The Mimeoplasm is basically a 5 mana reanimation spell that is in your command zone. That's extremely powerful.
This is my Mimeoplasm EDH deck. It is fairly expensive, but there are a lot of cards that can be substituted for cheaper cards. This was my second EDH deck and I was still very new to the format when I started using it. I had no idea that my commander would be hated on so hard. I couldn't understand why people were all attacking me all the time. I knew my deck was bad, so why would they attack me? I quickly discovered some problems.
"Problems" with The Mimeoplasm
- Generally hated on due to overall strength and potential.
- Reanimation leaves little room for hiding threats (everyone can see the graveyards).
- Can be considered a threat as long as there is a good creature in a graveyard - meaning that you are a target before you have anything (it's like playing with your hand revealed).
Basically, you get hated on hard. Trying to play politically with the mimeoplasm in your command zone is extremely difficult.
My Solution - Screw Politics!
If you can't stop getting hated on, just play archenemy. Play all the things that are extremely powerful and piss off all your opponents. They were probably going to attack you anyway.
Ways to piss people off:
- Play cards that hit each opponent (every single primordial in your colours - they happen to be the stronger 3 as well).
- Make everyone mill so that there are plenty of targets for reanimation (doubles as resilience against graveyard hate since you don't rely on your own graveyard as much).
- Hit them where it hurts. Turn 2 Sylvan Primordial? Blow up everyone else's lands and take a lead of 5 lands to 0-1.
- Play greedy things that make you a target like mass ramp and draw effects.
- Steeling people's epic bombs out of the graveyard for 2 mana usually pisses them off.
- Any windfall effects.
Why the deck is not fun
- Other players may get tired of having to kill you first every game.
- You may get tired of always either winning against everyone or dying horribly.
- Mill is a bit of a bumber for some people.
To the above, just don't play the deck every game.
Why the deck IS fun
- Even when you lose, the entire game will be warped by your presence. Decks will be milled and random cards will be exiled.
- Every opponent you fight will bring new targets for reanimation, and different ways to cause chaos. Sun titan is one of the best cards in my mimeoplasm deck.
- Winning is usually in a glorious fashion.
- While the deck is horrendously degenerate, it is not to the point where it is unbeatable or uninteractive. There are only 4 counterspells in the whole deck, and there are no infinite combos.
To the above, again, don't play the deck too much because the effects it has are kind of overbearing and may not be too fun for everyone when you play it every game.
Some of the cards in the deck are absolutely amazing, and when I can tutor for them, I do.
Mesmeric Orb - Quite possibly the best card in my deck. If this lands decently early, it just loads the graveyards. Even late game it will still mill a ton. Copying it with phyrexian metamorph is the most glorious thing.
Dimir Infiltrator/Muddle the Mixture - While being semi-useful on their own (moreso muddle the mixture), they are great tutors. Note that there are multiple reanimation spells at 2 mana, as well as survival of the fittest and mesmeric orb. Those are basically the only things I will get with this unless I need removal badly.
Dispel - This guy has countered enough force of wills (among other counterspells and removal) to stay in the deck.
Life's Finale - Stop aggressive decks from messing with us and put all the scary bombs in their graveyard for deadly reanimation.
Hedron Crab - Bad in the lategame, but if you get him in the first bunch of turns, he is a nightmare. I milled someone to death using him and spitting image to get more and more of him (using life from the loam to get constant land drops).
Psychic Spiral - It may seem bad, and I've considered putting in laboratory maniac instead, but this card is a solid, reliable way to protect my graveyard (when I have the mana to do so...), save myself from too much self mill, and to finish off players after 2 thirds of everyone's deck has been eaten by mesmeric orb.
Prime Speaker Zegana - Absolutely ridiculous. While it usually draws me around 7 cards, it can do a whole lot more. The most I've drawn without killing myself was 42 cards.
Phyrexian Metamorph - Great simply because it is a clone (cloning stuff is a great follow up to reanimating stuff). On top of that, it can clone my mesmeric orb. If it is in the graveyard, I can turn mimeoplasm into a mesmeric orb. You can't top that - "my commander is a mesmeric orb with 3 +1/+1 counters on it".
The main things to do are as follows: 1) The Early Game
- Attempt to quickly reanimate a big threat/value monster like sylvan primordial in the first 2-4 turns.
- Use ramp, draw, and tutors to set up a powerful mid game filled with many threats constantly being reanimated. Tutoring out mesmeric orb really helps this plan.
2) The Mid Game
- Start reanimating things with your commander or with some other spells. Keep the pressure on. If you got a fast reanimation, start cloning your threat.
- If the board is getting bad, blow it up. My deck has very few permanents other than creatures, so blowing up everything is pretty much always good. It also fills graveyards with more threats to use later.
- Getting a powerful draw at this point is very helpful. Jin-Gitaxias, Core Augur, Prime Speaker Zegana, or Consecrated Sphinx are all very powerful.
3) The Late Game
- If there is no clear victory on the way, focus on milling your opponents. Never worry about self mill because of psychic spiral.
- Attempt to pull out the game ending combo (gaea's revenge + lord of extinction with mimeoplasm).
- Use the great recycling capabilities of the deck to constantly drop threats on the board, and blow up problem permanents. Focus on attrition to slowly run your opponents dry.
Remember: It is almost impossible to not be considered a major threat, so don't hold back much with your spells. Just keep the threats coming. Try not to overextend your own graveyard, but liberally mill the crap out of everyone else when possible. Remember that the mimeoplasm is essentially just a reanimation spell.
I hope you enjoyed the list and the idea of the deck. All suggestions or thoughts are welcome.
My deck general does the exact same thing.
In my playgroup I am always targeted first and am taken out.
Check out my sig if you want to see the deck list. It's not too different from yours but has more combos for my inner Johnny.
Would also love suggestions if you have it. Seems like you know your plasm well
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Wow flash would work very well in this deck. I thought it was an expensive card and that I'd never get it, and then I found out it is only around 2 dollars. I may have to order one online since I doubt people will trade them/have them.
Birthing Pod could make it in. I would need to find room though, and I would maybe need to swap some creatures to get a nice chain going. There's already a nice 5-8 chain though, so I could probably stick it in and not worry.
Originally, I didn't want to use infect because it was too douchey, but I don't know why I never reconsidered it. I don't think I'll put in anything else, but skithiryx, the blight dragon would be awesome. I'll need to pick up a copy though.
I really like necropotence, but I think it may hurt me too much. My deck has no life gain, and I typically take at least around 10 damage fairly early in the game (unless I get some stupid turn 2 reanimation or something). Losing discard would be a bit of a blow as well. When I draw off of Zegana and Consecrated Sphinx, I typically overdraw like crazy and then get to discard 5-10 cards. I may still try it in the deck, just to see how it performs, but I feel like it will not be as good in this deck is in some others.
I really want a body double for the deck, but I can't find anyone who wants to trade one. I've been looking for months I may just order one online. It's not even expensive. I look at it as basically half of a mimeoplasm, and it is roughly the same card as rise from the grave, but as a creature instead (which allows for a lot more crazy things).
I'm not too worried about land destruction. I have sylvan primordial, woodfall primus, and beast within which can all blow up almost any problem permanents. A lot of things I reanimate just have a broken ETB effect anyway. Mimeoplasm also doesn't reanimate. He works kind of like body double for that. Maybe if everyone was running it and tutored for it, it could get bad, but that hasn't happened so far. I think people typically jump to graveyard hate before homeward path.
Forbid seems good lol. Another card I may just have to order since I don't think many people will trade it.
Thanks for the suggetsions!
@Splatterthrash
I will go check out your deck list
EDIT
I checked out your list. It looks really combo oriented. My deck was once a little more like that, but I found I overextended into many hate effects and it always sucked. I changed my deck to be more about mass mill and just take what comes up instead of tutoring out all the combo pieces. You can still run some combos, but run less so that it can be more resilient. Multiple paths to victory is always awesome (mill, combo, or straight beats with whatever you find in their graveyards).
I think you need more removal in your deck. There is almost no answers other than reanimating a creature to deal with the board state. I would at least run a couple board wipes. I like the ones I have in my list. Life's finale is buried alive on an opponent and a board reset (protects you and sets up some crazy things for next turn).
One card I want to fit into my deck is altar of dementia. Thoughts on it? It is a sac outlet and a way to mill people. It will protect my dudes from exile and give me more targets with each use.
I really want a body double for the deck, but I can't find anyone who wants to trade one. I've been looking for months I may just order one online. It's not even expensive. I look at it as basically half of a mimeoplasm, and it is roughly the same card as rise from the grave, but as a creature instead (which allows for a lot more crazy things).
I checked out your list. It looks really combo oriented. My deck was once a little more like that, but I found I overextended into many hate effects and it always sucked. I changed my deck to be more about mass mill and just take what comes up instead of tutoring out all the combo pieces. You can still run some combos, but run less so that it can be more resilient. Multiple paths to victory is always awesome (mill, combo, or straight beats with whatever you find in their graveyards).
I think you need more removal in your deck. There is almost no answers other than reanimating a creature to deal with the board state. I would at least run a couple board wipes. I like the ones I have in my list. Life's finale is buried alive on an opponent and a board reset (protects you and sets up some crazy things for next turn).
I highly recommend flash. With the primordials it's amazing. With Woodfall Primus you still get to keep a 5/5 trample afterwards. Body double is mandatory. End of story
Any reason you don't have Urborg, tomb of yawgmoth and Volrath's stronghold?
I got your advice, I really appreciate it.
It seems like your build it more aggro while mine is combo based.
I'm setting up a link on my decklist to link to yours to show people the aggro decklist if that's ok with you.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I highly recommend flash. With the primordials it's amazing. With Woodfall Primus you still get to keep a 5/5 trample afterwards. Body double is mandatory. End of story
I got your advice, I really appreciate it.
It seems like your build it more aggro while mine is combo based.
I'm setting up a link on my decklist to link to yours to show people the aggro decklist if that's ok with you.
Sweet! That's perfectly fine with me And yes, my deck feels like an aggro deck. I usually end games by pushing in with a whole ton of reanimated fatties that have disrupted the board really badly.
The current cards I am looking for room for (as well as looking for in general): Altar of Dementia - Combined with lord of extinction or consuming abberation, it can potentially 1-shot kill people. It's also an awesome sac outlet that only costs 2 mana to get into play (note that at 2 mana, it is another tutor target for dimir infiltrator). Flash - The opposite of reanimation. It dumps the creature from my hand into play (for devastating ETB effects), and then throw it in the graveyard to be reanimated later. Body Double - Basically rise from the grave, but with all the added abuse that I gain from it being a creature itself. I can also use it with my commander to choose a target without exiling it (for later use most likely). Forbid - Annoying to opponents, and sets up reanimation on my turn. Skithiryx, the Blight Dragon - Probably overall better than gaea's revenge, and it will piss people off more
All those cards seem like they will be powerful additions.
I may have to take out unexpected results I really like that card because it's so silly. I'll have to see I still need to get the cards anyway (I own none of them).
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Price and availability. No one trades those cards and my only urborg is in my vish kal deck. I'd swap out a swamp for it if I got one. Not sure what I'd swap out for Volrath's, but it would definitely go in this deck.
Price and availability. No one trades those cards and my only urborg is in my vish kal deck. I'd swap out a swamp for it if I got one. Not sure what I'd swap out for Volrath's, but it would definitely go in this deck.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I had solemn simulacrum in, but switched it out for cheaper ramp. I like oracle of mul daya more because I can do really cool things by milling myself at the right time. It could go back in, but I don't know what I'd take out for it. It's most likely have to be one of the current ramp spells though. Maybe farseek since it isn't a creature? I kind of like the 2-drop ramp though.
I have never even seen nostalgic dreams before lol. That card looks amazing. I could probably take out treasured find for it. I'll have to find a copy before I can put it in though
Insidious dreams seems alright, I may try it. I thought it would be bad, but now that I think about it, it would be hilarious to put windfall on top of my deck.
I had solemn simulacrum in, but switched it out for cheaper ramp. I like oracle of mul daya more because I can do really cool things by milling myself at the right time. It could go back in, but I don't know what I'd take out for it. It's most likely have to be one of the current ramp spells though. Maybe farseek since it isn't a creature? I kind of like the 2-drop ramp though.
I have never even seen nostalgic dreams before lol. That card looks amazing. I could probably take out treasured find for it. I'll have to find a copy before I can put it in though
Insidious dreams seems alright, I may try it. I thought it would be bad, but now that I think about it, it would be hilarious to put windfall on top of my deck.
I highly recommend Insidious dreams. You can throw away a primordial and get a reanimation spell on top.
I personally love to throw 3 or 4 huge creatures and then put living death on top.
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I'm thinking I wouldn't use the list you posted, but I definitely agree with a lot of what was in the OP.
The Mimeoplasm does get hated on a lot and you have to be prepared to function as the archenemy even if you did nothing to provoke this. Going aggro/control with Mimeoplasm usually results in losing since you just get targeted by everyone and don't have enough defense.
The Mimeoplasm is very hard to play politically. But in my experience, if you do play it politically, and do it well, there's almost nothing you can't beat.
I'm thinking I wouldn't use the list you posted, but I definitely agree with a lot of what was in the OP.
The Mimeoplasm does get hated on a lot and you have to be prepared to function as the archenemy even if you did nothing to provoke this. Going aggro/control with Mimeoplasm usually results in losing since you just get targeted by everyone and don't have enough defense.
The Mimeoplasm is very hard to play politically. But in my experience, if you do play it politically, and do it well, there's almost nothing you can't beat.
I found that, regardless of what strategy I use, I will always get targeted by everyone. If I sit down at a new table, almost everyone will target me. If I sit down at a table of friends, they will definitely all target me.
I've tried to reason with people saying things like "mister combo over here" (note: I have 0 real combos in my deck), but it never works. I don't blame them, really, but it makes it ridiculously difficult to play politics, and so I don't.
Obviously if I'm dying horribly, I will try to get someone on my side, but it usually only works if someone else at the table is starting to dominate. I won't purposely piss people off if they aren't targetting me (which does happen every once in a while).
My deck isn't really entirely aggro/control. It's also a durdle deck If I gain the resources and time by doing well in the early/mid game, I will be able to make constant, ridiculous plays in the late game. Aggro-control to me seems like more of a tempo-oriented strategy, but my deck gets ridiculous card advantage, making for a solid late game.
This is my Mimeoplasm EDH deck. It is fairly expensive, but there are a lot of cards that can be substituted for cheaper cards. This was my second EDH deck and I was still very new to the format when I started using it. I had no idea that my commander would be hated on so hard. I couldn't understand why people were all attacking me all the time. I knew my deck was bad, so why would they attack me? I quickly discovered some problems.
"Problems" with The Mimeoplasm
- Generally hated on due to overall strength and potential.
- Reanimation leaves little room for hiding threats (everyone can see the graveyards).
- Can be considered a threat as long as there is a good creature in a graveyard - meaning that you are a target before you have anything (it's like playing with your hand revealed).
Basically, you get hated on hard. Trying to play politically with the mimeoplasm in your command zone is extremely difficult.
My Solution - Screw Politics!
If you can't stop getting hated on, just play archenemy. Play all the things that are extremely powerful and piss off all your opponents. They were probably going to attack you anyway.
Ways to piss people off:
- Play cards that hit each opponent (every single primordial in your colours - they happen to be the stronger 3 as well).
- Make everyone mill so that there are plenty of targets for reanimation (doubles as resilience against graveyard hate since you don't rely on your own graveyard as much).
- Hit them where it hurts. Turn 2 Sylvan Primordial? Blow up everyone else's lands and take a lead of 5 lands to 0-1.
- Play greedy things that make you a target like mass ramp and draw effects.
- Steeling people's epic bombs out of the graveyard for 2 mana usually pisses them off.
- Any windfall effects.
Why the deck is not fun
- Other players may get tired of having to kill you first every game.
- You may get tired of always either winning against everyone or dying horribly.
- Mill is a bit of a bumber for some people.
To the above, just don't play the deck every game.
Why the deck IS fun
- Even when you lose, the entire game will be warped by your presence. Decks will be milled and random cards will be exiled.
- Every opponent you fight will bring new targets for reanimation, and different ways to cause chaos. Sun titan is one of the best cards in my mimeoplasm deck.
- Winning is usually in a glorious fashion.
- While the deck is horrendously degenerate, it is not to the point where it is unbeatable or uninteractive. There are only 4 counterspells in the whole deck, and there are no infinite combos.
To the above, again, don't play the deck too much because the effects it has are kind of overbearing and may not be too fun for everyone when you play it every game.
The Deck:
5 The Mimeoplasm
Reanimation Targets - 8
6 Consecrated Sphynx
6 Prime Speaker Zegana
7 Diluvian Primordial
7 Sepulchral Primordial
7 Sheoldred, Whispering One
7 Sylvan Primordial
8 Woodfall Primus
10 Jin-Gitaxias, Core Augur
Mimeoplasm Food - 2
5 Lord of Extinction
7 Gaea's Revenge
Other Creatures - 4
2 Phantasmal Image
4 Evil Twin
4 Phyrexian Metamorph
5 Mulldrifter
Reanimation - 6
1 Reanimate
2 Animated Dead
2 Dance of the Dead
2 Stitch Together
3 Necromancy
5 Living Death
Other Recursion - 6
2 Life From the Loam
2 Regrowth
2 Treasured Find
3 Eternal Witness
5 Genesis
5 Psychic Spiral
Tutors - 5
1 Entomb
2 Dimir Infiltrator
2 Muddle the Mixture
2 Survival of the Fittest
3 Buried Alive
1 Sol Ring
2 Farseek
2 Sakura-Tribe Elder
3 Farhaven Elf
3 Wood Elves
3 Far Wanderings
4 Oracle of Mul Daya
Mill - 8
1 Hedron Crab
2 Hermit Druid
2 Mesmeric Orb
2 Mindshrieker
3 Sands of Delirium
3 Windfall
4 Whispering Madness
5 Consuming Aberration
Digging - 3
2 Grisly Salvage
3 Forbidden Alchemy
3 Frantic Search
Counterspells - 3
1 Dispel
3 Psychic Strike
4 Plasm Capture
Spot Removal - 3
2 Abrupt Decay
3 Putrefy
3 Beast Within
Board Wipes - 4
3 Oblivion Stone
3 Plague Boiler
6 Life's Finale
Other Stuff - 3
4 Brawn
4 Unexpected Results
6 Spitting Image
0 City of Brass
0 Command Tower
0 Darkslick Shores
0 Tainted Isle
0 Tainted Wood
0 Drowned Catacomb
0 Hinterland Harbor
0 Woodland Cemetery
0 Breeding Pool
0 Overgrown Tomb
0 Watery Grave
0 Evolving Wilds
0 Teramorphic Expanse
0 Misty Rainforest
0 Verdant Catacombs
0 Barren Moor
0 Lonely Sandbar
0 Tranquil Thicket
0 Grim Backwoods
0 Nephalia Drownyard
0 Svogthos, the Restless Tomb
7 Forest
5 Island
5 Swamp
Notes:
Allstars
Mesmeric Orb - Quite possibly the best card in my deck. If this lands decently early, it just loads the graveyards. Even late game it will still mill a ton. Copying it with phyrexian metamorph is the most glorious thing.
Dimir Infiltrator/Muddle the Mixture - While being semi-useful on their own (moreso muddle the mixture), they are great tutors. Note that there are multiple reanimation spells at 2 mana, as well as survival of the fittest and mesmeric orb. Those are basically the only things I will get with this unless I need removal badly.
Dispel - This guy has countered enough force of wills (among other counterspells and removal) to stay in the deck.
Life's Finale - Stop aggressive decks from messing with us and put all the scary bombs in their graveyard for deadly reanimation.
Far Wanderings - 3 mana for 3 new lands. Really funny with Hedron Crab.
Hedron Crab - Bad in the lategame, but if you get him in the first bunch of turns, he is a nightmare. I milled someone to death using him and spitting image to get more and more of him (using life from the loam to get constant land drops).
Psychic Spiral - It may seem bad, and I've considered putting in laboratory maniac instead, but this card is a solid, reliable way to protect my graveyard (when I have the mana to do so...), save myself from too much self mill, and to finish off players after 2 thirds of everyone's deck has been eaten by mesmeric orb.
Prime Speaker Zegana - Absolutely ridiculous. While it usually draws me around 7 cards, it can do a whole lot more. The most I've drawn without killing myself was 42 cards.
Phyrexian Metamorph - Great simply because it is a clone (cloning stuff is a great follow up to reanimating stuff). On top of that, it can clone my mesmeric orb. If it is in the graveyard, I can turn mimeoplasm into a mesmeric orb. You can't top that - "my commander is a mesmeric orb with 3 +1/+1 counters on it".
Strategy
The main things to do are as follows:
1) The Early Game
- Attempt to quickly reanimate a big threat/value monster like sylvan primordial in the first 2-4 turns.
- Use ramp, draw, and tutors to set up a powerful mid game filled with many threats constantly being reanimated. Tutoring out mesmeric orb really helps this plan.
2) The Mid Game
- Start reanimating things with your commander or with some other spells. Keep the pressure on. If you got a fast reanimation, start cloning your threat.
- If the board is getting bad, blow it up. My deck has very few permanents other than creatures, so blowing up everything is pretty much always good. It also fills graveyards with more threats to use later.
- Getting a powerful draw at this point is very helpful. Jin-Gitaxias, Core Augur, Prime Speaker Zegana, or Consecrated Sphinx are all very powerful.
3) The Late Game
- If there is no clear victory on the way, focus on milling your opponents. Never worry about self mill because of psychic spiral.
- Attempt to pull out the game ending combo (gaea's revenge + lord of extinction with mimeoplasm).
- Use the great recycling capabilities of the deck to constantly drop threats on the board, and blow up problem permanents. Focus on attrition to slowly run your opponents dry.
Remember: It is almost impossible to not be considered a major threat, so don't hold back much with your spells. Just keep the threats coming. Try not to overextend your own graveyard, but liberally mill the crap out of everyone else when possible. Remember that the mimeoplasm is essentially just a reanimation spell.
I hope you enjoyed the list and the idea of the deck. All suggestions or thoughts are welcome.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Following the "Archenemy or bust!" mentality I would also add Dark Ritual for general surprises and Necropotence for general brokenness.
In my playgroup I am always targeted first and am taken out.
Check out my sig if you want to see the deck list. It's not too different from yours but has more combos for my inner Johnny.
Would also love suggestions if you have it. Seems like you know your plasm well
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Birthing Pod could make it in. I would need to find room though, and I would maybe need to swap some creatures to get a nice chain going. There's already a nice 5-8 chain though, so I could probably stick it in and not worry.
Originally, I didn't want to use infect because it was too douchey, but I don't know why I never reconsidered it. I don't think I'll put in anything else, but skithiryx, the blight dragon would be awesome. I'll need to pick up a copy though.
I really like necropotence, but I think it may hurt me too much. My deck has no life gain, and I typically take at least around 10 damage fairly early in the game (unless I get some stupid turn 2 reanimation or something). Losing discard would be a bit of a blow as well. When I draw off of Zegana and Consecrated Sphinx, I typically overdraw like crazy and then get to discard 5-10 cards. I may still try it in the deck, just to see how it performs, but I feel like it will not be as good in this deck is in some others.
I really want a body double for the deck, but I can't find anyone who wants to trade one. I've been looking for months I may just order one online. It's not even expensive. I look at it as basically half of a mimeoplasm, and it is roughly the same card as rise from the grave, but as a creature instead (which allows for a lot more crazy things).
I'm not too worried about land destruction. I have sylvan primordial, woodfall primus, and beast within which can all blow up almost any problem permanents. A lot of things I reanimate just have a broken ETB effect anyway. Mimeoplasm also doesn't reanimate. He works kind of like body double for that. Maybe if everyone was running it and tutored for it, it could get bad, but that hasn't happened so far. I think people typically jump to graveyard hate before homeward path.
Forbid seems good lol. Another card I may just have to order since I don't think many people will trade it.
Thanks for the suggetsions!
@Splatterthrash
I will go check out your deck list
EDIT
I checked out your list. It looks really combo oriented. My deck was once a little more like that, but I found I overextended into many hate effects and it always sucked. I changed my deck to be more about mass mill and just take what comes up instead of tutoring out all the combo pieces. You can still run some combos, but run less so that it can be more resilient. Multiple paths to victory is always awesome (mill, combo, or straight beats with whatever you find in their graveyards).
I think you need more removal in your deck. There is almost no answers other than reanimating a creature to deal with the board state. I would at least run a couple board wipes. I like the ones I have in my list. Life's finale is buried alive on an opponent and a board reset (protects you and sets up some crazy things for next turn).
One card I want to fit into my deck is altar of dementia. Thoughts on it? It is a sac outlet and a way to mill people. It will protect my dudes from exile and give me more targets with each use.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
I highly recommend flash. With the primordials it's amazing. With Woodfall Primus you still get to keep a 5/5 trample afterwards.
Body double is mandatory. End of story
Any reason you don't have Urborg, tomb of yawgmoth and Volrath's stronghold?
I got your advice, I really appreciate it.
It seems like your build it more aggro while mine is combo based.
I'm setting up a link on my decklist to link to yours to show people the aggro decklist if that's ok with you.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Sweet! That's perfectly fine with me And yes, my deck feels like an aggro deck. I usually end games by pushing in with a whole ton of reanimated fatties that have disrupted the board really badly.
The current cards I am looking for room for (as well as looking for in general):
Altar of Dementia - Combined with lord of extinction or consuming abberation, it can potentially 1-shot kill people. It's also an awesome sac outlet that only costs 2 mana to get into play (note that at 2 mana, it is another tutor target for dimir infiltrator).
Flash - The opposite of reanimation. It dumps the creature from my hand into play (for devastating ETB effects), and then throw it in the graveyard to be reanimated later.
Body Double - Basically rise from the grave, but with all the added abuse that I gain from it being a creature itself. I can also use it with my commander to choose a target without exiling it (for later use most likely).
Forbid - Annoying to opponents, and sets up reanimation on my turn.
Skithiryx, the Blight Dragon - Probably overall better than gaea's revenge, and it will piss people off more
All those cards seem like they will be powerful additions.
I may have to take out unexpected results I really like that card because it's so silly. I'll have to see I still need to get the cards anyway (I own none of them).
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Price and availability. No one trades those cards and my only urborg is in my vish kal deck. I'd swap out a swamp for it if I got one. Not sure what I'd swap out for Volrath's, but it would definitely go in this deck.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Fair enough. What about Phyrexian Tower and solemn simulacrum?
Insidious dreamsand Nostalgic dreams are amazing in my deck too.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Phyrexian tower is also in Vish Kal
I had solemn simulacrum in, but switched it out for cheaper ramp. I like oracle of mul daya more because I can do really cool things by milling myself at the right time. It could go back in, but I don't know what I'd take out for it. It's most likely have to be one of the current ramp spells though. Maybe farseek since it isn't a creature? I kind of like the 2-drop ramp though.
I have never even seen nostalgic dreams before lol. That card looks amazing. I could probably take out treasured find for it. I'll have to find a copy before I can put it in though
Insidious dreams seems alright, I may try it. I thought it would be bad, but now that I think about it, it would be hilarious to put windfall on top of my deck.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
I highly recommend Insidious dreams. You can throw away a primordial and get a reanimation spell on top.
I personally love to throw 3 or 4 huge creatures and then put living death on top.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Nin's theft
Mill all decks
bruna blink
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
The Mimeoplasm does get hated on a lot and you have to be prepared to function as the archenemy even if you did nothing to provoke this. Going aggro/control with Mimeoplasm usually results in losing since you just get targeted by everyone and don't have enough defense.
The Mimeoplasm is very hard to play politically. But in my experience, if you do play it politically, and do it well, there's almost nothing you can't beat.
I found that, regardless of what strategy I use, I will always get targeted by everyone. If I sit down at a new table, almost everyone will target me. If I sit down at a table of friends, they will definitely all target me.
I've tried to reason with people saying things like "mister combo over here" (note: I have 0 real combos in my deck), but it never works. I don't blame them, really, but it makes it ridiculously difficult to play politics, and so I don't.
Obviously if I'm dying horribly, I will try to get someone on my side, but it usually only works if someone else at the table is starting to dominate. I won't purposely piss people off if they aren't targetting me (which does happen every once in a while).
My deck isn't really entirely aggro/control. It's also a durdle deck If I gain the resources and time by doing well in the early/mid game, I will be able to make constant, ridiculous plays in the late game. Aggro-control to me seems like more of a tempo-oriented strategy, but my deck gets ridiculous card advantage, making for a solid late game.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW