Lotus Cobra: Very meh. It is just 1 mana. Only good early game. Not sure how many sweeps exist in your meta either but one goes off every 2-4 turns after turn 4 in my meta. This wouldn't be around long enough to make much of an impact.
Out of those, I'd go with Cobra. He seems the weaker card of them all. At least Trinket Mage did it's deed when it entered play, and the cards he searches are still very good. Cobra need to stay on the field to be useful. Lich is still good IMO in the late game when nobody has removal anymore.
If you are looking for a better sword carrier I honestly think Nether Traitor is the better choice. The reason being that if he is in your graveyard and your current sword carrier dies you just pay the and you have a new sword carrier that will most likely connect and has haste.
Invisible Stalker is a one time use sword carrier, albeit a bit harder to get rid off the first time and will connect.
In terms of what to remove I will just name off a few things. Some may not seem good to me while being precious to you though so take everything with a grain of salt. You run a ETB theme in your build which doesn't exist in mine for instance.
Hmm... I suppose you're right. I was hoping for something with both hexproof / shroud and haste, but I couldn't find anything useful. I will think about running these somewhere. I'll address your suggestions one at a time:
Possible Cuts Crystal Shard: Not sure how much this fuels your ETB creatures but seems a bit slow.
This is probably getting cut so that I can try out Brutalizer Exarch already.
Skullclamp: You run many more small dudes than I do. I'm on the wall but if you don't draw cards at least twice every time you play this card I would cut it. I also don't really want to be killing off my small guys if I can make them a sword carrier, turning this into a dead card. Having said this I'm totally guilty of running a janky draw card myself in Ancestral Vision so I can't judge. That card sucks late game.
Sometimes Skullclamp doesn't do enough, but a lot of other times it's amazing. Constantly recurring Eternal Witness and then Clamping it to get it back in the graveyard is just insane value. Also really good to have around when going through a Birthing Pod chain. I guess this is cuttable if I absolutely have to find a spot, but it would definitely not be my first choice.
1 of your clones. You choose which one.
Both of the clones are absolutely amazing and I am extremely unlikely to cut either one. I have seriously thought about trying to run Evil Twin or something similar to get another clone effect because they are so good.
Lotus Cobra: Very meh. It is just 1 mana. Only good early game. Not sure how many sweeps exist in your meta either but one goes off every 2-4 turns after turn 4 in my meta. This wouldn't be around long enough to make much of an impact.
I actually agree with you for the most part on this one. He's kind of a pet card because he can give some insanely fast starts with fetchlands, which makes him second only to Sol Ring, but without fetches he isn't that amazing. The fact that he makes mana the turn he comes into play puts him a tier above other mana dorks in my eyes, as does the fact that he can generate mana while also getting in for damage, especially if he's using a Sword. Late game he can be Skullclamped if I don't need the mana. Despite all this though, he is one of the weaker creatures in the deck.
Havengul Lich: I ran this guy for a while but cut it as it was too slow. I didn't get the same benefit though as you run many more ETB effects. You would have to make the call on if you feel it is worth it or too slow.
He definitely is not the kind of card you want early on in the game, and that might mean that he isn't right for your build. However, late game he can completely take over, especially if you have ways to kill off your own creatures (Birthing Pod, Skullclamp, High Market). He also lets you cast creatures from other people's graveyards. My favorite moment with him was when I locked out my two remaining opponents by repeatedly recasting my own Body Double copying the Jenara player's Yosei, the Morning Star, and then copying it with the Riku player's Phantasmal Image to get two Yosei death triggers every turn. Because of its relatively low curve, my deck lacks some of the late game powerhouse plays that some decks have, so cards like this help me to keep up or extend my advantage.
Rune-Scarred Demon: While I love this card in my mono-b deck I find it too slow for Mime. Tutoring is nice. I love it. Still too slow. The only reason to keep it being if your build can abuse the hell out of it.
I actually love this guy because he provides a tutor effect on a body, which makes him extremely abusable. I will often end long Survival of the Fittest chains by dumping him in the graveyard and either Reanimating him or grabbing Body Double to copy him and get Living Death, which is the kind of play that ends games. I can often get his effect multiple times in one game, which gives him a lot more value compared to other tutors that may cost less mana on the surface. I basically consider the top of my curve to be 5 mana, because the only things above that are creatures that can be cheated into play in a variety of different ways.
Trinket Mage: Only three targets, one of which I am suggesting cutting.
Hmm... I feel like I would have a hard time cutting him, even if I also cut Skullclamp, because an early game Sol Ring or late game Sensei's Divining Top can be a crucial step towards winning. He's dead if I already have all three of my one drop artifacts out, in which case I'm probably in a strong position.
Necromancy: Yeah I went there. I was never a big fan of triple colour casting costs in a tri-colour deck. Thanks to Urborg it can be argued black isn't as much of an issues to get 3 of early. I adore this card in Maga. It is a beast. As I play red zone Mime though I generally couldn't afford to pay all that life for cards. Also, why bother paying life for cards when you can dump cards into your graveyard for only mana? They are just as good in there.
I think you are mixing up Necromancy and Necropotence. Necromancy is more comparable to Animate Dead, but I prefer it because of the potentially huge upside of Instant speed compared to the relatively smaller downside of costing one additional mana.
Yawgmoth's Will: Another card that is a beast in my mono-b deck. I tried it out in Mime and just found that without access to stupid levels of mana it wasn't an outright game winner. By turn 10 Mime has access to 16ish, Maga has 40ish. I just don't see the potential. Again, as I play a more red zone style I find I just don't care about the non-Mime targets as much. So unless I am going to be casting death out of my graveyard I prefer precision moves.
I agree that it is not as powerful here as it is in mono black (I played Geth for a while). While we can not generate as much mana as mono black, we generally have a much better overall selection of targets. Having 16-17 mana open to use with Yawg Will is also nothing to sneeze at. Like I said, since the curve of the deck is pretty low, we can cast several spells with the 13-14 mana we have remaining. I have played games where casting Yawg Will with counter backup has resulted in the rest of the table scooping because they couldn't overcome the advantage that I gained from casting it. With an average CMC of just over 3, which should be able to realistically cast 4-5 spells off of Yawg Will, which is still pretty insane.
Edit: Oh and as to Skittles. I agree it is better to always give him haste. In my meta though I can't wait until I have 9-11 mana to just cast Mime, give haste, and hold mana open for regeneration and countering. I'm also more than likely to have any counterspell countered by another player to let the removal go through. People understand how my Mime works and will not give me that amount of time/space if they can help it. Haste is all I usually get. You have more of a protective shell that could allow you to wait longer. It is hard to hide behind an Oracle of Mul Daya/Consuming Aberration level of creature early game.
My meta isn't too fast, outside of Azusa and Krenko. The former is definitely the strongest opponent that this deck has to go up against, while the later is usually handled by sweepers as long as he doesn't have an insane start. Kaalia can occasionally be threatening early on, but it isn't nearly as scary in multiplayer as in 1v1.
Out of those, I'd go with Cobra. He seems the weaker card of them all. At least Trinket Mage did it's deed when it entered play, and the cards he searches are still very good. Cobra need to stay on the field to be useful. Lich is still good IMO in the late game when nobody has removal anymore.
Cobra definitely seems like a reasonable choice to cut. Like I said, he's kind of a pet card for a few reasons, but I will consider taking him out.
Also I've been thinking about Donald's suggestion of Windfall and I think it might be worth trying in place of Thirst for Knowledge, especially considering that I just cut an artifact to bring my current total down to 11 (including artifact creatures). Also Windfall does absolutely disgusting things with Notion Thief, so that might be a nice two-card "synergy."
The more I see dchant the more I want to play it. I know its slow and risky but I'm gonna run it anyways and will post about experiences once I get a chance.
M14 is already looking pretty good with a instant speed reanimate of sorts, a mass reanimate for yourself, a 1 mana flash target creature can't be countered and a few others.
The more I see dchant the more I want to play it. I know its slow and risky but I'm gonna run it anyways and will post about experiences once I get a chance.
M14 is already looking pretty good with a instant speed reanimate of sorts, a mass reanimate for yourself, a 1 mana flash target creature can't be countered and a few others.
My plasm deck is pure reanimator so I'm loving this.
Private Mod Note
():
Rollback Post to RevisionRollBack
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)
Has anyone tried out Ghostly Flicker and Victimize? I find they're basically the same card to an effect.
Ghostly flicker w/ eternal witness/archaeomancer is as many etb effects of a creature in play as times you have 3 mana.
Victimize reanimates early, or with eternal witness/body double/archaeomancer can loop the same way flicker does.
My updated decklist for my Mimeo EDH deck, looking for feedback as awlays, please note this is a BUDGET deck, so please no MONEY card suggestions, thanks in advance.
more phantasmal image, less wonder
Thornling is bad, it might be worth it if you ran more than 2 mass destroy effects.
If you run avenger of zendikar, there really isnt a reason not to run Craterhoof Behemoth.
Has anyone tried out Ghostly Flicker and Victimize? I find they're basically the same card to an effect.
Ghostly flicker w/ eternal witness/archaeomancer is as many etb effects of a creature in play as times you have 3 mana.
Victimize reanimates early, or with eternal witness/body double/archaeomancer can loop the same way flicker does.
more phantasmal image, less wonder
Thornling is bad, it might be worth it if you ran more than 2 mass destroy effects.
If you run avenger of zendikar, there really isnt a reason not to run Craterhoof Behemoth.
Flicker is a decent card best with peregrine drake or palinchron though so you can infinte mana / time warp
Victimize looks good but I would say it is very situational.
Thanks for your suggestions, I am not a fan of Phantasmal Image because of its frail body, I don't understand why you would ditch wonder as it really helps in my meta with my friends Kalia the Vast budget deck as most of his creatures all fly, plus it turns all my creatures into having evasion, is a card I can pitch to Fauna Shaman and Jarad's Orders. The problem with Craterhoof is that my LMTG store sells them at £15 and that I am afraid is way too high just for one card, its why I haven't got the shock lands/inistrad lands either they are just too darn expenssive.
Victimize isn't competitive. Actually, it's pretty terrible depending on where you play. But heck, I even think Buried Alive is too slow.
Phantasmal Image is one of the best creatures in EDH. It kills other generals/eldrazi's and retriggers really good ETB's. If you have access to this and aren't running it. You're doing yourself a disservice.
I suggest you actually proxy up what you want to play with really good prints and find a play group or create a play group that only cares about playing magic. If you are of the mindset "If only I could afford", then it's time to take it to the next level. Don't blow resources that could be spent on getting a GF, helping you afford a car payment, etc. Magic is a great game, but EDH shouldn't cost thousands of dollars to play.
You don't need any (besides sleeves, ink, crappy cards) money to be a good player or enjoy EDH so long as you convince or find the right people to play with.
I both speak for and against wonder it has no middle ground. It has been both game winning and a complete waist of a slot. Every time I want to take it out it has an all star game.
This is my current incarnation. I finally ditched Nim Death Mantle, I guess it was a long time coming. I added Infernal Darkness. Might want to find room for Coalition Relic again b/c of this.
I might end up cutting something for Crop Rotation as I want to be able to Bojuka Bog at instant speed just in case for the Hermit Druid matchup.
I haven't logged into Cockatrice in awhile, I'm not sure if it's operational again, as I'd like to get some HD matches in with this new setup.
I run a Reanimator plasm deck and Vicitimze has been real great for me. I don't know how well it would be in traditional plasm though
Private Mod Note
():
Rollback Post to RevisionRollBack
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)
They are slightly weaker, but I think they are still worth running. In certain situations they could actually be better, like copying an ETB general, but I have to admit that the rules change has decreased their utility a little bit. I still feel like they are very powerful cards though. Getting a 2 mana Sylvan Primordial or Rune-Scarred Demon is just as insane as it was before, and you can still copy your opponents' creatures for value if you want to.
Had a pretty intense game the other day against my buddy's Wydwen, the Biting Gale deck. We got locked into a control struggle, but eventually I was able to stick a couple of small guys, equip them with Swords (Light and Shadow & Feast and Famine), and protect them with counters until I was able to eventually wear him down and secure the victory. I really enjoyed playing this controlling role while also being able to lay down threats that forced my opponent to use his answers up. I am thinking that I may try to shift the deck a little more into this controlling style, perhaps by adding a couple more counterspells or removal spells. I felt like The Mimeoplasm himself served a much more utilitarian role in this matchup, gaining me extra uses of my ETB abilities and a body to put my Swords on and go to town. Brutalizer Exarch proved his worth by coming in off of Birthing Pod to tuck Necropotence, and later coming back to get rid of Maze of Ith so that my Sword beatdown could continue.
My current list. I've been lowering the curve and it is now sitting at 3.6 so im happy with it. I added Lazav to the list as a pain target to kill due to the new clone rules.
Hey just a question, why do you not run mana rocks like coalition relic, darksteel ingot, gilded lotus?
Also, reasoning behind not running deathrite shaman? It's a pretty amazing card for 1 mana thats easily castable, can carry a sword, has 3 abilities, and can exile stuff from your opponents GY.
Private Mod Note
():
Rollback Post to RevisionRollBack
Hi I'm Infecter4life and ironically I only play GBx decks.
Hey just a question, why do you not run mana rocks like coalition relic, darksteel ingot, gilded lotus?
Also, reasoning behind not running deathrite shaman? It's a pretty amazing card for 1 mana thats easily castable, can carry a sword, has 3 abilities, and can exile stuff from your opponents GY.
I can only speak for myself, but mana rocks are just not good in green ETB good stuff. Consider Farhaven Elf. It holds equipment, it can be pitched to Survival of the Fittest or our general. It also dies to Skullclamp and Birthing Pod. Creatures that ramp are so much better then mana rocks. Creatures just provide so much synergy that mana rocks never can. But wait, theres more. If Farhaven Elf dies to Akroma's Vengeance you still have that basic land he got.
Also, reasoning behind not running deathrite shaman? It's a pretty amazing card for 1 mana thats easily castable, can carry a sword, has 3 abilities, and can exile stuff from your opponents GY.
I like Deathrite, but I'm not sure that he is that effective in EDH. I don't think I could reliably make use of his mana ability since I only have 5 fetchlands, and even if I had more, I don't really want to be exiling them as they are better off being reused with Life from the Loam and Crucible of Worlds. There's also the reason that he needs to tap to use his ability, which means I have to wait an entire turn cycle for him to do anything after he comes into play. This is a large part of the reason why I no longer run Fauna Shaman or Trygon Predator. Having another piece of graveyard hate would be nice, but I can't help thinking that the soon to be reprinted Scavenging Ooze would do a better job of this in EDH.
I can only speak for myself, but mana rocks are just not good in green ETB good stuff. Consider Farhaven Elf. It holds equipment, it can be pitched to Survival of the Fittest or our general. It also dies to Skullclamp and Birthing Pod. Creatures that ramp are so much better then mana rocks. Creatures just provide so much synergy that mana rocks never can. But wait, theres more. If Farhaven Elf dies to Akroma's Vengeance you still have that basic land he got.
This basically echoes anything that I could have said about the inclusion of ETB ramp creatures over mana rocks. Sol Ring is to good not to run, but outside of that, I basically choose all ramp dorks over mana rocks for the reasons XeroxedFool listed.
I played Mimeoplasm yesterday and I found Lightning Greaves, Gilded Drake, Bribery and Burgeoning to be really good. My deck is a bit less reanimator and a bit more ramp and goodstuffs than yours since graveyard hate is pretty common in my playgroup. Did you consider those cards?
I played Mimeoplasm yesterday and I found Lightning Greaves, Gilded Drake, Bribery and Burgeoning to be really good. My deck is a bit less reanimator and a bit more ramp and goodstuffs than yours since graveyard hate is pretty common in my playgroup. Did you consider those cards?
I used to run Lightning Greaves, but it's not that great for protecting things, and the haste isn't really needed in this deck since most of the creatures have ETB effects. It just doesn't do enough to justify its spot. Burgeoning is extremely explosive in the early game, but it is is a total dead draw later on. At least with a card like Exploration, it can still give you a small benefit late game, especially with Crucible of Worlds. Burgeoning is unlikely to do anything at all late game, so I am hesitant to use it. I don't actually even run Exploration, which I feel like is a better card overall. Bribery is a pretty good card, but no one in my group really runs any Eldrazi. The combination of this and Prime Time being banned significantly reduces the number of awesome targets. I am working on a UWX control deck that would probably get more benefit out of Bribery than this deck. Gilded Drake is a card that I want to try out once I can get a copy, which I haven't had a chance to do yet.
I personally don't run the ETB style Mimeoplasm that many here do. In don't play swords or mana dorks. I still won't run any mana rocks besides Sol Ring and Chromatic Lantern. They are just too slow compared to the massive tricks we can abuse thanks to green and our graveyard. On that note. I would play Chromatic Lantern over Birds of Paradise any day. This card has helped me out so many times.
I tried out Burgeoning for a few months. 20ish games or so it came up. More often than not it ended up being a dead or near-dead card. Exploration is one of my favourite cards. I absolutely love it and highly recommend it.
I run Bribery in my list as well. This is always an "on the wall" card for me. The thing with Bribery is that it is rarely a dead card. My meta has a number of decks with big creatures. It is just a pure goodstuff card. It doesn't have massive synergy though isn't completely useless. I would say it is a meta call.
Gilded Drake falls into that category of good stuff card with only minimal synergy.
I play with more big body attackers in my list as well. Lightning Greaves helps with that.
Well, I figured I'd post my list around, because I could really use some advice. I like playing the mimeoplasm, because I just love putting cards into graveyards, and then reusing them, and then maybe using them one more time after that. Unlike most mimeoplasm builds I see, I tend to shy away from Living Death, mostly because my opponents tend to have scarier things in their larger graveyards than me, thanks to the heavy mill, and we have a real creature-heavy meta.
I've been wracking my brain over some changes I make on the deck, and thought up a few cards I'd like to add, but I've still be unable to think of what to take out.
Geth, Lord of the Vault: Originally taken out when I first started because it was too mana extensive, but I've tweaked my mana base quite a bit and think I could make him work, despite not having an Urborg (I actually have a Cabal Coffers, just no Urborg). Decree of Pain: I recently picked this one up yesterday, and it's really good. I'm thinking about replacing the Oblivion Stone, since I got a good bit of artifact/enchantment destruction already. Dimir Machinations: In addition to being a useful effect, it can be tutored for a sword, or a mimic vat, or if I'm really desperate a kodama's reach or something. Venser's Journal: I'm already drawing a good bit of cards, so making sure I can keep a full hand, while gaining life is always a good thing. Also, tutorable with Brainspoil. Skithiryx, the Blight Dragon: Used to snipe players out of nowhere. Can't believe I forgot this card existed. I have one, somewhere.. Memory Plunder: A nice way to use giant spells from an opposing graveyard. And it's not exiled, either, so I can reuse it off Eternal Witness. Down // Dirty: Not exactly the best discard or recursion spell, but being able to be both can be a nice way to gain card advantage in a pinch. Lim-Dûl's Vault: Not a draw spell, persay, but from what I've heard this card can be a really nice way to set yourself up for a couple turns. Disciple of Bolas: Cheap way to get a bunch of cards by sacrificing some of my big stuff, or things I pull from another player's graveyard.
Mostly, I'm looking for better ways to put things into graveyards, more ways to use my opponent's resources against them, and more ways to just draw a lot of cards. So I'd appreciate any suggestions on some replacements I can make.
Journal would be my first cut. The discarded phase is great when you have a bunch a creatures in hand. In its place I'd run disciple of bolas. Didn't realize those were what you wanted to add, but I stand by what I said. As for a cut I'd cut rise from the grave it always seemed expensive and there are better options
Well, I figured I'd post my list around, because I could really use some advice. I like playing the mimeoplasm, because I just love putting cards into graveyards, and then reusing them, and then maybe using them one more time after that. Unlike most mimeoplasm builds I see, I tend to shy away from Living Death, mostly because my opponents tend to have scarier things in their larger graveyards than me, thanks to the heavy mill, and we have a real creature-heavy meta.
I've been wracking my brain over some changes I make on the deck, and thought up a few cards I'd like to add, but I've still be unable to think of what to take out.
Geth, Lord of the Vault: Originally taken out when I first started because it was too mana extensive, but I've tweaked my mana base quite a bit and think I could make him work, despite not having an Urborg (I actually have a Cabal Coffers, just no Urborg). Decree of Pain: I recently picked this one up yesterday, and it's really good. I'm thinking about replacing the Oblivion Stone, since I got a good bit of artifact/enchantment destruction already. Dimir Machinations: In addition to being a useful effect, it can be tutored for a sword, or a mimic vat, or if I'm really desperate a kodama's reach or something. Venser's Journal: I'm already drawing a good bit of cards, so making sure I can keep a full hand, while gaining life is always a good thing. Also, tutorable with Brainspoil. Skithiryx, the Blight Dragon: Used to snipe players out of nowhere. Can't believe I forgot this card existed. I have one, somewhere.. Memory Plunder: A nice way to use giant spells from an opposing graveyard. And it's not exiled, either, so I can reuse it off Eternal Witness. Down // Dirty: Not exactly the best discard or recursion spell, but being able to be both can be a nice way to gain card advantage in a pinch. Lim-Dûl's Vault: Not a draw spell, persay, but from what I've heard this card can be a really nice way to set yourself up for a couple turns. Disciple of Bolas: Cheap way to get a bunch of cards by sacrificing some of my big stuff, or things I pull from another player's graveyard.
Mostly, I'm looking for better ways to put things into graveyards, more ways to use my opponent's resources against them, and more ways to just draw a lot of cards. So I'd appreciate any suggestions on some replacements I can make.
Well I'm going to come in and defend Living Death because no single card has won me more games in EDH than that one. Here is how you make sure its amazing for you and crap for everyone else. First, drop the heavy mill theme. I don't like trying to 'enable' The Mimeoplasm. Creatures die and he will always have good targets outside of your yard. A couple spot removal spells is always great for setting him up. Next step, add two or three graveyard removal spells. Bojuka Bog is so free and easy. I run Nihil Spellbomb as well. I use it as apart of my Trinket Mage package. The last step doesn't even require a deck change, make sure you time Living Death correctly. It is almost always the last meaningful spell I cast in a game where I'm going to win. You want to wait for GY hate if their yards are better.
I don't quite get the point of not running Sylvan Primordial. There isn't any need to abuse it, but as far as creatures go, he is pretty boss.
Birthing Pod is so gravy. I love that card maybe too much. Skullclamp is my other baby. Both really bring great card advantage.
I would cut Cultivate and Kodoma's Reach for Wood Elves and Farhaven Elf. If you don't want to cut the sorcery then you could cut the Signets. This increases the power of both Birthing Pod and Skullclamp. Beyond that, creatures hold your Sword of Feast and Famine. Yavimaya Dryad is a card that I'm currently testing that is... okay. It's double green cost is sort of annoying in the early game.
Another card I really love is Sphinx of Uthuun. It is a great top end creature that turns ramp into cards, basically the best feeling in the world.
Out of those, I'd go with Cobra. He seems the weaker card of them all. At least Trinket Mage did it's deed when it entered play, and the cards he searches are still very good. Cobra need to stay on the field to be useful. Lich is still good IMO in the late game when nobody has removal anymore.
Hmm... I suppose you're right. I was hoping for something with both hexproof / shroud and haste, but I couldn't find anything useful. I will think about running these somewhere. I'll address your suggestions one at a time:
This is probably getting cut so that I can try out Brutalizer Exarch already.
Sometimes Skullclamp doesn't do enough, but a lot of other times it's amazing. Constantly recurring Eternal Witness and then Clamping it to get it back in the graveyard is just insane value. Also really good to have around when going through a Birthing Pod chain. I guess this is cuttable if I absolutely have to find a spot, but it would definitely not be my first choice.
Both of the clones are absolutely amazing and I am extremely unlikely to cut either one. I have seriously thought about trying to run Evil Twin or something similar to get another clone effect because they are so good.
I actually agree with you for the most part on this one. He's kind of a pet card because he can give some insanely fast starts with fetchlands, which makes him second only to Sol Ring, but without fetches he isn't that amazing. The fact that he makes mana the turn he comes into play puts him a tier above other mana dorks in my eyes, as does the fact that he can generate mana while also getting in for damage, especially if he's using a Sword. Late game he can be Skullclamped if I don't need the mana. Despite all this though, he is one of the weaker creatures in the deck.
He definitely is not the kind of card you want early on in the game, and that might mean that he isn't right for your build. However, late game he can completely take over, especially if you have ways to kill off your own creatures (Birthing Pod, Skullclamp, High Market). He also lets you cast creatures from other people's graveyards. My favorite moment with him was when I locked out my two remaining opponents by repeatedly recasting my own Body Double copying the Jenara player's Yosei, the Morning Star, and then copying it with the Riku player's Phantasmal Image to get two Yosei death triggers every turn. Because of its relatively low curve, my deck lacks some of the late game powerhouse plays that some decks have, so cards like this help me to keep up or extend my advantage.
I actually love this guy because he provides a tutor effect on a body, which makes him extremely abusable. I will often end long Survival of the Fittest chains by dumping him in the graveyard and either Reanimating him or grabbing Body Double to copy him and get Living Death, which is the kind of play that ends games. I can often get his effect multiple times in one game, which gives him a lot more value compared to other tutors that may cost less mana on the surface. I basically consider the top of my curve to be 5 mana, because the only things above that are creatures that can be cheated into play in a variety of different ways.
Hmm... I feel like I would have a hard time cutting him, even if I also cut Skullclamp, because an early game Sol Ring or late game Sensei's Divining Top can be a crucial step towards winning. He's dead if I already have all three of my one drop artifacts out, in which case I'm probably in a strong position.
I think you are mixing up Necromancy and Necropotence. Necromancy is more comparable to Animate Dead, but I prefer it because of the potentially huge upside of Instant speed compared to the relatively smaller downside of costing one additional mana.
I agree that it is not as powerful here as it is in mono black (I played Geth for a while). While we can not generate as much mana as mono black, we generally have a much better overall selection of targets. Having 16-17 mana open to use with Yawg Will is also nothing to sneeze at. Like I said, since the curve of the deck is pretty low, we can cast several spells with the 13-14 mana we have remaining. I have played games where casting Yawg Will with counter backup has resulted in the rest of the table scooping because they couldn't overcome the advantage that I gained from casting it. With an average CMC of just over 3, which should be able to realistically cast 4-5 spells off of Yawg Will, which is still pretty insane.
My meta isn't too fast, outside of Azusa and Krenko. The former is definitely the strongest opponent that this deck has to go up against, while the later is usually handled by sweepers as long as he doesn't have an insane start. Kaalia can occasionally be threatening early on, but it isn't nearly as scary in multiplayer as in 1v1.
