Okay so A few years ago... quite a few years ago, I played The Mimeoplasm. Back then there were only a few cards people ran to get the bonus counters on Mimeoplasm. Now, we have a Lot of things. Such as the Eldrazi titans 2.0 and also the new Impervious Greatwurm I can also run the other large eldrazi i never thought about. also ghalta.
But that is not what i need help with. i get the plan is to get things in the grave to make plasm scary. Things i ca use to get Mimeoplasm in and one shot peopel, or at most two shot them. I think unblockable creatures matter, Blighted Agent (infect), Invisible stalker (unlcokable and Hexproof). Maybe some big stuff that cannot be blocked (or at least have trample)
So that is what i want help with, a small list of creatures I should turn Miemoplasm into. Things i should toss into my grave just to make sure I can grab them early. (And while not important as I have Blue, ways to overflow my hand so i can toss things into the yard during my discard.
There are so many cards that are good for this... Prognostic Sphinx allows you to discard cards to set up Mimeoplasm or can be a flying hexproof creature. Looter il-Kor is similar. Simic Sky Swallower is very hard to deal with. Reality Smasher has haste and evasion...
im looking for option in green blue and black that offer haste as well.
Jodah's Avenger is also in the deck. Get him to a 13/13 (9 or more counters, hey draco get in the deck), he can one shot players (Shadow and double strike brings him to 11, which mean 22 general damage)
Ive used Gaea's Revenge to copy, then Death's Shadow for 21 cmdr dmg.
But thats on an emptied by me boardstate.
Hiden Gem in mono black and/or infect is Mogis's Marauder but dont know how you could incorporate that.
There is also the new Golgari Raiders seems it could be big n hasty.
If haste is the issue, greaves n boots I think would be the way to go.
My $0.02
Cards that can do stuff with counters are another option in addition to good attackers - Walking Ballista or Triskelion are pretty damn scary when they've a Lord of Extinction's worth of counters sitting on them....
For Mimeoplasm specifically, I'm a big fan of using creatures with (land)cycling and evoke on the +1/+1 counter side. Something like Twisted Abomination will both fix your colours and also add a body to your graveyard that the commander can eat.
I use the following cards to self-mill in these decks:
Also, if you find that you're milling yourself too hard, look into something like Feldon's Cane, Thran Foundry and Loaming Shaman. The latter especially has been a lifesaver several times for Muldrotha.
Cards that can do stuff with counters are another option in addition to good attackers - Walking Ballista or Triskelion are pretty damn scary when they've a Lord of Extinction's worth of counters sitting on them....
Prime Speaker Zegana is a 1/1 who enters with whatever you exile her with and the +1/+1 counters from whatever else you have on the battlefield, and you draw cards equal to her power. She's basically vanilla after that, but you can draw a lot of cards off her. (I user her in several of my decks with Murkfiend Liege because a potential free Tidings is always worth it.)
You can also use Fathom Mage for a mini effect. You won't get as many +1/+1 counters and cards, but you will get some.
By the way, if you go the infect route, don't forget Plague Stinger (flying), Viral Drake (flying, can proliferate both itself and its gift to your opponent), and Spinebiter (super-trample just needs seven +1/+1 counters to one-shot any player). In fact, super trample is yet another thing you can use to make The Mimeoplasm scary. (Also, nonbasic landwalk or "choose a basic land type" landwalk.)
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Cards that can do stuff with counters are another option in addition to good attackers - Walking Ballista or Triskelion are pretty damn scary when they've a Lord of Extinction's worth of counters sitting on them....
Prime Speaker Zegana is a 1/1 who enters with whatever you exile her with and the +1/+1 counters from whatever else you have on the battlefield, and you draw cards equal to her power. She's basically vanilla after that, but you can draw a lot of cards off her. (I user her in several of my decks with Murkfiend Liege because a potential free Tidings is always worth it.)
You can also use Fathom Mage for a mini effect. You won't get as many +1/+1 counters and cards, but you will get some.
By the way, if you go the infect route, don't forget Plague Stinger (flying), Viral Drake (flying, can proliferate both itself and its gift to your opponent), and Spinebiter (super-trample just needs seven +1/+1 counters to one-shot any player). In fact, super trample is yet another thing you can use to make The Mimeoplasm scary. (Also, nonbasic landwalk or "choose a basic land type" landwalk.)
Thank you for the super trample idea. while thorn elemental can't make Mimeoplasm a 1 shot with death's shadow, i plan to find even more ways to pump the creatures I run. Like Master Biomancer for example. making that 20 power to 22 or kraj to put extra counter just cause.
Yep, you're going to be filling your graveyard a lot too, so familiarize yourself with discard outlets. Spellshapers are a good pick. (I'm fond of Bog Witch and the strongholdsiblings.), but if you have a good discard outlet, go for that too. Looters are also good. And maybe some sac outlets.
And you will need lots of recursion to get back things you want in your hand. The trick to reanimator (or any graveyard-centric deck) is to manage what goes to your hand, what goes to the graveyard, and what is allowed to go to exile (i.e., is more or less permanently removed from the game).
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Incarnations. While brawn was in my head did not even think of the others (anger and brawn are always in my head. The others often slip my mind.)
I mentioned the four that are relevant already: Filth (for combowombo), Wonder, and Genesis.
While we're here, if you mill everyone, you can include Bloodchief Ascension. it gets scary after a while, and it just takes a couple Pestilence (a card that is criminally underplayed, IMO) activations every turn.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Mimeoplasm is probably my most consistent deck that I get more wins out of than my others.
Someone here mentioned the Ballista/Lord Combo. That is how I manage to snag a win most of the time. but it does require time to build up the graves of enough people to get to the point where you can knock everyone out.
I used to run the Gaea's Revenge/Shadow combo but stopped when I realized two things. 1) Death Shadow was only good for the counters and nothing else. So I replaced it with Emrakul, the Promised End[ 2) Knocking out one person does not end up being so fun when they have to sit back and watch 3 more people play magic if they had an answer for my 21 power Plasm's Revenge
If you are just looking for a small list for things you want Plasm to become that can lead to a one shot here is what I use that tends to work out.
1) Emrakul, the Promised End I've found no matter what the card's purpose is it is always good. IF you can cast it for 6 or so because you milled yourself, you have a big 13/13 and you got control of someone's turn and can mess them up hopefully. If she becomes a Plasm target, you don't get the cast trigger but you now have a big thing with protection from Instants and evasion. If you like something else with a different effect, it's 13 counters.
2) Void Winowner another card where both things are good. It is a good creature with a great effect, or 11 counters on something else. Has the potential to swing in uncontested if opponent has even cmc blockers.
For your second request. Don't worry too much about overflowing your hand as a way to use the eot discard clause to put stuff in the yard. There are plenty of ways to do that.
I recommend all good wheels sultai can offer. Windfall [/c]Whispering Madness[/c] [/c]Dark Deal[/c] [/c Jace's Archivist[/c] They fulfill double duty of dumping your cards and your opponent's so more options. Ancient Excavation is also really really good.
Mesmeric Orbis nuts. you can't get a better effect for that cmc. Consecrated Sphinx is obvious but its the best thing i can think of that overflows your hand for discarding.
on another note. It is not your grave but Psychic Corrosion is decent with just regular draw steps but becomes insane when the wheels, excavation and Sphinx are involved.
And this is just my little cute card that isnt very popular. I play Manic Scribe just so i can have another early play that does not become a dead card in the late game.
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But that is not what i need help with. i get the plan is to get things in the grave to make plasm scary. Things i ca use to get Mimeoplasm in and one shot peopel, or at most two shot them. I think unblockable creatures matter, Blighted Agent (infect), Invisible stalker (unlcokable and Hexproof). Maybe some big stuff that cannot be blocked (or at least have trample)
So that is what i want help with, a small list of creatures I should turn Miemoplasm into. Things i should toss into my grave just to make sure I can grab them early. (And while not important as I have Blue, ways to overflow my hand so i can toss things into the yard during my discard.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Simic Sky Swallower is very hard to deal with.
Reality Smasher has haste and evasion...
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Jodah's Avenger is also in the deck. Get him to a 13/13 (9 or more counters, hey draco get in the deck), he can one shot players (Shadow and double strike brings him to 11, which mean 22 general damage)
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
But thats on an emptied by me boardstate.
Hiden Gem in mono black and/or infect is Mogis's Marauder but dont know how you could incorporate that.
There is also the new Golgari Raiders seems it could be big n hasty.
If haste is the issue, greaves n boots I think would be the way to go.
My $0.02
For Mimeoplasm specifically, I'm a big fan of using creatures with (land)cycling and evoke on the +1/+1 counter side. Something like Twisted Abomination will both fix your colours and also add a body to your graveyard that the commander can eat.
I use the following cards to self-mill in these decks:
On top of that, Jarad's Orders and Final Parting are both excellent tutor options, besides the more obvious ones (Entomb and Buried Alive).
Also, if you find that you're milling yourself too hard, look into something like Feldon's Cane, Thran Foundry and Loaming Shaman. The latter especially has been a lifesaver several times for Muldrotha.
Reality Smasher
Centaur Chieftain/Craterhoof Behemoth
Gurmag Swiftwing
Mogis's Maraurder
Nether Traitor
Putrefax
Skithiryx, the Blight Dragon
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Prime Speaker Zegana is a 1/1 who enters with whatever you exile her with and the +1/+1 counters from whatever else you have on the battlefield, and you draw cards equal to her power. She's basically vanilla after that, but you can draw a lot of cards off her. (I user her in several of my decks with Murkfiend Liege because a potential free Tidings is always worth it.)
You can also use Fathom Mage for a mini effect. You won't get as many +1/+1 counters and cards, but you will get some.
By the way, if you go the infect route, don't forget Plague Stinger (flying), Viral Drake (flying, can proliferate both itself and its gift to your opponent), and Spinebiter (super-trample just needs seven +1/+1 counters to one-shot any player). In fact, super trample is yet another thing you can use to make The Mimeoplasm scary. (Also, nonbasic landwalk or "choose a basic land type" landwalk.)
Also, keep in mind that in the graveyard, Death's Shadow is 13/13, while Jarad, Golgari Lich Lord is 2/2, but */* cards remain */*.
You should also consider Doubling Season, Corpsejack Menace, and Hardened Scales, but that might be a bit winmoar.
For self-mill, I've always been fond of Mesmeric Orb, Mulch, Life from the Loam + cycling lands, and Golgari Grave-Troll.
On phasing:
Thank you for the super trample idea. while thorn elemental can't make Mimeoplasm a 1 shot with death's shadow, i plan to find even more ways to pump the creatures I run. Like Master Biomancer for example. making that 20 power to 22 or kraj to put extra counter just cause.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
If you have it, Entomb is really good.
And you will need lots of recursion to get back things you want in your hand. The trick to reanimator (or any graveyard-centric deck) is to manage what goes to your hand, what goes to the graveyard, and what is allowed to go to exile (i.e., is more or less permanently removed from the game).
And do I have to explain the Filth/Urborg, Tomb of Yawgmoth combo? Or Brawn, Genesis, and Wonder?
On phasing:
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
I mentioned the four that are relevant already: Filth (for combowombo), Wonder, and Genesis.
While we're here, if you mill everyone, you can include Bloodchief Ascension. it gets scary after a while, and it just takes a couple Pestilence (a card that is criminally underplayed, IMO) activations every turn.
On phasing:
Someone here mentioned the Ballista/Lord Combo. That is how I manage to snag a win most of the time. but it does require time to build up the graves of enough people to get to the point where you can knock everyone out.
I used to run the Gaea's Revenge/Shadow combo but stopped when I realized two things. 1) Death Shadow was only good for the counters and nothing else. So I replaced it with Emrakul, the Promised End[ 2) Knocking out one person does not end up being so fun when they have to sit back and watch 3 more people play magic if they had an answer for my 21 power Plasm's Revenge
If you are just looking for a small list for things you want Plasm to become that can lead to a one shot here is what I use that tends to work out.
1) Emrakul, the Promised End I've found no matter what the card's purpose is it is always good. IF you can cast it for 6 or so because you milled yourself, you have a big 13/13 and you got control of someone's turn and can mess them up hopefully. If she becomes a Plasm target, you don't get the cast trigger but you now have a big thing with protection from Instants and evasion. If you like something else with a different effect, it's 13 counters.
2) Void Winowner another card where both things are good. It is a good creature with a great effect, or 11 counters on something else. Has the potential to swing in uncontested if opponent has even cmc blockers.
For your second request. Don't worry too much about overflowing your hand as a way to use the eot discard clause to put stuff in the yard. There are plenty of ways to do that.
I recommend all good wheels sultai can offer. Windfall [/c]Whispering Madness[/c] [/c]Dark Deal[/c] [/c Jace's Archivist[/c] They fulfill double duty of dumping your cards and your opponent's so more options. Ancient Excavation is also really really good.
Mesmeric Orbis nuts. you can't get a better effect for that cmc. Consecrated Sphinx is obvious but its the best thing i can think of that overflows your hand for discarding.
on another note. It is not your grave but Psychic Corrosion is decent with just regular draw steps but becomes insane when the wheels, excavation and Sphinx are involved.
And this is just my little cute card that isnt very popular. I play Manic Scribe just so i can have another early play that does not become a dead card in the late game.