THE COMMANDERGUB
There are a few directions to take The Mimeoplasm. By basically having a recur spell in your Commander Zone you can create advantage by just having decent creatures to use in your deck. This deck however, tries to maximize the available options to create combos that mean when The Mimeoplasm hits the battlefield, the game is over, or will be very shortly.
I feel this one is pretty well tuned. It functions pretty well in 4ish player multiplayer and even some 1v1. I haven't been able to test against a tier 1 (1v1)nor does it use French Ban. Even against heavy counter and disruption it fairs pretty well. With the quality of the cards you're bound to get something decent to stick just by powering through. There are a lot of interactions and small combos in the deck and a game can take you many different directions based on the opening hand/first couple draws.
Note:
I know there are a few things that would technically be better like the Original Duals, Wasteland, and Onslaught filter lands, but wouldn't change how the deck plays enough to nitpick that.
HOW TO WIN WITH THIS DECK
It really all depends on your draw. There are usually three hands worth keeping. Keep in mind that The Mimeoplasm is basically a recur spell.
2. A direct method to cast/tutor Hermit Druid. Then a couple activations should get either the above combo or Triskelion/Lord of Extinction or Inkwell Leviathan(Morphling)/Lord of Extinction(or some other fatty). Triskelion / Lord of Extinction usually provides around 25-50 counters that you can ping the opponents with. Even in multiplayer where this is not enough damage to finish off the board, it will be left alone by all but the player you target with the first attack since you can do 25-50 damage in response. Inkwell Leviathan/fatty and Morphling/fatty are untargetable monsters with evasion.
3. Something really degenerate to do early usually involving recur and Primeval Titan, Terastadon or Jin-Gitaxias, Core Augur. Holding 8 cards for the first turn and yarding Jin-Gitaxias, Core Augur and reanimating him on turn 2 will almost assuredly win, but you may have trouble getting a ride home after. Also keeping Sheoldred, Whispering One on the board for the early going can give you time to draw into your combos. This is difficult to do and usually uses a lot of your recur spells because she is an instant target.
CARD CHOICES
RAMP
The ramp in this deck is pretty light. This deck attempts to win early but still has enough land smoothing to keep you in the game.
Artifact Accel
Cards like Mana Crypt, Mana Vault, Sol Ring, Coalition Relic and Darksteel Ingot are a pretty good idea in any deck.
The Everflowing Chalice is a good open ended accelerator so it is still useful as a draw late game.
Also the Karoo lands of the relevant colors are in the list. While not technically acceleration, they help color fix and help you hit all of your land drops.
CREATURE TOOLBOX Removal
Woodfall Primus, Terastodon, Acidic Slime are in there for spot removal on many types of permanents. If you’re feeling particularly mean spirited, they can be used to hose an opponents lands. Big Game Hunter and Phyrexian Ingester are used most often as my creature removal. Especially with Sheoldred, Whispering One active and a sac outlet or Skullclamp. Phyrexian Metamorph is mostly used as untargeted Commander removal but sometimes copying that awesome artifact the opponent cast makes him more useful than Phantasmal Image. Trygon Predator of course hoses many decks, especially voltron players.
Mass Removal Massacre Wurm and Kederekt Leviathan are great mass token removal. And with Kederekt Leviathan’s unearth, he includes his own recur. Also great for board reset. Butcher of Malakir and It That Betrays can create a big swing in creatures in your favor. Also with Sheoldred, Whispering One.
Enabling/Good Creatures Hermit Druid and Fauna Shaman fill up your graveyard with either your win condition creatures or other synergies/combos. An Early Hermit Druid will usually win you the game with a couple activations, not to mention his mana smoothing ability. Genesis - can we say card advantage? Eternal Witness - can we say card advantage?(again) Wonder There are 8 ways to get an island on the board even with only 2 basics. What’s scarier, a Primeval Titan or a Flying Primeval Titan? Jin-Gitaxias, Core Augur Get this guy to stick in the first couple turns for a full round and you shouldn’t have too much opposition until you can win. Venser, Shaper Savant, the only “counter” in the deck but is used more often as bounce. Mirror-Mad Phantasm, not terribly sold on this one as the cost is pretty high, but in a pinch he can provide when Hermit Druid is out of the question. Sheoldred, Whispering One – and engine in a single card. The synergies with this deck are near endless, but she is instantly a target and hard to keep on the board. Snapcaster Mage – card advantage that can be used as either more tutor or recur. Great card, glad they printed it. Primeval titan – can be used as more ramp, or to get utility land like Boseiju, Who Shelters All that can help your power through, or to get your land removal package.
While Psychatog might look like random good stuff, he can fill your graveyard with Mimeo targets and provide some serious beatdown himself. He has won me a few games nearly by himself.
Recursion Package
All of these cards were chosen based on the low CMC with the exception of Profane Command because if provides some flexibility in some situations.
Tutor Package
All of these have been chosen based on the direct or synergistic interactions with the combos.
Removal/Bounce Beast Within – probably the best targeted removal spell printed in the last few sets. Capsize – My favorite card in magic. Cast one of these with buyback and watch the response you get from other player watching how much mana you have untapped.
Board Clear
Sometimes things just don’t go your way and something(s) hit the board that you just can’t get around any other way. Board sweepers are here to help you reset the game. Pernicious Deed, Oblivion Stone and Nevinyrral's Disk Good Stuff BriberyUmezawa's Jitte Either of these card early can swing the game greatly in your favor. Worth keeping in. Skullclamp is also usefull as a combo enabler and draw. With 15 ways to shuffle your library, Sylvan Library is a pretty good reusable filter.
Lands
The lands are mostly mana fixing. Three color singleton is rough.
Utility Phyrexian Tower, High Market Sac outlets are my response to creature theft. They also help fuel recur and ETB effects. Stripmine, Tectonic Edge – while not the main thrust of the deck, combined with other cards like Life from the Loam and Woodfall Primus, Terastodon can set the deck on an all out land destruction theme. Mostly these are to hose your opponents utility lands. Boseiju, Who Shelters All helps power through counter.
The basic land count is kept low to maximize Hermit Druid’s ability.
3x Forest
2x Island
1x Swamp Play notes
Never indicate which creatures you will be using with The Mimeoplasm's ability until you have asked whether he resolves. If you graveyard is full of targets, your opponents may not realize what crazy creature you will be putting together. Also don't forget you can use his ability on opponents graveyard creatures as well. You never know what crazy creature they have yarded.
Considerations
Some people would probably argue that there a lot of cards that should be auto includes not in the deck list like Consecrated Sphinx. I really tried to fit them in and everything in the deck has a lot of synergy or is directly focused on providing the win conditions. However don’t hesitate to suggest things you thing would make this deck better as I'm sure I've missed something.
*Obviously missing are Grim Tutor, Imperial Seal and the original dual lands based on monetary value.
**Also not that it will ever happen, but this list can produce 227ish damage first turn.(baring turn 0 counters of course)
Someone pointed out that I should have some pics of the altered cards in my deck.
I've slowly been working through it. Doing random cards as they hit me when I have time between commissions.
Very nice list, I like how you haven't just gone with random infect guys and you've given yourself a good backup plan with several combos. From your list I would cut the following cards:
Profane Command - This is simply too slow at reanimation outside of a select few creatures, like Hermit Druid, and the other abilities aren't terribly exciting. Cheaper, reliable reanimation is the way to go since that is the main purpose of this slot.
Avatar of Woe - Even at 2 mana this card isn't that great. It's not coming out turn 2 which is when it would be great so I'd just lose this to make room for something with more synergy.
Umezawa's Jitte - If you're trying to build up Jitte counters early things are probably going poorly for you. You don't need the pump or the lifegain making this situational removal.
Nevinyrral's Disk - So slow and gives people plenty of time to answer it if they want to. I'd rather just run Mystical Tutor which can chain into a good sweeper if you really need one.
Mirror-Mad Phantasm - He looks more cute than effective. Cheaper card filtration would be a good replacement because it gives you more to do in the early game and can make your starts more explosive.
Capsize - I really only like this in a ramp heavy deck otherwise it's just very expensive removal, Slaughter is much more efficient for killing guys and there are much better cards at locking people out of the game.
Land - I'm going to suggest a land add so you need to make room.
To replace these cuts I like the following:
Body Double - 5 is the most I'm willing to pay for reanimation but Body Double has the nice upside of being a creature and will generally be cheaper than Profane Command while allowing you to hit your opponents yards.
Volrath's Shapeshifter - This is a tricky card to use properly but it's cheap, a discard outlet and it functions as a weird reanimation spell. It's played amazingly well for me.
Exhume - It's ballsy but in my experience very good in reanimator decks. You're playing some of the most powerful creatures available so even if other people get stuff back your creature will often be game ending anyways so it doesn't matter.
Entomb - This may not be included due to price. Otherwise it should be included and if you're looking to put some money into the deck this will do a lot more than a random dual land.
Cephalid Coliseum - Perfect land for this deck. Damage is negligible and threshold should be easy to acquire.
Those are the cards that stand out the most to me but personally I'd try to cut out some more cutesy cards and/or defensive cards for cheap card filtration and more tutors. It will cut down on your toolbox but it makes your combos more consistent.
Very nice list, I like how you haven't just gone with random infect guys and you've given yourself a good backup plan with several combos. From your list I would cut the following cards:
Profane Command - This is simply too slow at reanimation outside of a select few creatures, like Hermit Druid, and the other abilities aren't terribly exciting. Cheaper, reliable reanimation is the way to go since that is the main purpose of this slot.
Avatar of Woe - Even at 2 mana this card isn't that great. It's not coming out turn 2 which is when it would be great so I'd just lose this to make room for something with more synergy.
Umezawa's Jitte - If you're trying to build up Jitte counters early things are probably going poorly for you. You don't need the pump or the lifegain making this situational removal.
Nevinyrral's Disk - So slow and gives people plenty of time to answer it if they want to. I'd rather just run Mystical Tutor which can chain into a good sweeper if you really need one.
Mirror-Mad Phantasm - He looks more cute than effective. Cheaper card filtration would be a good replacement because it gives you more to do in the early game and can make your starts more explosive.
Capsize - I really only like this in a ramp heavy deck otherwise it's just very expensive removal, Slaughter is much more efficient for killing guys and there are much better cards at locking people out of the game.
Land - I'm going to suggest a land add so you need to make room.
To replace these cuts I like the following:
Body Double - 5 is the most I'm willing to pay for reanimation but Body Double has the nice upside of being a creature and will generally be cheaper than Profane Command while allowing you to hit your opponents yards.
Volrath's Shapeshifter - This is a tricky card to use properly but it's cheap, a discard outlet and it functions as a weird reanimation spell. It's played amazingly well for me.
Exhume - It's ballsy but in my experience very good in reanimator decks. You're playing some of the most powerful creatures available so even if other people get stuff back your creature will often be game ending anyways so it doesn't matter.
Entomb - This may not be included due to price. Otherwise it should be included and if you're looking to put some money into the deck this will do a lot more than a random dual land.
Cephalid Coliseum - Perfect land for this deck. Damage is negligible and threshold should be easy to acquire.
Those are the cards that stand out the most to me but personally I'd try to cut out some more cutesy cards and/or defensive cards for cheap card filtration and more tutors. It will cut down on your toolbox but it makes your combos more consistent.
I'm going to give Mirror-Mad Phantasm a few games before I cut it. I expect I probably will but going to give it a chance.
I've recently been thinking over adding Body Double since I've seen how well Necrotic Ooze worked. Allows me to copy a creature like Triskelion without actually removing it directly with Mimeo in case I haven't yet got Lord of Extinction in my yard.
I'll go into more detail on a couple cards to give hopefully some give some insight as to why I dislike/like them:
Profane Command - This card has always seemed much more flexible than it's played out for me and it requires flexibility to make the cut because it's simply overcosted for a reanimation spell. The fear I found was very rarely used and in this deck you can't reasonably cast X for enough to threaten people with lifeloss. This leaves the main modes as reanimation + removal and while this is certainly not bad these are both things that I really like to be as cheap as possible. If you find yourself using other modes more often then perhaps it has been flexible enough for you to warrant a slot.
Windfall - After playing this card quite a bit I've been really surprised at how disruptive it can be. Casting it early (turn 2-3 or turn 1 off miracle draw) basically forces opponents to blind mulligan. This can help them but often leaves them flooded or mana screwed. Later in the game anyone who has been trying to sit back and craft their hand will usually be pretty disappointed by a resolved Windfall because what they get is often worse than what they pitched. If nothing else I'd recommend at least giving it a test run because it plays out much better than it looks on paper.
On the land I was simply suggesting to cut a land for Cephalid Coliseum. 35 seems fine for this deck. I don't like any lands the ETB tapped however because they can hurt your explosive starts. Of course building around Hermit Druid, not having access to original duals and being in 3 colors makes this much harder than it sounds.
If Mana Vault has been good for you which I suspect it has you might want to look into Dark Ritual. I've been really happy with it despite it being a poster child for cards that are good in constructed but terrible in Commander.
I noticed you don't have many attacking creatures, with your combo's largely relying on Necrotic Ooze, how has that worked out? I would be worried about a GY removal hitting the ooze or any of the combo pieces. Of your Mimeo targets, only one has trample to avoid a chump block, and none have haste.
As for Mirror-Mad, I have been testing him myself, and its been a massive library dump each time. Even if he didn't turn out that way, you probably would get as much mill as the Hermit Druid, without having to worry about him getting around the table once.
I run Blackcleave Goblin and Putrefax, which you might want to consider for Haste + Infect and in the case of Putrefax, trample. Can be an easy knock out for someone and leaves Mimeo in the yard if you want to recur.
I noticed you don't have many attacking creatures, with your combo's largely relying on Necrotic Ooze, how has that worked out? I would be worried about a GY removal hitting the ooze or any of the combo pieces. Of your Mimeo targets, only one has trample to avoid a chump block, and none have haste.
As for Mirror-Mad, I have been testing him myself, and its been a massive library dump each time. Even if he didn't turn out that way, you probably would get as much mill as the Hermit Druid, without having to worry about him getting around the table once.
I run Blackcleave Goblin and Putrefax, which you might want to consider for Haste + Infect and in the case of Putrefax, trample. Can be an easy knock out for someone and leaves Mimeo in the yard if you want to recur.
Islandwalk on Inkwell Leviathan should own (half?) your playgroup. If you have to rely on creature attacks to win, you really need shroud in my playgroup. There is a lot of instant removal and bounce. Infect will also draw a lot of hate if people know it's in your deck. The only infect creature I thought about is Skittles.
If your Ooze combo gets hated the deck still functions as a decent creature build. All of the included creatures have good value even when not comboed. With the recur and Genesis, Sheoldred you can recycle a lot of your creatures, including removal creatures to pave the way for the smallest of your creatures. I love winning with a Jitted Eternal Witness. Remember wonder can give all your creatures evasion.
Shuffle the deck, remove half and it still plays pretty well.
My Mimeoplasm deck is a lot simpler in concept. It plays as many good and utility creatures I could cram in there on a nice curve. I don't run any reanimation besides the Mimeo, because I've found myself in many games without enough creatures amongst graveyards to devour. Mirror-Mad seems like Hermit Druid number two. Also, I would add Riftsweeper to allow you to reuse a Mimeo target.
A card I have a lot of praise for from my build is Attunement. It's card disadvantage, sure, but it's cheap, repeatable, and gives you excellent card selection. Others don't like it due to the disadvantage, but I am a big fan. YMMV.
A card I have a lot of praise for from my build is Attunement. It's card disadvantage, sure, but it's cheap, repeatable, and gives you excellent card selection. Others don't like it due to the disadvantage, but I am a big fan. YMMV.
Would be a useful filter, but at this point it's getting hard to find things to swap out that aren't more to the point. Any suggestions?
I am giving thought to - Venser, Shaper Savant + Mystic Snake. Might be that the hard counter is worth giving up the bounce. Thoughts?
I love Skullclamp probably more than anyone, but it seems like it would underperform for you. There are 3 creatures in your deck that will get you immediate benefits (4 if you count Pentavus), and I don't see any real sac outlets, so I'm not sure if it really deserves the slot in this case. Believe me, I know how dumb the card is, but it just seems like you can't really take advantage of it like you should be able to.
Capsize seems a bit out of place as well. Again, it's a card I have played endlessly, but I am not sure what its role is aside from just being a solid utility card; that is fine, of course, but has it been performing well for you? If not it could be swapped for something else.
Again, both cards are great at what they do, and I love both dearly, but they just seem a bit out of place within the context of your deck.
One possibility is that, if you are simply unable to combo for some reason, Greater Good is a great tool for both card advantage and selection. It also helps with getting stuff in the 'yard, and is just generally a great card in a deck like this.
RE: Venser/Snake, I prefer the flexibility of Venser, but that is just me.
I love Skullclamp probably more than anyone, but it seems like it would underperform for you. There are 3 creatures in your deck that will get you immediate benefits (4 if you count Pentavus), and I don't see any real sac outlets, so I'm not sure if it really deserves the slot in this case. Believe me, I know how dumb the card is, but it just seems like you can't really take advantage of it like you should be able to.
Capsize seems a bit out of place as well. Again, it's a card I have played endlessly, but I am not sure what its role is aside from just being a solid utility card; that is fine, of course, but has it been performing well for you? If not it could be swapped for something else.
Again, both cards are great at what they do, and I love both dearly, but they just seem a bit out of place within the context of your deck.
One possibility is that, if you are simply unable to combo for some reason, Greater Good is a great tool for both card advantage and selection. It also helps with getting stuff in the 'yard, and is just generally a great card in a deck like this.
RE: Venser/Snake, I prefer the flexibility of Venser, but that is just me.
Two cards I have it the deck that I know should probably come out. Capsize and Morphling. Capsize is my favorite card by far and I know I've caught myself holding for the buyback when I should just burn it. It could probably come out.
Morphling, I know is not strictly the best option. Thrun, the Last Troll is actually better in that spot and I ran him for a while. Even if you have crap for a hand and get stuck Thrun can still be a presence on the board and even powered through a counter heavy table. Morphling on the other hand took a steep dive in usefullness when they changed the damage stack rules. I include Morphling for nostalgic reasons. Who doesn't love Superman?
I had Greater Good in here for a while but it seriously under performed. I was always stuck holding it when I needed the mana to cast things more to the point. With as low a curve as I have it just didn't work well.
Skullclamp actually works pretty well. My meta is pretty heavy in creature removal. Hence the Mimeoplasm targets shrouded creatures pretty exclusively unless the combos are assembled. When you don't have one of the clamp creatures in play you can still clamp what you have. Since most creatures the deck drops will need to be responded to quickly, you get to draw the cards within a couple of turns. Two cards for two mana isn't bad and of course it's reusable. My sac outlets actually do show up with pretty good regularity because of the milling/regrow/loam effects. Eventually you end up with one of the clamp creatures and the deck usually has the ability to bring them back over and over. It's more of an "in case the deck doesn't go off" but in those situations Skullclamp has performed very well.
I'll cede the point on Capsize though. Any thoughts on what would be a strictly better replacement?
There isn't really a clear analog for Capsize, unfortunately, but cards that could fill a similar role are Tidespout Tyrant, Rushing River, Tradewind Rider, that sort of thing, but none of those are very exciting.
Agree that Morphling is meh; I missed it when I looked at the list or I would have included it in my questions.
Along those lines:
Has Big Game Hunter been a worthwhile slot? It is one of those situational cards that always seem not quite good enough to me.
Jitte seems wildly out of place; plan A is combo, and you have Wonder if you have to go the beatdown route, and I don't really see Jitte being much of an addition to that, honestly.
I hate Avatar of Woe, personally; it never does anything of note, and it's always so tempting because you can potentially pay BB for it. However, that rarely happens in our meta due to people actually playing graveyard hate, so it's just an overcosted guy with a pretty underwhelming ability.
How has Snapcaster been for you? I just put it in mine, but have not played any games with it yet, so I can't really comment.
Everflowing Chalice seems a little much, esp. since you're running Deed/Disk/Stone. Maybe a land fetcher instead, like Wood Elves, Yavimaya Elder, Solemn Simulacrum, that sort of thing.
There isn't really a clear analog for Capsize, unfortunately, but cards that could fill a similar role are Tidespout Tyrant, Rushing River, Tradewind Rider, that sort of thing, but none of those are very exciting.
Agree that Morphling is meh; I missed it when I looked at the list or I would have included it in my questions.
Along those lines:
Has Big Game Hunter been a worthwhile slot? It is one of those situational cards that always seem not quite good enough to me.
Jitte seems wildly out of place; plan A is combo, and you have Wonder if you have to go the beatdown route, and I don't really see Jitte being much of an addition to that, honestly.
I hate Avatar of Woe, personally; it never does anything of note, and it's always so tempting because you can potentially pay BB for it. However, that rarely happens in our meta due to people actually playing graveyard hate, so it's just an overcosted guy with a pretty underwhelming ability.
How has Snapcaster been for you? I just put it in mine, but have not played any games with it yet, so I can't really comment.
Everflowing Chalice seems a little much, esp. since you're running Deed/Disk/Stone. Maybe a land fetcher instead, like Wood Elves, Yavimaya Elder, Solemn Simulacrum, that sort of thing.
I am not saying these are must includes or anything, as they are just suggestions. EDH is every bit as meta dependent as other formats, so YMMV.
Big Game Hunter has actually turned out pretty well. There are a bunch of ways to reuse him and he can kill most of the big threats that can hit the table. Some times people will hold off you just so you can't chump block with him and recur again.
Snapcaster has been an all-star. He gives all your spells in your graveyard flashback +2 and in my deck he's reusable and very versatile. Same as Big Game Hunter, great chump blocker.
Everflowing Chalice has worked pretty well too. Even though the sweepers can get it, the scaling of the card is nice. Early game its a 2CMC accel. Late game it can be 6 mana for 3 accel where a Wood Elves would still be three mana for a 1/1 and forest. I used Solemn Simulacrum for a while but the casting cost was off a bit (like greater good) where most times I had something else to do.
Umezawa's Jitte actually gets used more like removal most of the time. Either as spot removal or a mini sac outlet. I've also found it draws a lot of ire and the focus becomes dealing with it instead of keeping me from combo-ing. I still think it's worth it.
I'm leery of Coffin Queen. Instant speed is nice but the exiling is not. Since there are ways to reuse my creatures I'm always careful of that, and that's on top of graveyard hate. It also sets up the 2 for 1 in their favor if they remove the Coffin Queen.
Real men take 8 a turn. Sylvan Library made an apearance in the deck for a while and I forgot what I cut it for but it would fit alright in Avatar of Woe's spot.
So, played my build in our local multiplayer event yesterday, and swept both tables. Snapcaster was very, very good, so I am sold on him being in my 99 for sure.
So, played my build in our local multiplayer event yesterday, and swept both tables. Snapcaster was very, very good, so I am sold on him being in my 99 for sure.
I like your list but there are some things I don't agree with:
-Umezawa's Jitte: Not a fan of this card since it just seems like a random include. I know it is 'good stuff' but this particular one feels out of place.
-Mirror-Mad Phantasm: Just not a fan of completely random cards like this. It would either win you the game or be a complete dud. Also if your meta starts packing grave hate it is a really bad idea.
Suggestions:
-Wrexial, The Risen Deep: The list I use is much more control heavy but my meta is really black heavy so 1 swing and a free cast is pretty much worth it right there.
-Reins of Power: Sort of a meta card but it makes the token player play more conservatively. Also it can win games by itself if someone has been unchecked for too long and you have had a bad game.
Also how good has Corpse Dance fared for you? It seems great for chump blockers and some EtB abuse but meh otherwise.
No, I usually don't post lists, although there are exceptions. It's going through some changes right now to make it a bit less competitive due to our play environment, so I'm not even sure I have the list I played Sunday anymore. I'll dig around and see if I do still have it, though.
I like your list but there are some things I don't agree with:
-Umezawa's Jitte: Not a fan of this card since it just seems like a random include. I know it is 'good stuff' but this particular one feels out of place.
-Mirror-Mad Phantasm: Just not a fan of completely random cards like this. It would either win you the game or be a complete dud. Also if your meta starts packing grave hate it is a really bad idea.
Suggestions:
-Wrexial, The Risen Deep: The list I use is much more control heavy but my meta is really black heavy so 1 swing and a free cast is pretty much worth it right there.
-Reins of Power: Sort of a meta card but it makes the token player play more conservatively. Also it can win games by itself if someone has been unchecked for too long and you have had a bad game.
Also how good has Corpse Dance fared for you? It seems great for chump blockers and some EtB abuse but meh otherwise.
Since I have a few "if this creature hits the table I win" senarios in the deck the instant-ness of corpse dance really helps. For that reason I'm thinking about puting in Makeshift Mannequin too.
I had Wrexial, The Risen Deep in there for a while, but it seemed I always had better things to recur. The only time he ever hit the board was when I was in topdeck mode or he was all I drew. (and I would probably mull that away)
I usually either have the most potent creatures on the board or I've drawn a bunch of my removal creatures and use them to keep the board under control a bit. Reins of Power has beaten me a few times though.
Mirror-Mad Phantasm is still in trial phase. Although, I will say it is looking decent. If you can recur him he's worth it, and he's more efficient than hermit druid once he's out.
I looked at Thornling, and the haste is nice, but in my meta there is more exile removal than sweep. Shroud is almost a must so Morphling (and I've already pointed out Thrun, the last Troll works better in the spot) works better in my meta. If your meta runs more Wrath effects then Thornling is probably a better fit.
Diabolic Servitude, the re usability is nice, but I'm leary of the exiling. If it comes to longer attrition, this may end up hurting you.
There are a lot of great creatures for The Mimeoplasm to copy. Spirit of the Night, Primordial Hydra, Mindleech Mass and the like are great, and in a lot of decks they will fit great. Mine has a pretty solid combo core with necessary removal and I don't have enough room for some great cards.
I looked at Thornling, and the haste is nice, but in my meta there is more exile removal than sweep. Shroud is almost a must so Morphling (and I've already pointed out Thrun, the last Troll works better in the spot) works better in my meta. If your meta runs more Wrath effects then Thornling is probably a better fit.
Cant argue with a meta call, fair enough.
Diabolic Servitude, the re usability is nice, but I'm leary of the exiling. If it comes to longer attrition, this may end up hurting you.
Rarely has a down side. If it comes to an attrition war, combo will usually lose anyway. Plus you said your meta is exile heavy so it shouldnt really matter. I also see corpse dance which exiles creatures at the end of turn.
There are a lot of great creatures for The Mimeoplasm to copy. Spirit of the Night, Primordial Hydra, Mindleech Mass and the like are great, and in a lot of decks they will fit great. Mine has a pretty solid combo core with necessary removal and I don't have enough room for some great cards.
I disagree, I think you do have room. Here's why:
I would cut the It that betrays+butcher of malakir combo- Its cute, but way to clunky for the effect you're looking for. I'd change it out with a damnation or your favorite sweeper ( i like Dregs of Sorrow * but thats me) and add another solid creature to lock out your opponents (Vorinclex). Psycatog seems mediocre at best. Could easily be replaced with another solid creature. Same thing with Pentavus. Just another mediocre card that doesn't help your combo or do anything special to your board position. Oona Queen of Fae is just better in every way. Personally I think you're focusing too much on combo, when you can have both and have the deck playout the same, just stronger.
*Why Dregs of Sorrow is good: It's a political sweeper with card advantage.(probably not the best for UBG and is a lot stronger in BMBC)
EDIT: I would also consider taking out Mirror-Mad Phantasm until Hermit Druid is banned. EDIT2: Ugh, re-reading my post, I come off kinda arrogant. I've tested Mimeoplasm with a 200 card pool against all different meta's. I feel I have a strong grasp on the Commander. I do like the combo element in your list, which is why I'm here in the first place.
Rarely has a down side. If it comes to an attrition war, combo will usually lose anyway. Plus you said your meta is exile heavy so it shouldnt really matter. I also see corpse dance which exiles creatures at the end of turn.
I disagree, I think you do have room. Here's why:
I would cut the It that betrays+butcher of malakir combo- Its cute, but way to clunky for the effect you're looking for. I'd change it out with a damnation or your favorite sweeper ( i like Dregs of Sorrow * but thats me) and add another solid creature to lock out your opponents (Vorinclex). Psycatog seems mediocre at best. Could easily be replaced with another solid creature. Same thing with Pentavus. Just another mediocre card that doesn't help your combo or do anything special to your board position. Oona Queen of Fae is just better in every way. Personally I think you're focusing too much on combo, when you can have both and have the deck playout the same, just stronger.
*Why Dregs of Sorrow is good: It's a political sweeper with card advantage.(probably not the best for UBG and is a lot stronger in BMBC)
EDIT: I would also consider taking out Mirror-Mad Phantasm until Hermit Druid is banned. EDIT2: Ugh, re-reading my post, I come off kinda arrogant. I've tested Mimeoplasm with a 200 card pool against all different meta's. I feel I have a strong grasp on the Commander. I do like the combo element in your list, which is why I'm here in the first place.
I've tried to keep removalish type spells as creatures so that I can use The Mimeoplasm on them. I'd rather keep Butcher of Malakir/or a replacement as a creature if I can.
I still like It that Betrays even without the Butcher of Malakir. It's a lot of secondary counters for The Mimeoplasm and since I rarely cast them from my hand, is one of the more useful Eldrazi.
I generally use Corpse Dance + a sac outlet for the ETB effect since Corpse Dance only exiles it if it makes in to the end of the turn. Diabolic Servitude would exile it at any point it leaves the battlefield. It's great for trick blocks with ETB abilities.
THE COMMANDER GUB
There are a few directions to take The Mimeoplasm. By basically having a recur spell in your Commander Zone you can create advantage by just having decent creatures to use in your deck. This deck however, tries to maximize the available options to create combos that mean when The Mimeoplasm hits the battlefield, the game is over, or will be very shortly.
I feel this one is pretty well tuned. It functions pretty well in 4ish player multiplayer and even some 1v1. I haven't been able to test against a tier 1 (1v1)nor does it use French Ban. Even against heavy counter and disruption it fairs pretty well. With the quality of the cards you're bound to get something decent to stick just by powering through. There are a lot of interactions and small combos in the deck and a game can take you many different directions based on the opening hand/first couple draws.
The List
1x The Mimeoplasm
Win Conditions/Mimeo Targets
1x Necrotic Ooze
1x Phyrexian Devourer
1x Triskelion
1x Inkwell leviathan
1x Morphling (Thrun, the Last Troll)
1x Lord of Extinction
Creature Toolbox
Removal
1x Woodfall Primus
1x Terastodon
1x Acidic Slime
1x Big Game Hunter
1x Phyrexian Ingester
1x Phyrexian Metamorph
1x Trygon Predator
1x Massacre Wurm
1x Kederekt Leviathan
1x Butcher of Malakir
1x Hermit Druid
1x Fauna Shaman
1x Genesis
1x Eternal Witness
1x Wonder
1x Jin-Gitaxias, Core Augur
1x Vorinclex, Voice of Hunger (Griselbrand)
1x Venser, Shaper Savant
1x Mirror-Mad Phantasm (Traumatize)
1x Sheoldred, Whispering One
1x Snapcaster Mage
1x Kokusho, the Evening Star
1x Griselbrand
1x Psychatog
1x Body Double
1x Beast Within
1x Capsize
Board Clear
1x Pernicious Deed
1x Oblivion Stone
1x Nevinyrral's Disk
Tutor Package
1x Buried Alive
1x Intuition
1x Vampiric Tutor
1x Demonic Tutor
1x Insidious Dreams
1x Perplex
1x Green Sun's Zenith
1x Survival of the Fittest
1x Life from the Loam
Recursion Package
1x Reanimate
1x Animate Dead
1x Exhume
1x Death (Life/Death)
1x Stitch Together
1x Necromancy
1x Corpse Dance
1x Makeshift Mannequin
1x Dread Return
Good Stuff
1x Bribery
1x Umezawa's Jitte
1x Skullclamp (Attunement)
1x Sylvan Library
Artifact Accel
1x Mana Crypt
1x Mana Vault
1x Sol Ring
1x Everflowing Chalice
1x Coalition Relic
1x Darksteel Ingot
1x Breeding Pool
1x Misty Rainforest
1x Hinterland Harbor (Tropical Island)
1x Yavimaya Coast
1x Simic Growth Chamber
1x Flooded Grove
1x Overgrown Tomb
1x Verdant Catacombs
1x Woodland Cemetery (Bayou)
1x Twilight Mire
1x Golgari Rot Farm
1x Watery Grave
1x Poluted Delta
1x Bad River
1x Darkslick Shores
1x Creeping Tar Pit
1x Dimir Aqueduct
1x Frost Marsh (Underground Sea)
1x Dreadship Reef
1x Sunken Ruins
1x Command Tower
1x Terramorphic Expanse (Bazaar of Baghdad)
1x Phyrexian Tower
1x High Market
1x Stripmine
1x Tectonic Edge (Wasteland)
1x Boseiju, Who Shelters All
1x Temple of the False God
1x Mishra's Factory
3x Forest
2x Island
1x Swamp
Note:
I know there are a few things that would technically be better like the Original Duals, Wasteland, and Onslaught filter lands, but wouldn't change how the deck plays enough to nitpick that.
HOW TO WIN WITH THIS DECK
It really all depends on your draw. There are usually three hands worth keeping. Keep in mind that The Mimeoplasm is basically a recur spell.
1. A direct method to cast/tutor Survival of the Fittest or Buried Alive(Necrotic Ooze, Phyrexian Devourer, Triskelion) and recur the Ooze. This combo works by Necrotic Ooze using the Phyrexian Devourer ability to add counters to Necrotic Ooze and Triskelion’s ability to remove a counter for 1 targeted damage. Split second is pretty much the only thing that could stop you once Necrotic Ooze hits the board.
2. A direct method to cast/tutor Hermit Druid. Then a couple activations should get either the above combo or Triskelion/Lord of Extinction or Inkwell Leviathan(Morphling)/Lord of Extinction(or some other fatty). Triskelion / Lord of Extinction usually provides around 25-50 counters that you can ping the opponents with. Even in multiplayer where this is not enough damage to finish off the board, it will be left alone by all but the player you target with the first attack since you can do 25-50 damage in response. Inkwell Leviathan/fatty and Morphling/fatty are untargetable monsters with evasion.
3. Something really degenerate to do early usually involving recur and Primeval Titan, Terastadon or Jin-Gitaxias, Core Augur. Holding 8 cards for the first turn and yarding Jin-Gitaxias, Core Augur and reanimating him on turn 2 will almost assuredly win, but you may have trouble getting a ride home after. Also keeping Sheoldred, Whispering One on the board for the early going can give you time to draw into your combos. This is difficult to do and usually uses a lot of your recur spells because she is an instant target.
CARD CHOICES
RAMP
The ramp in this deck is pretty light. This deck attempts to win early but still has enough land smoothing to keep you in the game.
Artifact Accel
Cards like Mana Crypt, Mana Vault, Sol Ring, Coalition Relic and Darksteel Ingot are a pretty good idea in any deck.
The Everflowing Chalice is a good open ended accelerator so it is still useful as a draw late game.
Also the Karoo lands of the relevant colors are in the list. While not technically acceleration, they help color fix and help you hit all of your land drops.
CREATURE TOOLBOX
Removal
Woodfall Primus, Terastodon, Acidic Slime are in there for spot removal on many types of permanents. If you’re feeling particularly mean spirited, they can be used to hose an opponents lands.
Big Game Hunter and Phyrexian Ingester are used most often as my creature removal. Especially with Sheoldred, Whispering One active and a sac outlet or Skullclamp.
Phyrexian Metamorph is mostly used as untargeted Commander removal but sometimes copying that awesome artifact the opponent cast makes him more useful than Phantasmal Image.
Trygon Predator of course hoses many decks, especially voltron players.
Mass Removal
Massacre Wurm and Kederekt Leviathan are great mass token removal. And with Kederekt Leviathan’s unearth, he includes his own recur. Also great for board reset.
Butcher of Malakir and It That Betrays can create a big swing in creatures in your favor. Also with Sheoldred, Whispering One.
Enabling/Good Creatures
Hermit Druid and Fauna Shaman fill up your graveyard with either your win condition creatures or other synergies/combos. An Early Hermit Druid will usually win you the game with a couple activations, not to mention his mana smoothing ability.
Genesis - can we say card advantage?
Eternal Witness - can we say card advantage?(again)
Wonder There are 8 ways to get an island on the board even with only 2 basics. What’s scarier, a Primeval Titan or a Flying Primeval Titan?
Jin-Gitaxias, Core Augur Get this guy to stick in the first couple turns for a full round and you shouldn’t have too much opposition until you can win.
Venser, Shaper Savant, the only “counter” in the deck but is used more often as bounce.
Mirror-Mad Phantasm, not terribly sold on this one as the cost is pretty high, but in a pinch he can provide when Hermit Druid is out of the question.
Sheoldred, Whispering One – and engine in a single card. The synergies with this deck are near endless, but she is instantly a target and hard to keep on the board.
Snapcaster Mage – card advantage that can be used as either more tutor or recur. Great card, glad they printed it.
Primeval titan – can be used as more ramp, or to get utility land like Boseiju, Who Shelters All that can help your power through, or to get your land removal package.
While Psychatog might look like random good stuff, he can fill your graveyard with Mimeo targets and provide some serious beatdown himself. He has won me a few games nearly by himself.
Recursion Package
All of these cards were chosen based on the low CMC with the exception of Profane Command because if provides some flexibility in some situations.
Tutor Package
All of these have been chosen based on the direct or synergistic interactions with the combos.
Removal/Bounce
Beast Within – probably the best targeted removal spell printed in the last few sets.
Capsize – My favorite card in magic. Cast one of these with buyback and watch the response you get from other player watching how much mana you have untapped.
Board Clear
Sometimes things just don’t go your way and something(s) hit the board that you just can’t get around any other way. Board sweepers are here to help you reset the game. Pernicious Deed, Oblivion Stone and Nevinyrral's Disk
Good Stuff
Bribery Umezawa's Jitte Either of these card early can swing the game greatly in your favor. Worth keeping in. Skullclamp is also usefull as a combo enabler and draw. With 15 ways to shuffle your library, Sylvan Library is a pretty good reusable filter.
Lands
The lands are mostly mana fixing. Three color singleton is rough.
Utility
Phyrexian Tower, High Market Sac outlets are my response to creature theft. They also help fuel recur and ETB effects.
Stripmine, Tectonic Edge – while not the main thrust of the deck, combined with other cards like Life from the Loam and Woodfall Primus, Terastodon can set the deck on an all out land destruction theme. Mostly these are to hose your opponents utility lands.
Boseiju, Who Shelters All helps power through counter.
The basic land count is kept low to maximize Hermit Druid’s ability.
3x Forest
2x Island
1x Swamp
Play notes
Never indicate which creatures you will be using with The Mimeoplasm's ability until you have asked whether he resolves. If you graveyard is full of targets, your opponents may not realize what crazy creature you will be putting together. Also don't forget you can use his ability on opponents graveyard creatures as well. You never know what crazy creature they have yarded.
Considerations
Some people would probably argue that there a lot of cards that should be auto includes not in the deck list like Consecrated Sphinx. I really tried to fit them in and everything in the deck has a lot of synergy or is directly focused on providing the win conditions. However don’t hesitate to suggest things you thing would make this deck better as I'm sure I've missed something.
*Obviously missing are Grim Tutor, Imperial Seal and the original dual lands based on monetary value.
**Also not that it will ever happen, but this list can produce 227ish damage first turn.(baring turn 0 counters of course)
UPDATES
10/24/2011
- Profane Command + Body Double
- Zombify + Exhume
10/27/2011
- Avatar of Woe + Sylvan Library
11/11/2011
- Vigor Mortis + Makeshift Mannequin
11/30/2011
- Pentavus + Vorinclex, Voice of Hunger
09/25/2012
- Primeval Titan + Kokusho, the Evening Star
- It that Betrays + Griselbrand
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GBU The Mimeoplasm Combo EDH
I've slowly been working through it. Doing random cards as they hit me when I have time between commissions.
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Profane Command - This is simply too slow at reanimation outside of a select few creatures, like Hermit Druid, and the other abilities aren't terribly exciting. Cheaper, reliable reanimation is the way to go since that is the main purpose of this slot.
Avatar of Woe - Even at 2 mana this card isn't that great. It's not coming out turn 2 which is when it would be great so I'd just lose this to make room for something with more synergy.
Umezawa's Jitte - If you're trying to build up Jitte counters early things are probably going poorly for you. You don't need the pump or the lifegain making this situational removal.
Nevinyrral's Disk - So slow and gives people plenty of time to answer it if they want to. I'd rather just run Mystical Tutor which can chain into a good sweeper if you really need one.
Mirror-Mad Phantasm - He looks more cute than effective. Cheaper card filtration would be a good replacement because it gives you more to do in the early game and can make your starts more explosive.
Capsize - I really only like this in a ramp heavy deck otherwise it's just very expensive removal, Slaughter is much more efficient for killing guys and there are much better cards at locking people out of the game.
Land - I'm going to suggest a land add so you need to make room.
To replace these cuts I like the following:
Body Double - 5 is the most I'm willing to pay for reanimation but Body Double has the nice upside of being a creature and will generally be cheaper than Profane Command while allowing you to hit your opponents yards.
Volrath's Shapeshifter - This is a tricky card to use properly but it's cheap, a discard outlet and it functions as a weird reanimation spell. It's played amazingly well for me.
Exhume - It's ballsy but in my experience very good in reanimator decks. You're playing some of the most powerful creatures available so even if other people get stuff back your creature will often be game ending anyways so it doesn't matter.
Entomb - This may not be included due to price. Otherwise it should be included and if you're looking to put some money into the deck this will do a lot more than a random dual land.
Windfall - This is a great card that will usually act like Wheel of Fortune. Even better it fills everyone's yards with Mimeo targets and pumps Lord of Extinction.
Cephalid Coliseum - Perfect land for this deck. Damage is negligible and threshold should be easy to acquire.
Those are the cards that stand out the most to me but personally I'd try to cut out some more cutesy cards and/or defensive cards for cheap card filtration and more tutors. It will cut down on your toolbox but it makes your combos more consistent.
I'm going to give Mirror-Mad Phantasm a few games before I cut it. I expect I probably will but going to give it a chance.
Cephalid Coliseum is something I should probably have in there.
I've recently been thinking over adding Body Double since I've seen how well Necrotic Ooze worked. Allows me to copy a creature like Triskelion without actually removing it directly with Mimeo in case I haven't yet got Lord of Extinction in my yard.
I should probably find a place for Exhume too.
I put Profane Command in the recur section but it's just so versatile it's hard to drop.
As for land, I rarely have a problem. Due to the karoos and/or Primeval Titan/Loam I usually don't miss land drops until 6-7 turns.
The thing this deck is most susceptible to is counter. I really have a problem with Windfall filling hands back up with cards.
I'll give Entomb some thought. I had forgotten it wasn't restricted to creatures.
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Profane Command - This card has always seemed much more flexible than it's played out for me and it requires flexibility to make the cut because it's simply overcosted for a reanimation spell. The fear I found was very rarely used and in this deck you can't reasonably cast X for enough to threaten people with lifeloss. This leaves the main modes as reanimation + removal and while this is certainly not bad these are both things that I really like to be as cheap as possible. If you find yourself using other modes more often then perhaps it has been flexible enough for you to warrant a slot.
Windfall - After playing this card quite a bit I've been really surprised at how disruptive it can be. Casting it early (turn 2-3 or turn 1 off miracle draw) basically forces opponents to blind mulligan. This can help them but often leaves them flooded or mana screwed. Later in the game anyone who has been trying to sit back and craft their hand will usually be pretty disappointed by a resolved Windfall because what they get is often worse than what they pitched. If nothing else I'd recommend at least giving it a test run because it plays out much better than it looks on paper.
On the land I was simply suggesting to cut a land for Cephalid Coliseum. 35 seems fine for this deck. I don't like any lands the ETB tapped however because they can hurt your explosive starts. Of course building around Hermit Druid, not having access to original duals and being in 3 colors makes this much harder than it sounds.
If Mana Vault has been good for you which I suspect it has you might want to look into Dark Ritual. I've been really happy with it despite it being a poster child for cards that are good in constructed but terrible in Commander.
As for Mirror-Mad, I have been testing him myself, and its been a massive library dump each time. Even if he didn't turn out that way, you probably would get as much mill as the Hermit Druid, without having to worry about him getting around the table once.
I run Blackcleave Goblin and Putrefax, which you might want to consider for Haste + Infect and in the case of Putrefax, trample. Can be an easy knock out for someone and leaves Mimeo in the yard if you want to recur.
EDH Decks:
B Toshiro Umezawa B
W Mikaeus, the Lunarch W
G Azusa, Lost but Seeking G
UB Grimgrin, Corpse-Born BU
BGU The Mimeoplasm UGB
GUW Rubinia Soulsinger WUG
GRB Sek'Kuar, Deathkeeper BRG
Islandwalk on Inkwell Leviathan should own (half?) your playgroup. If you have to rely on creature attacks to win, you really need shroud in my playgroup. There is a lot of instant removal and bounce. Infect will also draw a lot of hate if people know it's in your deck. The only infect creature I thought about is Skittles.
If your Ooze combo gets hated the deck still functions as a decent creature build. All of the included creatures have good value even when not comboed. With the recur and Genesis, Sheoldred you can recycle a lot of your creatures, including removal creatures to pave the way for the smallest of your creatures. I love winning with a Jitted Eternal Witness. Remember wonder can give all your creatures evasion.
Shuffle the deck, remove half and it still plays pretty well.
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10/24/2011
- Profane Command + Body Double
- Zombify + Exhume
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Would be a useful filter, but at this point it's getting hard to find things to swap out that aren't more to the point. Any suggestions?
I am giving thought to - Venser, Shaper Savant + Mystic Snake. Might be that the hard counter is worth giving up the bounce. Thoughts?
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Capsize seems a bit out of place as well. Again, it's a card I have played endlessly, but I am not sure what its role is aside from just being a solid utility card; that is fine, of course, but has it been performing well for you? If not it could be swapped for something else.
Again, both cards are great at what they do, and I love both dearly, but they just seem a bit out of place within the context of your deck.
One possibility is that, if you are simply unable to combo for some reason, Greater Good is a great tool for both card advantage and selection. It also helps with getting stuff in the 'yard, and is just generally a great card in a deck like this.
RE: Venser/Snake, I prefer the flexibility of Venser, but that is just me.
Two cards I have it the deck that I know should probably come out. Capsize and Morphling. Capsize is my favorite card by far and I know I've caught myself holding for the buyback when I should just burn it. It could probably come out.
Morphling, I know is not strictly the best option. Thrun, the Last Troll is actually better in that spot and I ran him for a while. Even if you have crap for a hand and get stuck Thrun can still be a presence on the board and even powered through a counter heavy table. Morphling on the other hand took a steep dive in usefullness when they changed the damage stack rules. I include Morphling for nostalgic reasons. Who doesn't love Superman?
I had Greater Good in here for a while but it seriously under performed. I was always stuck holding it when I needed the mana to cast things more to the point. With as low a curve as I have it just didn't work well.
Skullclamp actually works pretty well. My meta is pretty heavy in creature removal. Hence the Mimeoplasm targets shrouded creatures pretty exclusively unless the combos are assembled. When you don't have one of the clamp creatures in play you can still clamp what you have. Since most creatures the deck drops will need to be responded to quickly, you get to draw the cards within a couple of turns. Two cards for two mana isn't bad and of course it's reusable. My sac outlets actually do show up with pretty good regularity because of the milling/regrow/loam effects. Eventually you end up with one of the clamp creatures and the deck usually has the ability to bring them back over and over. It's more of an "in case the deck doesn't go off" but in those situations Skullclamp has performed very well.
I'll cede the point on Capsize though. Any thoughts on what would be a strictly better replacement?
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Agree that Morphling is meh; I missed it when I looked at the list or I would have included it in my questions.
Along those lines:
Has Big Game Hunter been a worthwhile slot? It is one of those situational cards that always seem not quite good enough to me.
Jitte seems wildly out of place; plan A is combo, and you have Wonder if you have to go the beatdown route, and I don't really see Jitte being much of an addition to that, honestly.
I hate Avatar of Woe, personally; it never does anything of note, and it's always so tempting because you can potentially pay BB for it. However, that rarely happens in our meta due to people actually playing graveyard hate, so it's just an overcosted guy with a pretty underwhelming ability.
How has Snapcaster been for you? I just put it in mine, but have not played any games with it yet, so I can't really comment.
Everflowing Chalice seems a little much, esp. since you're running Deed/Disk/Stone. Maybe a land fetcher instead, like Wood Elves, Yavimaya Elder, Solemn Simulacrum, that sort of thing.
Cards I would consider adding:
Coffin Queen
Sylvan Library
Phyrexian Arena
Greater Good
Compulsive Research
Quality land fetcher(s)
I am not saying these are must includes or anything, as they are just suggestions. EDH is every bit as meta dependent as other formats, so YMMV.
Big Game Hunter has actually turned out pretty well. There are a bunch of ways to reuse him and he can kill most of the big threats that can hit the table. Some times people will hold off you just so you can't chump block with him and recur again.
Snapcaster has been an all-star. He gives all your spells in your graveyard flashback +2 and in my deck he's reusable and very versatile. Same as Big Game Hunter, great chump blocker.
Everflowing Chalice has worked pretty well too. Even though the sweepers can get it, the scaling of the card is nice. Early game its a 2CMC accel. Late game it can be 6 mana for 3 accel where a Wood Elves would still be three mana for a 1/1 and forest. I used Solemn Simulacrum for a while but the casting cost was off a bit (like greater good) where most times I had something else to do.
Umezawa's Jitte actually gets used more like removal most of the time. Either as spot removal or a mini sac outlet. I've also found it draws a lot of ire and the focus becomes dealing with it instead of keeping me from combo-ing. I still think it's worth it.
I'm leery of Coffin Queen. Instant speed is nice but the exiling is not. Since there are ways to reuse my creatures I'm always careful of that, and that's on top of graveyard hate. It also sets up the 2 for 1 in their favor if they remove the Coffin Queen.
Real men take 8 a turn. Sylvan Library made an apearance in the deck for a while and I forgot what I cut it for but it would fit alright in Avatar of Woe's spot.
- Avatar of Woe + Sylvan Library
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Have you posted the list anywhere?
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-Umezawa's Jitte: Not a fan of this card since it just seems like a random include. I know it is 'good stuff' but this particular one feels out of place.
-Mirror-Mad Phantasm: Just not a fan of completely random cards like this. It would either win you the game or be a complete dud. Also if your meta starts packing grave hate it is a really bad idea.
Suggestions:
-Wrexial, The Risen Deep: The list I use is much more control heavy but my meta is really black heavy so 1 swing and a free cast is pretty much worth it right there.
-Reins of Power: Sort of a meta card but it makes the token player play more conservatively. Also it can win games by itself if someone has been unchecked for too long and you have had a bad game.
Also how good has Corpse Dance fared for you? It seems great for chump blockers and some EtB abuse but meh otherwise.
No, I usually don't post lists, although there are exceptions. It's going through some changes right now to make it a bit less competitive due to our play environment, so I'm not even sure I have the list I played Sunday anymore. I'll dig around and see if I do still have it, though.
Since I have a few "if this creature hits the table I win" senarios in the deck the instant-ness of corpse dance really helps. For that reason I'm thinking about puting in Makeshift Mannequin too.
I had Wrexial, The Risen Deep in there for a while, but it seemed I always had better things to recur. The only time he ever hit the board was when I was in topdeck mode or he was all I drew. (and I would probably mull that away)
I usually either have the most potent creatures on the board or I've drawn a bunch of my removal creatures and use them to keep the board under control a bit. Reins of Power has beaten me a few times though.
Mirror-Mad Phantasm is still in trial phase. Although, I will say it is looking decent. If you can recur him he's worth it, and he's more efficient than hermit druid once he's out.
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Also how exactly does Phyrexian Devourer work with Death (Life/Death)?
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A few cards I'm wondering if you've tested.
Vorinclex, Voice of Hunger
Thornling
Spirit of the Night
Brawn
Diabolic Servitude
EDIT: (More cards)
Primordial Hydra
Mindleech Mass (Testing this card right now, I'm afraid it might be too situational though)
I initially tried Vorinclex, Voice of Hunger in it. I also had Jin-Gitaxias, Core Augur and when it came time to cut, Jin was just more devastating to opponents.
I looked at Thornling, and the haste is nice, but in my meta there is more exile removal than sweep. Shroud is almost a must so Morphling (and I've already pointed out Thrun, the last Troll works better in the spot) works better in my meta. If your meta runs more Wrath effects then Thornling is probably a better fit.
Diabolic Servitude, the re usability is nice, but I'm leary of the exiling. If it comes to longer attrition, this may end up hurting you.
There are a lot of great creatures for The Mimeoplasm to copy. Spirit of the Night, Primordial Hydra, Mindleech Mass and the like are great, and in a lot of decks they will fit great. Mine has a pretty solid combo core with necessary removal and I don't have enough room for some great cards.
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GBU The Mimeoplasm Combo EDH
I'd run both, I'll explain below.
Cant argue with a meta call, fair enough.
Rarely has a down side. If it comes to an attrition war, combo will usually lose anyway. Plus you said your meta is exile heavy so it shouldnt really matter. I also see corpse dance which exiles creatures at the end of turn.
I disagree, I think you do have room. Here's why:
I would cut the It that betrays+butcher of malakir combo- Its cute, but way to clunky for the effect you're looking for. I'd change it out with a damnation or your favorite sweeper ( i like Dregs of Sorrow * but thats me) and add another solid creature to lock out your opponents (Vorinclex). Psycatog seems mediocre at best. Could easily be replaced with another solid creature. Same thing with Pentavus. Just another mediocre card that doesn't help your combo or do anything special to your board position. Oona Queen of Fae is just better in every way. Personally I think you're focusing too much on combo, when you can have both and have the deck playout the same, just stronger.
*Why Dregs of Sorrow is good: It's a political sweeper with card advantage.(probably not the best for UBG and is a lot stronger in BMBC)
EDIT: I would also consider taking out Mirror-Mad Phantasm until Hermit Druid is banned.
EDIT2: Ugh, re-reading my post, I come off kinda arrogant. I've tested Mimeoplasm with a 200 card pool against all different meta's. I feel I have a strong grasp on the Commander. I do like the combo element in your list, which is why I'm here in the first place.
Your probably right on Pentavus. While I've done some crazy things with it and The Mimeoplasm, I think in most cases Vorinclex, Voice of Hunger might probably be better. I gotta keep Psycatog though. He's a pretty decent beater that can fill your graveyard for that fourth turn Jin-Gitaxias, Core Augur(and now Vorinclex, Voice of Hunger) and late game your graveyard should be fullish.
I've tried to keep removalish type spells as creatures so that I can use The Mimeoplasm on them. I'd rather keep Butcher of Malakir/or a replacement as a creature if I can.
I still like It that Betrays even without the Butcher of Malakir. It's a lot of secondary counters for The Mimeoplasm and since I rarely cast them from my hand, is one of the more useful Eldrazi.
I generally use Corpse Dance + a sac outlet for the ETB effect since Corpse Dance only exiles it if it makes in to the end of the turn. Diabolic Servitude would exile it at any point it leaves the battlefield. It's great for trick blocks with ETB abilities.
Dregs of Sorrow is a little mana intesive for this list.
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GBU The Mimeoplasm Combo EDH