Cobra definitely seems like a reasonable choice to cut. Like I said, he's kind of a pet card for a few reasons, but I will consider taking him out.
EDIT: Making this change
Crystal Shard -> Brutalizer Exarch
Also I've been thinking about Donald's suggestion of Windfall and I think it might be worth trying in place of Thirst for Knowledge, especially considering that I just cut an artifact to bring my current total down to 11 (including artifact creatures). Also Windfall does absolutely disgusting things with Notion Thief, so that might be a nice two-card "synergy."
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
M14 is already looking pretty good with a instant speed reanimate of sorts, a mass reanimate for yourself, a 1 mana flash target creature can't be countered and a few others.
Nin's theft
Mill all decks
bruna blink
My plasm deck is pure reanimator so I'm loving this.
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
Ghostly flicker w/ eternal witness/archaeomancer is as many etb effects of a creature in play as times you have 3 mana.
Victimize reanimates early, or with eternal witness/body double/archaeomancer can loop the same way flicker does.
more phantasmal image, less wonder
Thornling is bad, it might be worth it if you ran more than 2 mass destroy effects.
If you run avenger of zendikar, there really isnt a reason not to run Craterhoof Behemoth.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
Flicker is a decent card best with peregrine drake or palinchron though so you can infinte mana / time warp
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Victimize isn't competitive. Actually, it's pretty terrible depending on where you play. But heck, I even think Buried Alive is too slow.
Phantasmal Image is one of the best creatures in EDH. It kills other generals/eldrazi's and retriggers really good ETB's. If you have access to this and aren't running it. You're doing yourself a disservice.
I suggest you actually proxy up what you want to play with really good prints and find a play group or create a play group that only cares about playing magic. If you are of the mindset "If only I could afford", then it's time to take it to the next level. Don't blow resources that could be spent on getting a GF, helping you afford a car payment, etc. Magic is a great game, but EDH shouldn't cost thousands of dollars to play.
You don't need any (besides sleeves, ink, crappy cards) money to be a good player or enjoy EDH so long as you convince or find the right people to play with.
Nin's theft
Mill all decks
bruna blink
I might end up cutting something for Crop Rotation as I want to be able to Bojuka Bog at instant speed just in case for the Hermit Druid matchup.
I haven't logged into Cockatrice in awhile, I'm not sure if it's operational again, as I'd like to get some HD matches in with this new setup.
1 Phantasmal Image
1 Snapcaster Mage
1 Gilded Drake
1 Baleful Strix
1 Trinket Mage
1 Eternal Witness
1 Fierce Empath
1 Phyrexian Metamorph
1 Glen Elendra Archmage
1 Venser, Shaper Savant
1 Braids, Cabal Minion
1 Phyrexian Delver
1 Consecrated Sphinx
1 Deadeye Navigator
1 Massacre Wurm
1 Palinchron
1 Rune-Scarred Demon
1 Sylvan Primordial
1 Kederekt Leviathan
1 Terastodon
1 Jin-Gitaxias, Core Augur
ETB Trigger Abuse (6)
1 Flash
1 Animate Dead
1 Dance of the Dead
1 Corpse Dance
1 Necromancy
1 Living Death
Hard Tutor (4)
1 Vampiric Tutor
1 Imperial Seal
1 Demonic Tutor
1 Lim-Dul's Vault
1 Entomb
1 Survival of the Fittest
1 Intuition
1 Tooth and Nail
Answers (8)
1 Pithing Needle
1 Nihil Spellbomb
1 Chain of Vapor
1 Nature's Claim
1 Shred Memory
1 Beast Within
1 Pernicious Deed
1 Gaze of Granite
Counters (6)
1 Pact of Negation
1 Negate
1 Muddle the Mixture
1 Mana Drain
1 Counterspell
1 Force of Will
Draw (6)
1 Bazaar of Baghdad
1 Sensei's Divining Top
1 Mystic Remora
1 Life from the Loam
1 Sylvan Library
1 Jace, the Mind Sculptor
Ramp (6)
1 Sol Ring
1 Mana Crypt
1 Talisman of Dominance
1 Golgari Signet
1 Dimir Signet
1 Simic Signet
Mass Land Disruption (2)
1 Natural Affinity
1 Infernal Darkness
1 City of Brass
1 Command Tower
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Misty Rainforest
1 Verdant Catacombs
1 Scalding Tarn
1 Windswept Heath
1 Wooded Foothills
1 Polluted Delta
Dual Colored Land (9)
1 Bayou
1 Underground Sea
1 Tropical Island
1 Overgrown Tomb
1 Breeding Pool
1 Watery Grave
1 Drowned Catacomb
1 Hinterland Harbor
1 Woodland Cemetery
Basic Lands (8)
4 Forest
2 Swamp
2 Island
Utility Lands (8)
1 Phyrexian Tower
1 Diamond Valley
1 High Market
1 Ancient Tomb
1 Barren Moor
1 Lonely Sandbar
1 Tranquil Thicket
1 Bojuka Bog
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
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
They are slightly weaker, but I think they are still worth running. In certain situations they could actually be better, like copying an ETB general, but I have to admit that the rules change has decreased their utility a little bit. I still feel like they are very powerful cards though. Getting a 2 mana Sylvan Primordial or Rune-Scarred Demon is just as insane as it was before, and you can still copy your opponents' creatures for value if you want to.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
00 The Mimeoplasm
CREATURES
01 Acidic Slime
02 Ætherling
03 Consuming Aberration
04 Deathrite Shaman
05 Disciple of Bolas
06 Dreamborn Muse
07 Duskmantle Guildmage
08 Eternal Witness
09 Golgari Grave-Troll
10 Havengul Lich
11 Jace's Archivist
12 Jarad, Golgari Lich Lord
13 Kessig Cagebreakers
14 Laboratory Maniac
15 Lazav, Dimir Mastermind
16 Lord of Extinction
17 Mirror-Mad Phantasm
18 Phyrexian Metamorph
19 Rune-Scarred Demon
20 Scavenging Ooze
21 Sheoldred, Whispering One
22 Terastodon
23 Vulturous Zombie
24 Wonder
25 Wood Elves
26 Wrexial, the Risen Deep
27 Yavimaya Elder
28 Jace, Memory Adept
29 Liliana Vess
ENCHANTMENTS
30 Animate Dead
31 Memory Erosion
SORCERIES
32 Buried Alive
33 Careful Study
34 Cultivate
35 Diabolic Tutor
36 Dread Return
37 Jarad's Orders
38 Life from the Loam
39 Life's Finale
40 Living Death
41 Nostalgic Dreams
42 Reanimate
43 Skyshroud Claim
44 Spelltwine
45 Traumatize
46 Whispering Madness
47 Windfall
INSTANTS
48 Abrupt Decay
49 Brainstorm
50 Entomb
51 Fact or Fiction
52 Muddle the Mixture
53 Spell Crumple
54 Thirst for Knowledge
55 Undermine
56 Dimir Signet
57 Elixir of Immortality
58 Golgari Signet
59 Lightning Greaves
60 Oblivion Stone
61 Simic Signet
62 Sol Ring
LANDS
63 Alchemist's Refuge
64 Bojuka Bog
65 Breeding Pool
66 Command Tower
67 Creeping Tar Pit
68 Dimir Aqueduct
69 Dimir Guildgate
70 Golgari Guildgate
71 Golgari Rot Farm
72 Hinterland Harbor
73 Jwar Isle Refuge
74 Lonely Sandbar
75 Mystifying Maze
76 Simic Growth Chamber
77 Simic Guildgate
78 Svogthos, the Restless Tomb
79 Tainted Isle
80 Temple of the False God
81 Thespian’s Stage
82 Tranquil Thicket
6 Swamp
5 Island
6 Forest
My current list. I've been lowering the curve and it is now sitting at 3.6 so im happy with it. I added Lazav to the list as a pain target to kill due to the new clone rules.
Nin's theft
Mill all decks
bruna blink
Also, reasoning behind not running deathrite shaman? It's a pretty amazing card for 1 mana thats easily castable, can carry a sword, has 3 abilities, and can exile stuff from your opponents GY.
I can only speak for myself, but mana rocks are just not good in green ETB good stuff. Consider Farhaven Elf. It holds equipment, it can be pitched to Survival of the Fittest or our general. It also dies to Skullclamp and Birthing Pod. Creatures that ramp are so much better then mana rocks. Creatures just provide so much synergy that mana rocks never can. But wait, theres more. If Farhaven Elf dies to Akroma's Vengeance you still have that basic land he got.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I like Deathrite, but I'm not sure that he is that effective in EDH. I don't think I could reliably make use of his mana ability since I only have 5 fetchlands, and even if I had more, I don't really want to be exiling them as they are better off being reused with Life from the Loam and Crucible of Worlds. There's also the reason that he needs to tap to use his ability, which means I have to wait an entire turn cycle for him to do anything after he comes into play. This is a large part of the reason why I no longer run Fauna Shaman or Trygon Predator. Having another piece of graveyard hate would be nice, but I can't help thinking that the soon to be reprinted Scavenging Ooze would do a better job of this in EDH.
This basically echoes anything that I could have said about the inclusion of ETB ramp creatures over mana rocks. Sol Ring is to good not to run, but outside of that, I basically choose all ramp dorks over mana rocks for the reasons XeroxedFool listed.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
Not planning on running either one actually. Just going to stay with my land ramp dorks.
I used to run Lightning Greaves, but it's not that great for protecting things, and the haste isn't really needed in this deck since most of the creatures have ETB effects. It just doesn't do enough to justify its spot. Burgeoning is extremely explosive in the early game, but it is is a total dead draw later on. At least with a card like Exploration, it can still give you a small benefit late game, especially with Crucible of Worlds. Burgeoning is unlikely to do anything at all late game, so I am hesitant to use it. I don't actually even run Exploration, which I feel like is a better card overall. Bribery is a pretty good card, but no one in my group really runs any Eldrazi. The combination of this and Prime Time being banned significantly reduces the number of awesome targets. I am working on a UWX control deck that would probably get more benefit out of Bribery than this deck. Gilded Drake is a card that I want to try out once I can get a copy, which I haven't had a chance to do yet.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
I tried out Burgeoning for a few months. 20ish games or so it came up. More often than not it ended up being a dead or near-dead card. Exploration is one of my favourite cards. I absolutely love it and highly recommend it.
I run Bribery in my list as well. This is always an "on the wall" card for me. The thing with Bribery is that it is rarely a dead card. My meta has a number of decks with big creatures. It is just a pure goodstuff card. It doesn't have massive synergy though isn't completely useless. I would say it is a meta call.
Gilded Drake falls into that category of good stuff card with only minimal synergy.
I play with more big body attackers in my list as well. Lightning Greaves helps with that.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
1 The Mimeoplasm
Creatures (27)
1 Sakura-Tribe Elder
1 Yavimaya Elder
1 Fleshbag Marauder
1 Eternal Witness
1 Thrun, the Last Troll
1 Lazav, Dimir Mastermind
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Archaeomancer
1 Acidic Slime
1 Shriekmaw
1 Indrik Stomphowler
1 Corpse Connoisseur
1 Body Double
1 Genesis
1 Consuming Aberration
1 Mulldrifter
1 Bloodgift Demon
1 Wrexial, the Risen Deep
1 Grave Titan
1 Consecrated Sphinx
1 Prime Speaker Zegana
1 Deadeye Navigator
1 Rune-Scarred Demon
1 Krosan Tusker
1 Diluvian Primordial
1 Sheoldred, Whispering One
1 Reanimate
1 Sylvan Scrying
1 Mind Grind
1 Black Sun's Zenith
1 Kodama's Reach
1 Buried Alive
1 Cultivate
1 Fact or Fiction
1 Brainspoil
1 Traumatize
1 Rise from the Grave
1 Praetor's Grasp
1 Beacon of Unrest
1 Life's Finale
1 Walk the Aeons
Instants (6)
1 Beast Within
1 Putrefy
1 Sudden Death
1 Krosan Grip
1 Snuff Out
1 Grisly Spectacle
Planeswalkers (1)
1 Jace, Memory Adept
Enchantments (3)
1 Mind Unbound
1 Animate Dead
1 Phyrexian Arena
Artifacts (12)
1 Sword of Body and Mind
1 Mimic Vat
1 Sword of Feast and Famine
1 Darksteel Plate
1 Oblivion Stone
1 Dimir Signet
1 Golgari Signet
1 Lightning Greaves
1 Mindcrank
1 Swiftfoot Boots
1 Sensei's Divining Top
1 Sol Ring
8 Swamp
5 Forest
5 Island
1 Breeding Pool
1 Overgrown Tomb
1 Watery Grave
1 Woodland Cemetery
1 Drowned Catacomb
1 Hinterland Harbor
1 Jwar Isle Refuge
1 Command Tower
1 Strip Mine
1 Reliquary Tower
1 Vivid Marsh
1 Grixis Panorama
1 Thespian's Stage
1 Temple of the False God
1 Rupture Spire
1 Mystifying Maze
1 Nephalia Drownyard
I've been wracking my brain over some changes I make on the deck, and thought up a few cards I'd like to add, but I've still be unable to think of what to take out.
Geth, Lord of the Vault: Originally taken out when I first started because it was too mana extensive, but I've tweaked my mana base quite a bit and think I could make him work, despite not having an Urborg (I actually have a Cabal Coffers, just no Urborg).
Decree of Pain: I recently picked this one up yesterday, and it's really good. I'm thinking about replacing the Oblivion Stone, since I got a good bit of artifact/enchantment destruction already.
Dimir Machinations: In addition to being a useful effect, it can be tutored for a sword, or a mimic vat, or if I'm really desperate a kodama's reach or something.
Venser's Journal: I'm already drawing a good bit of cards, so making sure I can keep a full hand, while gaining life is always a good thing. Also, tutorable with Brainspoil.
Skithiryx, the Blight Dragon: Used to snipe players out of nowhere. Can't believe I forgot this card existed. I have one, somewhere..
Memory Plunder: A nice way to use giant spells from an opposing graveyard. And it's not exiled, either, so I can reuse it off Eternal Witness.
Down // Dirty: Not exactly the best discard or recursion spell, but being able to be both can be a nice way to gain card advantage in a pinch.
Lim-Dûl's Vault: Not a draw spell, persay, but from what I've heard this card can be a really nice way to set yourself up for a couple turns.
Disciple of Bolas: Cheap way to get a bunch of cards by sacrificing some of my big stuff, or things I pull from another player's graveyard.
Mostly, I'm looking for better ways to put things into graveyards, more ways to use my opponent's resources against them, and more ways to just draw a lot of cards. So I'd appreciate any suggestions on some replacements I can make.
Nin's theft
Mill all decks
bruna blink
Well I'm going to come in and defend Living Death because no single card has won me more games in EDH than that one. Here is how you make sure its amazing for you and crap for everyone else. First, drop the heavy mill theme. I don't like trying to 'enable' The Mimeoplasm. Creatures die and he will always have good targets outside of your yard. A couple spot removal spells is always great for setting him up. Next step, add two or three graveyard removal spells. Bojuka Bog is so free and easy. I run Nihil Spellbomb as well. I use it as apart of my Trinket Mage package. The last step doesn't even require a deck change, make sure you time Living Death correctly. It is almost always the last meaningful spell I cast in a game where I'm going to win. You want to wait for GY hate if their yards are better.
I don't quite get the point of not running Sylvan Primordial. There isn't any need to abuse it, but as far as creatures go, he is pretty boss.
Birthing Pod is so gravy. I love that card maybe too much. Skullclamp is my other baby. Both really bring great card advantage.
I would cut Cultivate and Kodoma's Reach for Wood Elves and Farhaven Elf. If you don't want to cut the sorcery then you could cut the Signets. This increases the power of both Birthing Pod and Skullclamp. Beyond that, creatures hold your Sword of Feast and Famine. Yavimaya Dryad is a card that I'm currently testing that is... okay. It's double green cost is sort of annoying in the early game.
Another card I really love is Sphinx of Uthuun. It is a great top end creature that turns ramp into cards, basically the best feeling in the world.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG