing Regal Force you have 8 greens creatures and you didn't do token other then Avenger of Zendikar. Yeah it's can be really strong if both come to play at the sametime like with Tooth and Nail but for me it's just a waste of card (I talk about Regal Force, not Tooth and Avenger).
This is the only thing that really jumped at me while browsing your list.
207.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are
each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.
Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.
If they have 10 creatures in all graveyards the power of Mortivore is 10/10 anywhere he is. If a card say find in your library a creature with power 9 or less you cannot choose Mortivore because his power was 10 in your library. It's the same for everywhere.
@ Bhahn209 yeah your strategy should work if your opponents are playing heavy aggro decks and not constantly trying to remove graveyards from the game.
Which is mostly what my meta plays ie. Mayael, Ghave, Karthaas, and so forth. So milling and pulling fun cards from others GY's is always a high point in my Mimeoplasm deck.
Arena draw seems like it is too slow and getting a little unreliable. I decided to switch it out and try the new Liliana because her kit seems strong and she may mesh with the deck very well. I imagine her +1 to be the best part, helping control other decks while getting cards in everybody's graveyard. Liliana's -2 seem decent and somewhat usefull, and as far as her ult goes....I dont imagine this will ever get activated in a multilayer format.
5 Forest
2 Swamp
4 Island
1 Mosswort Bridge
1 Bojuka Bog
1 Command Tower
1 Flooded Grove
1 Sunken Ruins
1 Twilight Mire
1 Misty Rainforest
1 Polluted Delta
1 Verdant Catacombs
1 Windswept Heath
1 Scalding Tarn
1 Marsh Flats
1 Wooded Foothills
1 Bloodstained Mire
1 Drowned Catacomb
1 Hinterland Harbor
1 Woodland Cemetery
1 Watery Grave
1 Overgrown Tomb
1 Breeding Pool
1 Homeward Path
1 Reliquary Tower
1 Volrath's Stronghold
1 Alchemist's Refuge
1 Tropical Island
1 Bayou
1 Underground Sea
1 Survival of the Fittest
1 Rhystic Study
1 Necromancy
1 Greater Good
1 Mana Crypt
1 Sensei's Divining Top
1 Sol Ring
1 Crucible of Worlds
1 Sword of Feast and Famine
1 Jace Beleren
1 Karn Liberated
1 Demonic Tutor
1 Living Wish
1 Kodama's Reach
1 Cultivate
1 Rite of Replication
1 Ranger's Path
1 Skyshroud Claim
1 Recurring Insight
1 Knowledge Exploitation
1 Tooth and Nail
1 Time Stretch
1 Entomb
1 Vampiric Tutor
1 Mystical Tutor
1 Mana Drain
1 Counterspell
1 Spell Crumple
1 Dissipate
1 Beast Within
1 Voidslime
1 Hinder
1 Forbid
1 Intuition
1 Fact or Fiction
1 Memory Plunder
1 Force of Will
1 Yavimaya Elder
1 Eternal Witness
1 Evil Twin
1 Sakashima's Student
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Glen Elendra Archmage
1 Putrefax
1 Body Double
1 Skithiryx, the Blight Dragon
1 Vesuvan Doppelganger
1 Puppeteer Clique
1 Wurmcoil Engine
1 Primeval Titan
1 Deadeye Navigator
1 Consecrated Sphinx
1 Triskelion
1 Mikaeus, the Unhallowed
1 Woodfall Primus
1 Terastodon
1 Jin-Gitaxias, Core Augur
1 Ulamog, the Infinite Gyre
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
Unfortunately, spells like Voidslime, Trickbind, Stifle, and Interdict, which are great against GY hate, aren't very useful against Homeward Path. However, before totally abandoning spot reanimation spells, stealing spells, and creatures like Geth and Wrexy, consider that most BUG rock decks still have sufficient slots to deal with Homeward Path:
Acidic Slime
Beast Within
Creeping Mold
Stream of Acid
Ghost Quarter
Strip Mine
Tectonic Edge
Brutalizer Exarch
One of my BUG builds focuses exclusively on utilizing my opponents graveyards. With the rise of Homeward Path in my playgroup, I have even considered starting to run Mwonvuli Acid-Moss to destroy and fetch, and Rolling Spoil to simultaneously hit tokens.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
Buried Alive basically seems to function like a double/triple Demonic Tutor. It can grab you the ultimate combination of creatures you need RIGHT NOW. They have a Gaddock Teeg and Maze of Ith? Bury up Shriekmaw, Acidic Slime, and whatever else you deem necessary (Sheoldred has been good for me, Wurmcoil if you Like, Krosan Cloudscraper for the 13 counters). Reanimate whatever you wanna deal with now (in this case probably Teeg) with some spell, then follow up with a 15/15 Slime on their land/awesome artifact/broken enchantment.
Going turn 3 Buried Alive for problem solvers and possibly a large power guy for +1/+1 counters, turn 4 Zombify/Makeshift/whatever, turn 5 Mimeoplasm is very powerful. If that line of play is backed up by counters (Force/Misdirection/other stuff), you can get a lightning fast win from General Damage assisted by the utility of comes into play effects.
-Day[9]
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
1. an early Bribery against you and you are pretty much dead. Both Jin-Gitaxias and Ulamog really screw you if they are stolen. Consider Capsize, Fleshbag Marauder, or something else along those lines. I would never play Jin other than as a general.
2. Nev's Disk is super slow-consider Pernicious Deed.
3. I have completely moved away from Planeswalkers because they die far too quickly. Maybe consider adding more resilient cards or more utility. At the very least drop Vess: she is pretty awful.
4. Survival of the Fittest seems a little weak since you only have 18 creatures. Maybe something like Chord of Calling instead?
5. you play both Life from the Loam and Crucible. How about an Exploration for some nifty land destruction with Strip Mine/Wasteland, or Spitting Image for incremental card advantage. The nice thing about Image (when compared to Rite of Replication) is that it isn't dead if the target gets removed.
Here is my current list-it is a bit different as I do not seek to use my own creatures as Mim targets (to do so limits one's options especially if something happens to Mim). Hopefully it helps: http://www.essentialmagic.com//decks/View.asp?ID=883559
1. Bribery is just a very good blue card in EDH, even with all the removal, best cards in the game, and the multiplayer format is still solid. Bribery should be a problem for almost every deck. All decks contain creatures that are scary and I for one am not going to changed up my creature base for a single threat to the deck, I feel it would weaken it against more cards if I did so. 3rd turn Bribery with a sol ring is basically GG for most decks, occasionally you will have an answer and in my deck it is possible but not reliable. Jin-Gitaxias, Core Augur is a bombshell and in my opinion an auto-include in all blue EDH decks, he can flat out win you the game in no time. Only problem with Jin is that he is easy to remove unlike Ulamog, the Infinite Gyre which I have have the fewest ways to deal with. Of course he is hard to deal with he is indestructible and 1+ attacks and the game is over for you. I do have ways to get him back/deal with him ie: Homeward Path, Phyrexian Metamorph, Duplicant, Cryptic Command, Rite of Replication, Jace, the Mind Sculptor, and Karn Liberated. Now these are the only ones I run in my deck, I still have cards that are situational put could still deal with him such as Knowledge Exploitation, Memory Plunder, Body Double, and of course The Mimeoplasm.
2. I completely agree, I like Nevinyrral's Disk over Pernicious Deed simply because its less mana intensive but cost a turn and is an artifact giving it a chance of coming back with Academy Ruins. I feel to have a good Deed you either have to have it out for a turn or have 8+ mana. I feel both are weak cards for the deck and the format but I have not found a card worth running over either at the moment.
3. I disagree with removing all Planeswalkers but I am not going to say they are required for any deck to perform better, personally I find their removal abilities and random other effects useful. Liliana Vess is definantly the weakest of the Planeswalkers I run. I mostly use her for 2x tutors then I go from there, only excells as a card when you are in a Time Stretch b/c of the setup to end the game in your favor, but then again if you got a correctly placed Time Stretch you should win anyway.
4. Survival of the Fittest is not so much about the ability to tutor a creature when needed. Survival is more of a creature dump from your library to setup a Mimeoplasm kill at the end of a players turn. I'm not saying I don't use Survival as a toolbox searcher, or a way to protect myself from graveyard hate. I think this card would be classified as a play-style choice.
5. Land destruction is a route I don't feel benefits a player in a multiplayer format. I know I have both to combat it from happening to me, but it also helps with getting creatures in the yard or recurring fetches for a few turns. All in all I can't find another reason to add in a card that only benefit my lands and nothing else. I would turn to more mana crippling if I were to change this build into a 1v1 build. Since I currently am not, the spot permanent removal spells and creatures should fulfill my needs.
6. Rite of Replication Vs. Spitting Image. What I like about RoR is that it can copy a power creature ie; Primeval Titan for only 4cmc early game. I also like that is scales very well as the game shifts into late game giving the card more options as the game progresses. It can also be use to legend rule and general you are having problems with (not saying spitting image can't). Main problem with RoR is that the creature can be destroyed or sacrificed in response. Spitting Image on the other hand can be reoccurred each turn or several time per turn depending on the situation and amount of lands you have available to pitch, only downfall is that its more mana intense, have a reagent cost, and doesn't scale with the game (ie only a late game card, or maybe mid-ranged)
Thank you for your contributions and suggestions to this decklist. I appreciate you taking the time to voice your opinions.
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
Along the same lines, you should definitely play at the very least 2 of the Onslaught cycle lands (Tranquil Thicket and Lonely Sandbar) so that Loam can double as a card drawing engine.
My playground decks are mostly 3-color control and games usually consist of 4 people. Most games, on average, will have 2 or 3 control players, a combo player (if any) and a aggro type deck. For my meta this deck is very solid at answer threats and protecting my threats from being removed while preventing damage.
How I play during any given game is heavily dependent on who is to my left and to my right. Obviously, if I am stilling to the left of a control player, it will be very difficult for me to get off important/game changing spells unless its something that control player would like to happen, therefore giving that player a card advantage for not having to spend spells. And if the control playing is to my left I will have more turns where he/she is tapped out from previous players turns.
I haven't had much luck with Urborg, Tomb of Yawgmoth and Cabal Coffers. I feel this is mainly because i usually play with a reactive playstyle instead of an aggressive playstyle. I play more depending on what my opponents and wait to punish them when they make a mistake or play into what I am doing. Most games are won in my playgroup from lasting a long time and gaining cards advantage while denying advantage to their opponents. I would say about 50% of games are ended inside a time stretch with 3-4 people still in the game whether that time stretch was cast/stolen/ or copied.
I have tossed around with the idea of putting 2-3 cycle lands into the deck. I will do some testing and update the list accordingly.
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
I actually forgot that you made this thread and didn't expect to see it on the front page again. When looking at the list I thought someone had just copied your exact list. I'm a bad after all.
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
In addition to this, I play milling in my deck. That might be just because most of the people in my pod play alot of Aggro decks so I find it fun to Traumatize for 35-45 cards and then play Mimeoplasm and have some fun with their stuff.
I also noticed that you aren't playing creatures that deal with graveyards, ie. Lord of Extinction, Lhurgoyf, Sewer Nemesis, Necrotic Ooze. I always love pulling one of those guys as a late game draw and then finding silly things to do with them.
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
I have been enjoying reading over the thread and I thought Id post my version of my mimeoplasm deck on here. Comments are always welcome.
I just thought Id add in that some of my card choices may seem a little odd, some cards I threw in more or less because they are fun to play with (which has diluted the focus of the deck slightly). I also think I have a couple cards over the 100 mark so if anyone would like to suggest cards to cut Id be happy to take suggestions... or if there is anything I should add in in place of some of the cards Id be happy to take peoples ideas into consideration as well.
Basically the "focus" of my deck is to mill my oponents (and myself) and then use graveyard recrusion to bring creatures back into play as well as providing targets for the mimeoplasm. I also have several "defensive" cards in the deck which I am hoping will deter my opponents from attacking me.
Anyways here is the list.
General
1 Mimeoplasm
General Artifacts:
1 Cyclopean Tomb
1 Forcefield
1 Crucible of Worlds
1 Mirror Universe
Removal:
1 Nevinyrral's Disk
1 Oblivion Stone
1 Life's Finale
1 All is Dust
1 Damnation
1 No Mercy
Mill:
1 Mesmeric Orb
1 Keening Stone
1 Glimpse the unthinkable
1 Mind Funeral
1 Traumatize
1 memory erosion
1 Stroke of Genius
Mana Fixing:
1 Sol Ring
1 Mana vault
1 Basalt Monolith
1 Grim Monolith
1 Power Artifact
Counterspells:
1 Force of Will
1 Bribery
1 Collective Restraint
Reanimation:
1 Buried Alive
1 Reanimate
1 Beacon of Unrest
1 Yawgmoths Will
1 Dread Return
1 Animate Dead
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Regrowth
1 Lim Dul's Vault
1 Survival of the Fittest
Card Draw:
1 Phyrexian Arena
1 Sensei's Divining Top
Planeswalkers:
1 Tezzeret the Seeker
Creatures
1 Dread
1 Ulamog, Infinite Gyre
1 body double
1 Consecrrated Sphinx
1 Argothian Elder
1 Glissa, the Traitor
1 It That Betrays
1 wrexial, The Risen Deeps
1 Lord of Extinction
1 Ambassador Laquatus
1 Nemesis of Reason
1 Vulturous Zombie
1 Braids Cabal Minion
1 Sheoldred, Whispering One
1 Dreamborn Muse
1 Simic Sky Swallower
1 Dimir Doppelganger
1 Artisan of Kozilek
1 Oona, Queen of the Fae
1 Eternal Witness
1 Riddlekeeper
5 Swamp
5 Island
5 Forest
1 Ancient Tomb
1 Marsh Flats
1 Academy Ruins
1 Darkslick Shores
1 Creeping Tar Pit
1 Volraths Stronghold
1 Exotic Orchard
1 Ancient Ziggurat
1 Maze of Ith
1 City of Brass
1 Terramorphic Expanse
1 Strip mine
1 Temple of the False God
1 Svogthos, the Restless Tomb
1 Simic Growth Chamber
1 Rupture Spire
1 Lonely Sandbar
1 Jwar Isle Refuge
1 Golgari Rot Farm
1 Underground River
1 Dimir Aqueduct
1 Command Tower
1 watery grave
Do you have some difficulty to play your creature without tapeout? Your curve of mana for your creature is really high.
And why are you playing Regal Force you have 8 greens creatures and you didn't do token other then Avenger of Zendikar. Yeah it's can be really strong if both come to play at the sametime like with Tooth and Nail but for me it's just a waste of card (I talk about Regal Force, not Tooth and Avenger). Regal Force alone do nothing other then boosting The Mimeoplasm. If you want draw I have found this little creature Cold-Eyed Selkie really good to copy with Mimeoplasm and really good alone at the start of a game.
Last night, I copy Cold-Eyed Selkie on The Mimeoplasm with a Mortivore. Equip with Lightning Greaves swing to a opponent for 16 damages he die and i draw 16 cards. Next turn, I kill the other opponent with Hatred.
WBGhost Council of OrzhovaBW
GUBThe MimeoplasmBUG
RGWort, the RaidmotherGR
UGRRiku of Two ReflectionsRGU
Casual
WGBJunkStone DeckBGW
BMonoBlack VampireB
Yes, Regal Force is a situational card in this mimeoplasm build. He is mainly in the deck to allow tooth and nail to become a "draw spell" if needed while fueling the mimeoplasm with 7 counters later in the game.
I have not had trouble casting cast any of my creatures, I play a very reactive playstyle during the beginning turns of the games, ie. only dealing with things I have to and counter only key spells (only after priority gets to me, and it has not been dealt with yet).
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
isnt Mortivore's X/X a 0/0 when its not in play?
FREE BLOODBRAID ELF
No, the rulling changed.
Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.
If they have 10 creatures in all graveyards the power of Mortivore is 10/10 anywhere he is. If a card say find in your library a creature with power 9 or less you cannot choose Mortivore because his power was 10 in your library. It's the same for everywhere.
WBGhost Council of OrzhovaBW
GUBThe MimeoplasmBUG
RGWort, the RaidmotherGR
UGRRiku of Two ReflectionsRGU
Casual
WGBJunkStone DeckBGW
BMonoBlack VampireB
Which is mostly what my meta plays ie. Mayael, Ghave, Karthaas, and so forth. So milling and pulling fun cards from others GY's is always a high point in my Mimeoplasm deck.
Lands:
-1 Llanowar Waste
+1 Woodland Cemetery
-1 Yavimaya Coast
+1 Hinterland Harbor
Creatures:
-1 Duplicant
+1 Evil Twin
-1 Regal Force
+1 Phantasmal Image
+1 Rune-Scarred Demon
Artifacts:
-1 Nevinyrral's Disk
Instants:
+1 Dissipate
Planeswalkers:
-1 Liliana Vess
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG
-1 Phyrexian Arena
+1 Liliana of the Veil
Arena draw seems like it is too slow and getting a little unreliable. I decided to switch it out and try the new Liliana because her kit seems strong and she may mesh with the deck very well. I imagine her +1 to be the best part, helping control other decks while getting cards in everybody's graveyard. Liliana's -2 seem decent and somewhat usefull, and as far as her ult goes....I dont imagine this will ever get activated in a multilayer format.
[PRIMER]Karador, Ghost ChieftainWBG
[PRIMER]The MimeoplasmUBG
[PRIMER]Child of AlaraWUBRG