Hello everybody, below is my Mimeoplasm EDH list. I play both multiplayer and 1v1 so I'm trying to make a deck that will be viable in both cases.
Please don't give suggestions like Underground Sea or Vampiric Tutor, or other universally good cards that would obviously improve the deck but are very expensive.
I am willing to splurge on a card (around $20) if it will significantly help the overall strategy of the deck.
I haven't played a whole lot of EDH (or Magic in general really) and I'm trying to become a better player so rather than saying something like "+1 Pernicious Deed" I would really appreciate a comment like "Pernicious Deed is a great, flexible board sweeper that is extremely versatile" or something like that.
Also if you suggest adding a new card please also suggest what you think it should replace; there are obviously tons of good cards out there but they must be better than a current one in order to warrant inclusion.
Now then, here's the decklist. The overall strategy of the deck is to generate card advantage and mana acceleration in the early game, and use board sweepers and graveyard enables to get powerful creatures (or copies of powerful creatures) onto the battlefield as win conditions.
If I was building this guy I would run Entomb for sure. As per your request the reason I would add this card is because on the turn of or before your casting of the ooze you can pull out a wincon.
Before I go into any suggestions. Do you plan on following a self-mill or board mill play style? Also, if self-mill do you prefer to go for a one shot kill or more a battle of attrition?
A few suggestions (I'll try to keep your budget under consideration):
When selecting creatures to use with The Mimeoplasm, I would follow these principles:
- Must be playable by themselves.
- Must provide one or more of the following: haste, shroud, hexproof, indestructibility, protection, or some other form of evasion like flying or trample.
- Must be a relatively large body, but bigger is not necessarily better.
- Must be useful with either exile option on The Mimeoplasm.
Examples:
Gaea's Revenge - This is probably the best thing you can copy with The Mimeoplasm. It gives both haste and semi-shroud (really only making it succeptible to Beast Within). Very hard-castable.
Simic Sky Swallower - Another strong copy target, gives shroud and two forms of evasion. Also hard-castable.
Craterhoof Behemoth - Another potential copy target with haste. This is a somewhat weaker option, with the high hardcast cost and no form of protection, but haste is hard to come by on fatties in these colors and it can always be exiled for power/toughness counters. Borderline inclusion.
Spearbreaker Behemoth - Make The Mimeoplasm indestructible while also allowing it t make other creatures indestructible. Strong choice for inclusion.
Lord of Extinction - The amount of power/toughness counters this thing can add to your general is ridiculous. Also very hard-castable.
Kodama of the North Tree - Shroud and evasion in the form of trample, good copy target. Also very hard-castable.
Vorosh, the Huter - Evasion in the form of flying and the ability to become insanely huge, a very good copy target. Hard-castable.
Woodfall Primus - This thing is useful by itself, although probably not as good as Terastodon. Still, doubles as removal, beatdown, and general target.
Other Card Suggestions:
Intuition - A little pricey, but essentially functions as another Buried Alive. I would consider this auto-include.
Consecrated Sphinx - I would run this over Jin-Gitaxias, Core Augur. I get that copying him with your general could blow out everyone's hands, but it's a poor copy target in that it provides no protection and it is the least hard-castable card in your deck. Sphinx for straight card draw.
Rune-Scarred Demon - Evasive fatty tutor that can be exiled for power/toughness counters on your general.
Life's Finale - A Damnation that fills an opponent's graveyard with targets for your general and for recursion. Damnation alone is a good inclusion, even if a little pricey.
Disciple of Bolas - If you run enough creatures or always find you have one lying around, this is a great inclusion.
Vampiric Tutor - Technically card disadvantage but too good not to include.
Yavimaya Hollow - Can work against you if your general has shroud, but as a colorless utility land option this is very good.
Grim Backwoods - Blanks spot removal and steal effects, reusable card draw, doesn't take a spell slot, gives you general targets when they are stuck on the board, and serves as a backup to Birthing Pod to get value out of all your smaller critters.
Cards I would remove:
Liliana Vess, Garruk Wildspeaker - I am generally unimpressed with planeswalkers in this format. In order for a planeswalker to be good in commander, in my opinion, it has to have a strong ability that's worth using only once. More often than not I find you only get one activation out of a planeswalker before it gets attacked or destroyed. I almost treat them as sorceries with a potential upside of sticking. Neither of Garruk Wildspeaker's abilities are particularly impactful enough the turn you play them to be worth the slot. Liliana Vess is alright but most of the time it's a 5-mana Vampiric Tutor without the life loss clause. Diabolic Tutor and Increasing Ambition would actually be better for the cost as they put the card in your hand. The only planeswalkers I find to be universally good thus far are Venser, the Sojourner, Tezzeret the Seeker, and Karn Liberated. Elspeth, Knight-Errant, Garruk Wildspeaker, and Sorin, Lord of Innistrad are good if you run alot of equipment and need a stream of bodies to carry them. Sorin Markov is strong and can blow an opponent out in 1 turn if you have superior board presence. Other than that planeswalkers are best used for niche roles, but usually there are better options.
Fauna Shaman - Too fragile, and you have to wait one full turn to use it. Survival of the Fittest is much better, much harder to remove and you can use it immediately. I think even Compulsion is better.
Living Death - I see where this can be good but I can also see it being very risky, how often does it just sit in your hand? I would at least take a look at this inclusion again, if not remove it.
Naturalize - This card is kind of weak overall. If you must run this effect run Krosan Grip.
Birthing Pod - As with Living Death, I can see where this can be good, but how often do you find it sitting on your board not doing anything? Overall, a stronger card than Living Death because it puts targets to the grave, blanks spot removal, and facilitates death triggers. I understand they serve two different functions, but if I had to to choose one to keep it would be Birthing Pod.
Graveborn Muse - This likely dies before you get any real card advantage off of it, also you are running virtually no other zombies in this deck. Phyrexian Arena is a better option than this due to being less vulnerable to removal but I don't like waiting to draw my cards. Try Ambition's Cost or Ancient Craving for straight card draw - when compared to Phyrexian Arena, they provide 3 cards for 3 life at one more mana in one turn versus Phyrexian Arena that provides the same at one less mana over four turns...
Fleshbag Marauder - I like a little more control over my removal but this is alright, not the worst thing in the world to keep.
Wood Elves - You don't look like you have much use for the 1/1 body this leaves, other than maybe a Birthing Pod target. I would run Kodama's Reach alongside your Cultivate instead, as it trades the 1/1 body for an extra land in hand.
One last comment on land - you may have too much at 41, and you can definitely dedicate more slots to utility lands. However, in a tri-color deck I would not play more than 6 lands that cannot produce colored mana and I wouldn't drop the total land count below 38. Personally I count cards like Strip Mine as spells when designing a deck and taking mulligans as such, since I usually hold them until I am ready to use them. Also, try and stay away from any lands that come into play tapped unless they have a strong ability (Halimar Depths, Bojuka Bog).
Thanks for all the suggestions! There are definitely some hidden gems in your post that would be great to include.
I wonder about Lord of Extinction though. It doesn't satisfy the principles you originally laid out (no evasion, abilities, or protection) and it seems like at best just a big body.
I must have forgotten to add Fact or Fiction to the list, I was always planning on running it since it's absurdly good.
Cards like Survival and Intuition will definitely be included if I can get my hands on them.
Life's finale seems awesome. Definitely going to add it.
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Current Modern decks BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam UB Reanimator
I would also take out birthing pod. That being said I love the card but I don't think its great for your deck. The thing you have to think about us the casting cost of your creatures. I don't feel like you have a proper way of abusing it since a lot of your creatures don't have etb effects. I would replace it with survival of the fittest. This is a great tutor. I would also take necrotic ooze out as I don't feel you have the activated abilities to truly abuse it. I don't know what I would replace it with, quite possibly another board wipe such as Damnation or Life's Finale
Have you given any thought to Tawnos's Coffin? If I read this correctly, then you could exile The Mimeoplasm and retain all the current tokens, and then when he comes back into play then trigger his ability again to get him even fatter?
I wonder about Lord of Extinction though. It doesn't satisfy the principles you originally laid out (no evasion, abilities, or protection) and it seems like at best just a big body.
I understand that, but there are a lot of other creatures that are both good for the 1/1 counters ability AND that are good enough to be fully copied or even hard casted. I just don't see Lord of Extinction being good for that as I fear he will get chump blocked and eat removal without ever doing anything.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Modern decks BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam UB Reanimator
You use Lord of Extinction so that Mimeoplasm has a big enough body to one shot people with commander damage. Combine him with any base that has haste and some form of evasion and you can eliminate someone on the spot unless someone has counter magic or instant cast removal.
Please don't give suggestions like Underground Sea or Vampiric Tutor, or other universally good cards that would obviously improve the deck but are very expensive.
I am willing to splurge on a card (around $20) if it will significantly help the overall strategy of the deck.
I haven't played a whole lot of EDH (or Magic in general really) and I'm trying to become a better player so rather than saying something like "+1 Pernicious Deed" I would really appreciate a comment like "Pernicious Deed is a great, flexible board sweeper that is extremely versatile" or something like that.
Also if you suggest adding a new card please also suggest what you think it should replace; there are obviously tons of good cards out there but they must be better than a current one in order to warrant inclusion.
Now then, here's the decklist. The overall strategy of the deck is to generate card advantage and mana acceleration in the early game, and use board sweepers and graveyard enables to get powerful creatures (or copies of powerful creatures) onto the battlefield as win conditions.
1 The Mimeoplasm
Mana fixers/acceleration
1 Chromatic Lantern
1 Darksteel Ingot
1 Deathrite Shaman
1 Birds of Paradise
1 Sakura-Tribe Elder
1 Wood Elves
1 Cultivate
1 Far Wanderings
Ultility Artifacts/ equipment
1 Crystal Shard
1 Lightning Greaves
1 Swiftfoot Boots
Graveyard enablers/ Reanimation
1 Buried Alive
1 Jarad's Orders
1 Reanimate
1 Necromancy
1 Body Double
1 Nezumi Graverobber
Recursion
1 Eternal Witness
1 Regrowth
Card draw/advantage
1 Brainstorm
1 Compulsion
1 Frantic Search
1 Sylvan Library
1 Necropotence
1 Mulldrifter
1 Acidic Slime
1 Abrupt Decay
1 Beast Within
1 Putrefy
1 Shriekmaw
1 Naturalize
Utlilty creatures
1 Solemn Simulacrum
1 Trygon Predator
1 Graveborn Muse
1 Fleshbag Marauder
1 Fauna Shaman
1 Clone
1 Phyrexian Metamorph
1 Thrun, the Last Troll
Tutors/ card search
1 Birthing Pod
1 Demonic Tutor
1 Diabolic Intent
1 Green Sun's Zenith
Sweepers
1 Decree of Pain
1 Living Death
Counterspells
1 Counterspell
1 Forbid
1 Hinder
1 Time Stop
1 Inkwell Leviathan
1 Jin-Gitaxias, Core Augur
1 Massacre Wurm
1 Necrotic Ooze
1 Penumbra Wurm
1 Skithiryx, the Blight Dragon
1 Terastodon
Planeswalkers
1 Garruk Wildspeaker
1 Liliana Vess
Lands
1 Breeding Pool
1 Darkslick Shores
1 Dimir Aqueduct
1 Drowned Catacomb
1 Flooded Grove
11 Forest
1 Ghost Quarter
1 Golgari Rot Farm
8 Island
1 Misty Rainforest
1 Overgrown Tomb
1 Strip Mine
11 Swamp
1 Verdant Catacombs
Thanks in advance for the help! I can't wait to start playing with this baby.
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
When selecting creatures to use with The Mimeoplasm, I would follow these principles:
- Must be playable by themselves.
- Must provide one or more of the following: haste, shroud, hexproof, indestructibility, protection, or some other form of evasion like flying or trample.
- Must be a relatively large body, but bigger is not necessarily better.
- Must be useful with either exile option on The Mimeoplasm.
Examples:
Gaea's Revenge - This is probably the best thing you can copy with The Mimeoplasm. It gives both haste and semi-shroud (really only making it succeptible to Beast Within). Very hard-castable.
Simic Sky Swallower - Another strong copy target, gives shroud and two forms of evasion. Also hard-castable.
Craterhoof Behemoth - Another potential copy target with haste. This is a somewhat weaker option, with the high hardcast cost and no form of protection, but haste is hard to come by on fatties in these colors and it can always be exiled for power/toughness counters. Borderline inclusion.
Spearbreaker Behemoth - Make The Mimeoplasm indestructible while also allowing it t make other creatures indestructible. Strong choice for inclusion.
Lord of Extinction - The amount of power/toughness counters this thing can add to your general is ridiculous. Also very hard-castable.
Kodama of the North Tree - Shroud and evasion in the form of trample, good copy target. Also very hard-castable.
Vorosh, the Huter - Evasion in the form of flying and the ability to become insanely huge, a very good copy target. Hard-castable.
Woodfall Primus - This thing is useful by itself, although probably not as good as Terastodon. Still, doubles as removal, beatdown, and general target.
Other Card Suggestions:
Intuition - A little pricey, but essentially functions as another Buried Alive. I would consider this auto-include.
Consecrated Sphinx - I would run this over Jin-Gitaxias, Core Augur. I get that copying him with your general could blow out everyone's hands, but it's a poor copy target in that it provides no protection and it is the least hard-castable card in your deck. Sphinx for straight card draw.
Rune-Scarred Demon - Evasive fatty tutor that can be exiled for power/toughness counters on your general.
Sphinx of Uthuun - Evasive fatty Fact or Fiction that can be exiled for power/toughness counters on your general.
Fact or Fiction - this is just a good card draw spell, especially since you are trying to get things into the yard.
Volrath's Stronghold - Recur your fatties in case you whiff with your general. Semi-abusable with cards like Eternal Witness, Solemn Simulacrum, and a sac outlet.
Sheoldred, the Whispering One - If I were to run a Praetor, it would be this one. Recursion and removal on a fat evasive body.
Survival of the Fittest - Insane creature tutor and discard outlet, synergistic with Living Death and other recursion, helps find answers on sticks.
Genesis - Works extremely well with Survival of the Fittest, but is a strong recusion engine by itself.
Life's Finale - A Damnation that fills an opponent's graveyard with targets for your general and for recursion. Damnation alone is a good inclusion, even if a little pricey.
Rites of Spring - Discard outlet for The Mimeoplasm targets, ensure land drops and thin your deck.
Cyclonic Rift - Good removal option, flexible.
Maelstrom Pulse - Good removal option, flexible. Would run this over Abrupt Decay.
Disciple of Bolas - If you run enough creatures or always find you have one lying around, this is a great inclusion.
Vampiric Tutor - Technically card disadvantage but too good not to include.
Yavimaya Hollow - Can work against you if your general has shroud, but as a colorless utility land option this is very good.
Grim Backwoods - Blanks spot removal and steal effects, reusable card draw, doesn't take a spell slot, gives you general targets when they are stuck on the board, and serves as a backup to Birthing Pod to get value out of all your smaller critters.
Cards I would remove:
Liliana Vess, Garruk Wildspeaker - I am generally unimpressed with planeswalkers in this format. In order for a planeswalker to be good in commander, in my opinion, it has to have a strong ability that's worth using only once. More often than not I find you only get one activation out of a planeswalker before it gets attacked or destroyed. I almost treat them as sorceries with a potential upside of sticking. Neither of Garruk Wildspeaker's abilities are particularly impactful enough the turn you play them to be worth the slot. Liliana Vess is alright but most of the time it's a 5-mana Vampiric Tutor without the life loss clause. Diabolic Tutor and Increasing Ambition would actually be better for the cost as they put the card in your hand. The only planeswalkers I find to be universally good thus far are Venser, the Sojourner, Tezzeret the Seeker, and Karn Liberated. Elspeth, Knight-Errant, Garruk Wildspeaker, and Sorin, Lord of Innistrad are good if you run alot of equipment and need a stream of bodies to carry them. Sorin Markov is strong and can blow an opponent out in 1 turn if you have superior board presence. Other than that planeswalkers are best used for niche roles, but usually there are better options.
Fauna Shaman - Too fragile, and you have to wait one full turn to use it. Survival of the Fittest is much better, much harder to remove and you can use it immediately. I think even Compulsion is better.
Chromatic Lantern - Bad card is bad, unless you are playing 5 colors. Run a Sol Ring, they are cheap. If color fixing is your issue, run Golgari Signet, Dimir Signet, and Simic Signet, these are much better at getting you the mana you need sooner, and you can pull Darksteel Ingot and Birds of Paradise as well, both of which are kind of underwhelming.
Living Death - I see where this can be good but I can also see it being very risky, how often does it just sit in your hand? I would at least take a look at this inclusion again, if not remove it.
Naturalize - This card is kind of weak overall. If you must run this effect run Krosan Grip.
Birthing Pod - As with Living Death, I can see where this can be good, but how often do you find it sitting on your board not doing anything? Overall, a stronger card than Living Death because it puts targets to the grave, blanks spot removal, and facilitates death triggers. I understand they serve two different functions, but if I had to to choose one to keep it would be Birthing Pod.
Graveborn Muse - This likely dies before you get any real card advantage off of it, also you are running virtually no other zombies in this deck. Phyrexian Arena is a better option than this due to being less vulnerable to removal but I don't like waiting to draw my cards. Try Ambition's Cost or Ancient Craving for straight card draw - when compared to Phyrexian Arena, they provide 3 cards for 3 life at one more mana in one turn versus Phyrexian Arena that provides the same at one less mana over four turns...
Fleshbag Marauder - I like a little more control over my removal but this is alright, not the worst thing in the world to keep.
Wood Elves - You don't look like you have much use for the 1/1 body this leaves, other than maybe a Birthing Pod target. I would run Kodama's Reach alongside your Cultivate instead, as it trades the 1/1 body for an extra land in hand.
Shriekmaw - I never liked this card, nor do i like any of the Terror variants except Go for the Throat.
Clone - You have alot of Clone effects already, not sure a third is worth it, and this is definitely the weakest of the bunch.
Jarad's Orders - It's ok but I would replace with Intuition, it's too good not to include.
Regrowth - With no way to really recur this it seems lackluster. Eternal Witness is way better, especially if you get your hands on a Volrath's Stronghold.
Abrupt Decay - Run Maestrom Pulse instead.
Ghost Quarter - If you can swing it, this should be a Wasteland.
Golgari Rot Farm - With no way to abuse landfall triggers this is an inferior choice to say Woodland Cemetary, Twilight Mire, or Llanowar Wastes.
Dimir Aqueduct, Darkslick Shores - Same as above, only you have Sunken Ruins, Underground River, and Creeping Tar Pit.
One last comment on land - you may have too much at 41, and you can definitely dedicate more slots to utility lands. However, in a tri-color deck I would not play more than 6 lands that cannot produce colored mana and I wouldn't drop the total land count below 38. Personally I count cards like Strip Mine as spells when designing a deck and taking mulligans as such, since I usually hold them until I am ready to use them. Also, try and stay away from any lands that come into play tapped unless they have a strong ability (Halimar Depths, Bojuka Bog).
I wonder about Lord of Extinction though. It doesn't satisfy the principles you originally laid out (no evasion, abilities, or protection) and it seems like at best just a big body.
I must have forgotten to add Fact or Fiction to the list, I was always planning on running it since it's absurdly good.
Cards like Survival and Intuition will definitely be included if I can get my hands on them.
Life's finale seems awesome. Definitely going to add it.
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
You use Lord of Extinction for the +1/+1 counters part of The Mimeoplasm's ability, not the body.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
I love it when someone asks for help with a list, and then proceeds to argue with you.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort