![]() ![]() ![]() If budget is less of a concern ], ], and ] are some considerations. ![]() Personally, I like having around 10 pieces of Card Draw, so I'd recommend ], ] (which isn't really draw but it does dig two cards deep and helps you bin cards for Muldrotha to recast, all for the low cost of free), ], ] (also a good sac outlet and great at binning). I also dislike the Stitcher's Supplier since it's only on ETB, but that's also where sac outlets shine: you cast it, mill three, sac it, mill three, then get it back from the graveyard to do it all over again! Plus, she's a planeswalker card for Muldrotha's ability. Her +1 ability doesn't need you to name a card that's actually in your deck if you want to mill all top four cards, and her -3 is an Eternal Witness effect. The enchantment is also going to be harder to destroy. The first can get something back from your yard, the second makes tokens whenever a land hits your graveyard from anywhere (albeit only once a turn), which plays nicely with the mill and with lands like Terramorphic or Blighted Woodland. Skull Prophet is ok, but consider ] or ]. If you add sac outlets, definitely add this. And besides, they can't choose stuff you control anyway. Sometimes your opponents will make a deal or whatever to not destroy each others stuff, but often there are more than one artifact or enchantment that someone else wants gone. If you own one, I think you should run the Druid of Purification out of your Maybeboard: it hits up to three things, one of which you choose. Oh yeah, transmute is pretty good with Muldrotha: you transmute cards like the House Guard or ] and then play them out of your graveyard. ] is a sac outlet that can transmute a 4-drop to your hand and can be cast from the yard with Muldrotha. The first draws you a card on ETB, the second hits more things and makes them a land instead of a creature that can block.īutcher of Malakir seems less good without sacrifice outlets like ].Īnd speaking of, you should probably consider more sacrifice outlets to recast your stuff to get more ETB triggers, more planeswalker activations, etc. Kasmina's Transmutation probably should just be either ] or ]. I would replace this with the Avenger of Zendikar, the classic army in a can. But that's the ceiling the floor is Ghoultree is just a 10/10 do-nothing that you end up spending 8 mana on. I don't really see what Ghoultree does for you in this deck except combo with Jarad, Golgari Lich Lord because of the reduced casting cost. ] is a repeatable tutor that fetches cards into your graveyard. Furthermore, if you have any other consideration regarding the current list structure or choice, feel free to tell me what you think. Obviously, not all the cards may be great for you and that's totally fine! I'm here to hear your thoughts about them and to consider other suggestions if you have any. I really don't know which ones I should prioritize and, above all, I don't really know which cards I should cut from the current list. In the Maybeboard section you can find the cards the I've taken into consideration until now. I've had good results with it in my pod, but now I'm considering new upgrades in order to spice it up a little. I built this deck few years ago starting from Commander Quarters list and started upgrading it over time. I'm here to ask some advices for my Muldrotha list, that you can find here: I hope everyone is safe and that these hard times will pass soon. The real question for me is whether muldrotha in the 99 with my tutor and draw suites is something I can consistently have when I need to recover from removal of important pieces.Hi everybody! First of all, I want to wish you all a happy new year. I do feel like I'd have to retool the deck a little with ol' muldy to be a be slower but harder to disrupt, so a little bit more like the control/combo u started with. I feel like damia probably leads to faster lines of play, but muldrotha would probably lead to more durable ones. Honestly 1-2 turns of her ability should win you the game unless you are so unlucky you draw 7 lands on your first trigger land have nothing like scroll rack to deal with that. Sticking damia on turn 3 usually wins games because you'll basically get a free wheel nearly every turn. The main thing damia does is allow you to play heavily into a ramp strategy they would normally leave you with a lot of mana and no cards in your hand by turn 2-3. That is the main thing that is peaking my interest. ![]()
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