My deck has been feeling sort of weak sometimes lately. There are still the type of games where I get a turn 3 Jin-Gitaxias with counter backup, and those typically end up as easy wins, but I have been having some games lately where I've found that the deck just doesn't have a lot of finishing power outside of Mimeoplasm becoming Skithiryx. I'm sure an infinite combo would solve this problem, but I'm hesitant to do that because I know it would be frowned upon by my playgroup. Ever since the Prime Time banning I have just felt like I have a hard time getting enough mana, which is why I cut a lot of the splashier spells at that point. I was able to continue to have a lot of success utilizing extra turn effects, but my group eventually decided they didn't like those because they chained together far too easily. Since removing those I have just felt that the deck isn't good enough anymore. As I said, there are still some games where I can go absolutely nuts, but I feel the overall power level of the deck is significantly lower.
Ever since the Prime Time banning I have just felt like I have a hard time getting enough mana, which is why I cut a lot of the splashier spells at that point.
Have you considered Exploration? I suppose it's within your budget.
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Commander:GB Jarad, Golgari Lich Lord (list) - U Talrand, Sky Summoner - GRU Maelstrom Wanderer
Have you considered Exploration? I suppose it's within your budget.
I'm not sure Exploration is exactly what I'm looking for since you have to have the lands in hand already, which is not nearly as effective as being able to tutor them out of your deck. Being able to drop Prime Time and immediately go get Urborg and Cabal Coffers led to so many explosive plays that just aren't really possible otherwise. I could probably get my hands on an Exploration to test, but I feel like it would end up being about the same as Oracle of Mul Daya, which I don't really think the deck needs another copy of.
I'm not sure Exploration is exactly what I'm looking for since you have to have the lands in hand already, which is not nearly as effective as being able to tutor them out of your deck.
Is it hard to have a handful of lands with Life from the Loam, Top and the amount of draw you run? Because exploration could also help with the turn-3 Jin-Gitaxias thing you mentioned.
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So the following are just observations (about DTrain's list) that may lead you to figure out how to get the spark back into the deck. I run a vastly different Mimeoplasm deck (essentially Damia combo using Mimeo instead as I greatly dislike having my commander-the most consistent part of an EDH deck-be used only as a backup plan), therefore some of my observations may be a little on the untested side, so my apologies there.
1: Birthing Pod seems too slow. Don't get me wrong, it can be very powerful if left alone. However, you mentioned that you have been lacking punch/explosiveness. Birthing pod, with the tap to use and sorcery speed activation, seems to be the opposite of what you are looking for. Additionally, while you are trading up, in many cases you aren't getting as much card advantage as you might expect as you do have to sac something to use it. Just a thought.
2: I have never really liked Disciple of Bolas. Not sure why, I just never have. I would much prefer Recurring Insight as it will give you a bigger draw target for Mystical Tutor/Snapcaster (other than just Fact or Fiction) and will give you so much more.
3: Farhaven Elf/Wood Elves/Sakura Tribe-Elder are all very interesting and, in my opinion, a bit of a pit fall. Essentially you are trading power for a body:the spell based versions/artifact ramp are generally faster and more effective than the ramp with bodies (PrimeTime being the one exception). In some ways, the body ramp makes sense in Mimeoplasm as he wants critters in the yard, however, this prompts over reliance on Mim. Why not use better ramp and more spot removal so that when you do play Mim, you can grab your opponent's resources. I think using one's own yard for Mim in many ways is bad because the exile effect means that if something goes wrong, you have no way to try again. I know, I know, not a very popular opinion.
All that being said, Trinket Mage is still good as you can find Divining Top, in your case Skullclamp, and in my case Mana Crypt. I go back and forth on using it (it is basically card #101 in my deck).
4: Your counter package seems a bit lacking. You should either buff it up a bit (since you don't play combo I don't think this is necessary), or, better yet, drop it for Teferi+Seedborn Muse+Capsize. This will give you a rather nasty extra win con/hand dumping of your creatures. Teferi is cool too in that Mim effectively becomes instant speed reanimation hate.
5:A few cards you might want to consider as well: Necropotence. Such a broken card. In your deck it would probably be far less dangerous as you run some life gain. I run none and yet it is still broken. Volrath's Stronghold: super effective. If you did get one, however, I would drop High Market for Phyrexian Tower as it offsets the mana necessary for activating Stronghold.
So that is just my current 2 cents. Just looking to stir up your creative juices.
Damn, you have some cards in there that I'm very envious of. Bazaar of Baghdad, Jace TMS, Diamond Valley, all the original duals and fetchlands. Sweet deck.
So the following are just observations (about DTrain's list) that may lead you to figure out how to get the spark back into the deck. I run a vastly different Mimeoplasm deck (essentially Damia combo using Mimeo instead as I greatly dislike having my commander-the most consistent part of an EDH deck-be used only as a backup plan), therefore some of my observations may be a little on the untested side, so my apologies there.
1: Birthing Pod seems too slow. Don't get me wrong, it can be very powerful if left alone. However, you mentioned that you have been lacking punch/explosiveness. Birthing pod, with the tap to use and sorcery speed activation, seems to be the opposite of what you are looking for. Additionally, while you are trading up, in many cases you aren't getting as much card advantage as you might expect as you do have to sac something to use it. Just a thought.
I see what you're saying, but Birthing Pod always does so much work for me whenever I play it. Having to sac a creature isn't that bad because we can always get it back with a reanimation spell or by casting The Mimeoplasm. It isn't the fastest way to do things, but it gains a ton of value over time. It would take a lot of convincing for me to cut this card since it has just about always been awesome for me.
2: I have never really liked Disciple of Bolas. Not sure why, I just never have. I would much prefer Recurring Insight as it will give you a bigger draw target for Mystical Tutor/Snapcaster (other than just Fact or Fiction) and will give you so much more.
I'm not a huge fan of Disciple, but I've found him to be a great source of draw at 4 mana. I've tried Recurring Insight before, but it has never really worked out for me. Usually when I have it in hand, my opponents don't have that many cards. I have seen it generate a lot of card advantage on rare occasions, but it's too inconsistent for my tastes.
3: Farhaven Elf/Wood Elves/Sakura Tribe-Elder are all very interesting and, in my opinion, a bit of a pit fall. Essentially you are trading power for a body:the spell based versions/artifact ramp are generally faster and more effective than the ramp with bodies (PrimeTime being the one exception). In some ways, the body ramp makes sense in Mimeoplasm as he wants critters in the yard, however, this prompts over reliance on Mim. Why not use better ramp and more spot removal so that when you do play Mim, you can grab your opponent's resources. I think using one's own yard for Mim in many ways is bad because the exile effect means that if something goes wrong, you have no way to try again. I know, I know, not a very popular opinion.
All that being said, Trinket Mage is still good as you can find Divining Top, in your case Skullclamp, and in my case Mana Crypt. I go back and forth on using it (it is basically card #101 in my deck).
I agree that they aren't the most powerful form of ramp, but the fact that they come with bodies makes them more useful overall. They are pitchable to Survival, carry Swords, and can be Birthing Podded or Skullclamped to tutor or draw more cards. This deck aims to get a lot of effects on bodies to take advantage of all these mechanics.
4: Your counter package seems a bit lacking. You should either buff it up a bit (since you don't play combo I don't think this is necessary), or, better yet, drop it for Teferi+Seedborn Muse+Capsize. This will give you a rather nasty extra win con/hand dumping of your creatures. Teferi is cool too in that Mim effectively becomes instant speed reanimation hate.
Yeah I know my counter package is pretty light. I just like to be able to have a couple that I can tutor into if the need arises. At some points I ran Hinder and Spell Crumple, but they are not in the deck right now. Teferi and Seedborn Muse are both really good, but I feel like they wouldn't be nearly as useful unless I had both of them in play.
5:A few cards you might want to consider as well: Necropotence. Such a broken card. In your deck it would probably be far less dangerous as you run some life gain. I run none and yet it is still broken. Volrath's Stronghold: super effective. If you did get one, however, I would drop High Market for Phyrexian Tower as it offsets the mana necessary for activating Stronghold.
So that is just my current 2 cents. Just looking to stir up your creative juices.
I had Necro in here for a while but it usually end up making me a huge target. Also the BBB mana cost is an issue sometimes. It's definitely a card I would consider adding back in if I feel like I could consistently cast it.
Did some updates to card choices and a few other sections in the primer as well.
So the following are just observations (about DTrain's list) that may lead you to figure out how to get the spark back into the deck. I run a vastly different Mimeoplasm deck (essentially Damia combo using Mimeo instead as I greatly dislike having my commander-the most consistent part of an EDH deck-be used only as a backup plan), therefore some of my observations may be a little on the untested side, so my apologies there.
1: Birthing Pod seems too slow. Don't get me wrong, it can be very powerful if left alone. However, you mentioned that you have been lacking punch/explosiveness. Birthing pod, with the tap to use and sorcery speed activation, seems to be the opposite of what you are looking for. Additionally, while you are trading up, in many cases you aren't getting as much card advantage as you might expect as you do have to sac something to use it. Just a thought.
2: I have never really liked Disciple of Bolas. Not sure why, I just never have. I would much prefer Recurring Insight as it will give you a bigger draw target for Mystical Tutor/Snapcaster (other than just Fact or Fiction) and will give you so much more.
3: Farhaven Elf/Wood Elves/Sakura Tribe-Elder are all very interesting and, in my opinion, a bit of a pit fall. Essentially you are trading power for a body:the spell based versions/artifact ramp are generally faster and more effective than the ramp with bodies (PrimeTime being the one exception). In some ways, the body ramp makes sense in Mimeoplasm as he wants critters in the yard, however, this prompts over reliance on Mim. Why not use better ramp and more spot removal so that when you do play Mim, you can grab your opponent's resources. I think using one's own yard for Mim in many ways is bad because the exile effect means that if something goes wrong, you have no way to try again. I know, I know, not a very popular opinion.
All that being said, Trinket Mage is still good as you can find Divining Top, in your case Skullclamp, and in my case Mana Crypt. I go back and forth on using it (it is basically card #101 in my deck).
4: Your counter package seems a bit lacking. You should either buff it up a bit (since you don't play combo I don't think this is necessary), or, better yet, drop it for Teferi+Seedborn Muse+Capsize. This will give you a rather nasty extra win con/hand dumping of your creatures. Teferi is cool too in that Mim effectively becomes instant speed reanimation hate.
5:A few cards you might want to consider as well: Necropotence. Such a broken card. In your deck it would probably be far less dangerous as you run some life gain. I run none and yet it is still broken. Volrath's Stronghold: super effective. If you did get one, however, I would drop High Market for Phyrexian Tower as it offsets the mana necessary for activating Stronghold.
So that is just my current 2 cents. Just looking to stir up your creative juices.
I agree with several points and mildly disagree with a few others.
1.) Birthing Pod is casual when compared against the rest of the card pool. Yes, it's value town. About the best thing I've gotten out of it was Podding a Venser into Phyrexian Delver, then the Delver for DEN so I could bounce Venser over and over again. Otherwise, it's just kinda meh for me.
2.) Disciple is a good card, but once again, outclassed by so many other options.
3.) I agree with nixing the elves. One thing to consider with Sac Tribe is Pattern of rebirth. I currently don't run Sac Tribe, but I don't discount them either. They also might garner value with Nim Death Mantle and add to the GY the second creature needed to use the General.
One thing to consider with Mime. Yes. You use your own yard. It's very good and the reason why is you DON'T want your opponent to rez Jin,Gitaxus or Consecrated Sphinx. And if you're winning off of DEN and Palinchron, it's ok to exile the DEN. You can get early Jin's with mimeo. You can use intuition for Jin and Sphinx and some other creature and reanimate with Mimeo. This mode is insane. I never want the option for my opponents to rez these things.
5.) I whole heartly disagree with necropotence for mime lists. I swear by this card. It's so good, but the exiling card effect kills any chance of using survival of the fittest or pitching a creature to rez.
Damn, you have some cards in there that I'm very envious of. Bazaar of Baghdad, Jace TMS, Diamond Valley, all the original duals and fetchlands. Sweet deck.
Unfortunately I don't own Bazaar, Imperial Seal, or the dual lands. My friend has a pretty beat up Bazaar he was going to let go for $170, and normally I just don't care about condition of cards, but this one was just bad, so.....and I don't know if I'll ever get an Imperial Seal. But that's my list in it's full form, and it still needs tweaking.
The two biggest threats of win conditions I keep in mind are always kiki-jiki and hermit druid.
And the biggest hate cards I'm always thinking about are blood moon effects and Aven Mindcensor. I'm more worried about those cards than GY hate.
Has phyrexian arena been any good here? This list seems pretty fast for a card like that what's your average critical game ending turn 6-7? If so seems kinda slow not bad but not good also crappy top deck after t3
Necropotence: I am a big fan of this card and my is it broken. I would never play it it my Mime deck however. You do not discard with it out. I hoses Survival of the Fittest and any other discard engine you run. I personally would rather be filling my G/Y and using a potentially poorer draw spell. Why not run Rhystic Study? Is your group one that will always pay the 1? Your one drop slot is light while your 3 drops aren't. If your curve worries you I am a big fan of Ancestral Vison.
Exploration: Back to the 1 drop argument here as well. Played turn 1 this card is DAMN good. With a Crucible of Worlds out you can double Strip Mine. With an Oracle you can triple Strip Mine. I can't stress how fast you can eliminate an opponent using just this tactic. Never a main plain but always a great backup. Can also act as a combo piece in a Mickey Mouse version of Primetime. It requires you to have Loam or Crucible to ensure you can play the lands chucked into the GY. Grab your lands with Realms Uncharted. No matter what lands your opponents choose you win. Man I love Realms Uncharted
Teferi, Mage of Zhalfir: I generally will not touch a triple single colour casting cost in a tri-colour deck. Teferi is the one exception I have to this rule. The benefit it gives you in an added layer of protection for Mime is amazing. The flash ability is just gravy. I personally don't run Seedborn Muse in my list and don't really feel it would be an amazing addition. As such I can't give advice on that pairing.
Mana Dorks: I don't run a sword package in my list. As such all my ramp is spell based with the exception of Yavimaya Elder. I do feel that with a sword package it could be worth it though.
I understand what you guys are saying about Necropotence being bad in normal Mim decks. However, I think I have only had an issue with it once, maybe twice, and the reason is because I only run one discard outlet as I am not looking to reanimate my own yard. I also don't use said discard outlet (Survival) as a discard outlet, but instead run it as a means to win. Thus, Necropotence is a game winner in my deck.
My deck has been feeling sort of weak sometimes lately. There are still the type of games where I get a turn 3 Jin-Gitaxias with counter backup, and those typically end up as easy wins, but I have been having some games lately where I've found that the deck just doesn't have a lot of finishing power outside of Mimeoplasm becoming Skithiryx. I'm sure an infinite combo would solve this problem, but I'm hesitant to do that because I know it would be frowned upon by my playgroup. Ever since the Prime Time banning I have just felt like I have a hard time getting enough mana, which is why I cut a lot of the splashier spells at that point. I was able to continue to have a lot of success utilizing extra turn effects, but my group eventually decided they didn't like those because they chained together far too easily. Since removing those I have just felt that the deck isn't good enough anymore. As I said, there are still some games where I can go absolutely nuts, but I feel the overall power level of the deck is significantly lower.
I've been feeling the same. Do you think it could be that we're trying to be both reactive and proactive at the same time? Maybe we could cut an answer for a threat?
I've been feeling the same. Do you think it could be that we're trying to be both reactive and proactive at the same time? Maybe we could cut an answer for a threat?
It's certainly worth a shot. Is there a particular switch you had in mind? I think I may want to add Deadeye Navigator back in because he does so many awesome things for this deck. Then again, he's really slow, which is why I cut him in the first place. I really just don't know. Maybe more / better ramp is the best answer.
I've been feeling the same. Do you think it could be that we're trying to be both reactive and proactive at the same time? Maybe we could cut an answer for a threat?
If you recall earlier in the thread I am in the process of testing my build with less spot removal for the same reasons. I just felt that Mime can be way too fast for most decks. Why slow it down with answers? Make my threats faster and more terrifying than their's. Right now I only cut about half of what was there before and have only two games to go on.
If you recall earlier in the thread I am in the process of testing my build with less spot removal for the same reasons. I just felt that Mime can be way too fast for most decks. Why slow it down with answers? Make my threats faster and more terrifying than their's. Right now I only cut about half of what was there before and have only two games to go on.
Do you have the list that you're testing posted? I'd love to see it and possibly try it myself.
I understand what you guys are saying about Necropotence being bad in normal Mim decks. However, I think I have only had an issue with it once, maybe twice, and the reason is because I only run one discard outlet as I am not looking to reanimate my own yard. I also don't use said discard outlet (Survival) as a discard outlet, but instead run it as a means to win. Thus, Necropotence is a game winner in my deck.
I feel like it's a lot more consistent trying to reanimate from your own graveyard since you have no control over what your opponents run, but a significant influence over what end up in your graveyard. To me this is a huge factor and definitely takes a bit of the merit away from Necropotence.
I am still trying to find the balance of my new changes but here is what it currently looks like. I think it will be fine though. I also know that I no longer run Butcher of Malakir in here but forgot what I swapped in for it. I'll just leave in there for now. Finally, I want to drop Artisan of Kozilek for Sylvan Primordial ASAP.
I swapped out this for my testing period.
Spell Crumple ---> Consuming Aberration
Hinder ---> Nether Traitor
Putrefy ---> Phyrexian Arena
Pongify ---> Burgeoning
(I also changed out 1 Vivid Grove ---> Buried Ruin)
What ramp do you two play in your decks? I did a quick once over and didn't notice much. I think both of you chose the mana dork route. As they aren't as efficient perhaps they need some more help?
I honestly rarely have issues with ramp. I'm playing Explosive Vegetation, Realms Uncharted, Oracle of Mul Daya, Exploration, Yavimaya Elder, Crop Rotation, Exploration Map, Sol Ring, Chromatic Lens, Crucible of Worlds and Life from the Loam. While some aren't exactly ramp when played properly all contribute to tempo and card advantage.
I can't say enough good things about Crucible + Exploration, Oracle, Loam and/or Burgeoning combo. Being able to hit 3-4 land drops per turn/rotation is better than any ramp spell can ever hope to achieve.
You spoke of game ending threats being an issue for you Dtrain. I know you focus on the reanimation of Skittles as a primary wincon but I still recommend running one of the creature pairs that include Lord of Extinction, Consuming Aberration, Nether Traitor, and Invisible Stalker. Straight up they win games.
I understand what you guys are saying about Necropotence being bad in normal Mim decks. However, I think I have only had an issue with it once, maybe twice, and the reason is because I only run one discard outlet as I am not looking to reanimate my own yard. I also don't use said discard outlet (Survival) as a discard outlet, but instead run it as a means to win. Thus, Necropotence is a game winner in my deck.
I feel like it's a lot more consistent trying to reanimate from your own graveyard since you have no control over what your opponents run, but a significant influence over what end up in your graveyard. To me this is a huge factor and definitely takes a bit of the merit away from Necropotence.
I started my list off as board mill. After a while I came to the conclusion it just isn't reliable enough. I was screwed against a good 1/3 of the decks I would play against as they just don't have threats you can win with. It is also really easy to abuse your own graveyard in this game.
Chef as much as you say that the idea behind your deck is to be fast, I can't help but notice a few cards that I find to be fairly slow or weak. So I'd like to hear your explanation on a few cards!
Artisan of Kozilek
Mind's Eye
Rite of Rep
7 Come into play tapped lands
5 colorless land
If you really want to abuse the exploration / burgeoning business, I'd suggest grabbing academy ruins to recur your crucible, adding wasteland, and either ghost quarter / tec edge. I think you should remove the cycle lands, and probably pull most of the utility lands with the loss of primeval titan. Vesuva has made its way out of my list, the vivids are all bad, you need more fetches, there's no reason not to be able to trade into all the rav dual lands now, and buried ruin should be academy ruins.
I think you run a lot of enablers with Mimeo, but not enough actual win cons. I see skithiryx + 6 counters, invisible stalker / nether traitor / anything with evasion + LoE / Consuming Abarrition, and that's about it. Anyone with a Jester's cap could pretty easily take you out of the game (IMO) by just getting rid of skith, loe, and abarrition (unless I'm missing something).
To compare lists (I run Jenara bant) Dtrain's list is to mine, like yours is to exalted rafiq. Essentially just a 1.H.K.O. from the general coming out of the gate awfully fast, but there's a distinct lack of card advantage in that kind of strategy and you're essentially removing yourself from the bug goodstuff kind of decklist. Again, I can be missing something here.
I think you may be thinking I'm trying to turn this into a turn 3-4 kill deck and that isn't the case. I like my deck and consider it competitive but if I ever played it in a true competitive scene it would get smoked. It is no Zur, Scion, etc. For kitchen table level magic I feel it is plenty fast.
Artisan if you saw is the next card to cut from my creature list. Sylvan Primordial is going there.
The remaining two vivid lands are waiting to be swapped out with shock lands. $$$ has been the issue. I'm waiting for that dragon set with them for the price to hit rock bottom. Unless I can get them in a trade that is.
The cycle lands are there for some late game CA bump with Loam. They aren't great however and if something better comes up at some point I'll probably run it.
Rite of Rep is a great late game I win button. My meta is full of big creatures to use it on.
I also agree I'm at the absolute max and possible 1 or 2 above the level of utility lands I should be running though. I just love utility lands. I may move Maze over to another deck but it just makes the most sense to have it in here to me. I also really like the card in my meta.
I have an unhealthy love for Mind's Eye. I play it in too many decks for sure. Oh well. It stays.
Academy ruins is $$$ and I haven't had luck trading for one. I run Buried Ruin as a weak version. Vesuva will probably become Thespian's Stage soon.
Fetches are WAY too expensive and will never make it in here until they drop below $15. Which is never.
Issues like Jester's Cap have never come up. I'm a kitchen table player and play with the same group of people day in a day out. I run Sadistic Sacrament in one deck and Cap in two others. I can firmly say most if not all decks will lose to a kicked Sacrament and some even fold to cap effects. Only one other deck in my meta runs Cap effects. As such I don't need to worry about it. The great thing about Mime is that if your own wincon gets exiled you always have every other graveyard in the game to get wincon out of as well.
I also play in 3-4 play games almost exclusively. I don't need much staying power. I don't like combo and will never play it in any deck so my options are limited compared to some. I don't mind though.
I wish I had an Intuition that would be really sweet in this deck. Rhystic Study might need testing. I sort of trained my playgroup to pay 1 when other people ran it though :\.
I think I might run Consecrated Sphinx. It seems like a pretty nasty guy that I'm not running.
Carpet of Flowers is a good sideboard card if your meta has a lot of blue decks. I've been tinkering with it a lot lately and even with only 1 blue deck at the table, it's still pretty ridiculous if you can tutor for it early.
If you recall earlier in the thread I am in the process of testing my build with less spot removal for the same reasons. I just felt that Mime can be way too fast for most decks. Why slow it down with answers? Make my threats faster and more terrifying than their's. Right now I only cut about half of what was there before and have only two games to go on.
Exactly, this deck should be tapping out like crazy and putting pressure on the field.
I have been playing The Mimeoplasm for a long time. I quit playing it not too long ago because I really wanted something new for EDH. I like to play quirky generals with abilities that are unique and that can be explored to some degree. I do not like degenerative combo and since I played Dralnu taking turns upon turns, I was deemed the player who liked to do degenerative non combo kills.
I explored a few other generals but The Mimeoplasm is the most fun I have had without getting everyone in our area to a point where they will not play with me. That however, is where I am still walking on the fence. My deck is annoying and efficient and it is a blast.
Basically, the deck focuses on rooting through it's library to dig it's way into it's toolbox. There are a number of powerful enables that also help combat graveyard hate, such as Mesmiric Orb, Life's Finale, Memory Jar and a few others. The entire deck is essentially a giant toolbox which toolboxes back into itself time and time again and ultimately just out powers your opponents.
There are some pretty cute interactions as well, such as Putrefax + Lord of Extinction to help you one shot a major threat if need be.
It is an updated list with Gatecrash and I must say that I am loving the additions thus far. They let me expand on the best parts about this deck... putting out fatties, drawing a ton of cards and reanimating corpses!
Good looking unique looking build Kamahl. From the look of your support you seem to have the creme de la creme. Despite that you don't run the usual choices across the board.
I have never considered Putrefax for Mime to be honest. There is potential. Why do you prefer it over Skithiryx, the Blight Dragon if you don't mind me asking.
I have been playing The Mimeoplasm for a long time. I quit playing it not too long ago because I really wanted something new for EDH. I like to play quirky generals with abilities that are unique and that can be explored to some degree. I do not like degenerative combo and since I played Dralnu taking turns upon turns, I was deemed the player who liked to do degenerative non combo kills.
I explored a few other generals but The Mimeoplasm is the most fun I have had without getting everyone in our area to a point where they will not play with me. That however, is where I am still walking on the fence. My deck is annoying and efficient and it is a blast.
Basically, the deck focuses on rooting through it's library to dig it's way into it's toolbox. There are a number of powerful enables that also help combat graveyard hate, such as Mesmiric Orb, Life's Finale, Memory Jar and a few others. The entire deck is essentially a giant toolbox which toolboxes back into itself time and time again and ultimately just out powers your opponents.
There are some pretty cute interactions as well, such as Putrefax + Lord of Extinction to help you one shot a major threat if need be.
It is an updated list with Gatecrash and I must say that I am loving the additions thus far. They let me expand on the best parts about this deck... putting out fatties, drawing a ton of cards and reanimating corpses!
It seems to me like you run a pretty high mana curve without a lot of ramp and only 35 lands. If this was my deck I would be really worried about the mana. I run 37 land plus a bit more ramp than you along with a lower curve, and I still find myself feeling like more ramp or another land would be good to have sometimes. Have you been getting by alright being so light on mana?
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
Have you considered Exploration? I suppose it's within your budget.
Pauper: UR some horrible homebrew izzet deck
I'm not sure Exploration is exactly what I'm looking for since you have to have the lands in hand already, which is not nearly as effective as being able to tutor them out of your deck. Being able to drop Prime Time and immediately go get Urborg and Cabal Coffers led to so many explosive plays that just aren't really possible otherwise. I could probably get my hands on an Exploration to test, but I feel like it would end up being about the same as Oracle of Mul Daya, which I don't really think the deck needs another copy of.
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
Is it hard to have a handful of lands with Life from the Loam, Top and the amount of draw you run? Because exploration could also help with the turn-3 Jin-Gitaxias thing you mentioned.
Pauper: UR some horrible homebrew izzet deck
1 Phantasmal Image
1 Snapcaster Mage
1 Gilded Drake
1 Baleful Strix
1 Sylvok Replica
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
Reanimation 5
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
Other Tutor 2
1 Crop Rotation
1 Tooth and Nail
Answers 8
1 Pithing Needle
1 Nihil Spellbomb
1 Powder Keg
1 Nature's Claim
1 Go for the Throat
1 Shred Memory
1 Beast Within
1 Pernicious Deed
Counters 5
1 Pact of Negation
1 Muddle the Mixture
1 Mana Drain
1 Counterspell
1 Force of Will
Draw 4
1 Bazaar of Baghdad
1 Sensei's Divining Top
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
1 Coaltion Relic
Combo/Misc 4
1 Nim Deathmantle
1 Flash
1 Life from the Loam
1 Natural Affinity
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 Color 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 Academy Ruins
1 Barren Moor
1 Lonely Sandbar
1 Bojuka Bog
1: Birthing Pod seems too slow. Don't get me wrong, it can be very powerful if left alone. However, you mentioned that you have been lacking punch/explosiveness. Birthing pod, with the tap to use and sorcery speed activation, seems to be the opposite of what you are looking for. Additionally, while you are trading up, in many cases you aren't getting as much card advantage as you might expect as you do have to sac something to use it. Just a thought.
2: I have never really liked Disciple of Bolas. Not sure why, I just never have. I would much prefer Recurring Insight as it will give you a bigger draw target for Mystical Tutor/Snapcaster (other than just Fact or Fiction) and will give you so much more.
3: Farhaven Elf/Wood Elves/Sakura Tribe-Elder are all very interesting and, in my opinion, a bit of a pit fall. Essentially you are trading power for a body:the spell based versions/artifact ramp are generally faster and more effective than the ramp with bodies (PrimeTime being the one exception). In some ways, the body ramp makes sense in Mimeoplasm as he wants critters in the yard, however, this prompts over reliance on Mim. Why not use better ramp and more spot removal so that when you do play Mim, you can grab your opponent's resources. I think using one's own yard for Mim in many ways is bad because the exile effect means that if something goes wrong, you have no way to try again. I know, I know, not a very popular opinion.
All that being said, Trinket Mage is still good as you can find Divining Top, in your case Skullclamp, and in my case Mana Crypt. I go back and forth on using it (it is basically card #101 in my deck).
4: Your counter package seems a bit lacking. You should either buff it up a bit (since you don't play combo I don't think this is necessary), or, better yet, drop it for Teferi+Seedborn Muse+Capsize. This will give you a rather nasty extra win con/hand dumping of your creatures. Teferi is cool too in that Mim effectively becomes instant speed reanimation hate.
5:A few cards you might want to consider as well: Necropotence. Such a broken card. In your deck it would probably be far less dangerous as you run some life gain. I run none and yet it is still broken. Volrath's Stronghold: super effective. If you did get one, however, I would drop High Market for Phyrexian Tower as it offsets the mana necessary for activating Stronghold.
So that is just my current 2 cents. Just looking to stir up your creative juices.
Damn, you have some cards in there that I'm very envious of. Bazaar of Baghdad, Jace TMS, Diamond Valley, all the original duals and fetchlands. Sweet deck.
I see what you're saying, but Birthing Pod always does so much work for me whenever I play it. Having to sac a creature isn't that bad because we can always get it back with a reanimation spell or by casting The Mimeoplasm. It isn't the fastest way to do things, but it gains a ton of value over time. It would take a lot of convincing for me to cut this card since it has just about always been awesome for me.
I'm not a huge fan of Disciple, but I've found him to be a great source of draw at 4 mana. I've tried Recurring Insight before, but it has never really worked out for me. Usually when I have it in hand, my opponents don't have that many cards. I have seen it generate a lot of card advantage on rare occasions, but it's too inconsistent for my tastes.
I agree that they aren't the most powerful form of ramp, but the fact that they come with bodies makes them more useful overall. They are pitchable to Survival, carry Swords, and can be Birthing Podded or Skullclamped to tutor or draw more cards. This deck aims to get a lot of effects on bodies to take advantage of all these mechanics.
Yeah I know my counter package is pretty light. I just like to be able to have a couple that I can tutor into if the need arises. At some points I ran Hinder and Spell Crumple, but they are not in the deck right now. Teferi and Seedborn Muse are both really good, but I feel like they wouldn't be nearly as useful unless I had both of them in play.
I had Necro in here for a while but it usually end up making me a huge target. Also the BBB mana cost is an issue sometimes. It's definitely a card I would consider adding back in if I feel like I could consistently cast it.
Did some updates to card choices and a few other sections in the primer as well.
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 agree with several points and mildly disagree with a few others.
1.) Birthing Pod is casual when compared against the rest of the card pool. Yes, it's value town. About the best thing I've gotten out of it was Podding a Venser into Phyrexian Delver, then the Delver for DEN so I could bounce Venser over and over again. Otherwise, it's just kinda meh for me.
2.) Disciple is a good card, but once again, outclassed by so many other options.
3.) I agree with nixing the elves. One thing to consider with Sac Tribe is Pattern of rebirth. I currently don't run Sac Tribe, but I don't discount them either. They also might garner value with Nim Death Mantle and add to the GY the second creature needed to use the General.
One thing to consider with Mime. Yes. You use your own yard. It's very good and the reason why is you DON'T want your opponent to rez Jin,Gitaxus or Consecrated Sphinx. And if you're winning off of DEN and Palinchron, it's ok to exile the DEN. You can get early Jin's with mimeo. You can use intuition for Jin and Sphinx and some other creature and reanimate with Mimeo. This mode is insane. I never want the option for my opponents to rez these things.
5.) I whole heartly disagree with necropotence for mime lists. I swear by this card. It's so good, but the exiling card effect kills any chance of using survival of the fittest or pitching a creature to rez.
Unfortunately I don't own Bazaar, Imperial Seal, or the dual lands. My friend has a pretty beat up Bazaar he was going to let go for $170, and normally I just don't care about condition of cards, but this one was just bad, so.....and I don't know if I'll ever get an Imperial Seal. But that's my list in it's full form, and it still needs tweaking.
The two biggest threats of win conditions I keep in mind are always kiki-jiki and hermit druid.
And the biggest hate cards I'm always thinking about are blood moon effects and Aven Mindcensor. I'm more worried about those cards than GY hate.
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
Necropotence: I am a big fan of this card and my is it broken. I would never play it it my Mime deck however. You do not discard with it out. I hoses Survival of the Fittest and any other discard engine you run. I personally would rather be filling my G/Y and using a potentially poorer draw spell. Why not run Rhystic Study? Is your group one that will always pay the 1? Your one drop slot is light while your 3 drops aren't. If your curve worries you I am a big fan of Ancestral Vison.
Exploration: Back to the 1 drop argument here as well. Played turn 1 this card is DAMN good. With a Crucible of Worlds out you can double Strip Mine. With an Oracle you can triple Strip Mine. I can't stress how fast you can eliminate an opponent using just this tactic. Never a main plain but always a great backup. Can also act as a combo piece in a Mickey Mouse version of Primetime. It requires you to have Loam or Crucible to ensure you can play the lands chucked into the GY. Grab your lands with Realms Uncharted. No matter what lands your opponents choose you win. Man I love Realms Uncharted
Teferi, Mage of Zhalfir: I generally will not touch a triple single colour casting cost in a tri-colour deck. Teferi is the one exception I have to this rule. The benefit it gives you in an added layer of protection for Mime is amazing. The flash ability is just gravy. I personally don't run Seedborn Muse in my list and don't really feel it would be an amazing addition. As such I can't give advice on that pairing.
Mana Dorks: I don't run a sword package in my list. As such all my ramp is spell based with the exception of Yavimaya Elder. I do feel that with a sword package it could be worth it though.
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.
I've been feeling the same. Do you think it could be that we're trying to be both reactive and proactive at the same time? Maybe we could cut an answer for a threat?
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
It's certainly worth a shot. Is there a particular switch you had in mind? I think I may want to add Deadeye Navigator back in because he does so many awesome things for this deck. Then again, he's really slow, which is why I cut him in the first place. I really just don't know. Maybe more / better ramp is the best answer.
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
If you recall earlier in the thread I am in the process of testing my build with less spot removal for the same reasons. I just felt that Mime can be way too fast for most decks. Why slow it down with answers? Make my threats faster and more terrifying than their's. Right now I only cut about half of what was there before and have only two games to go on.
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.
Do you have the list that you're testing posted? I'd love to see it and possibly try it myself.
I feel like it's a lot more consistent trying to reanimate from your own graveyard since you have no control over what your opponents run, but a significant influence over what end up in your graveyard. To me this is a huge factor and definitely takes a bit of the merit away from Necropotence.
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
1x The Mimeoplasm
Creatures (19)
1x Artisan of Kozilek
1x Teferi, Mage of Zhalfir
1x Invisible Stalker
1x Lord of Extinction
1x Hermit Druid
1x Phyrexian Metamorph
1x Eternal Witness
1x Jin-Gitaxias, Core Augur
1x Yavimaya Elder
1x Sheoldred, Whispering One
1x Consecrated Sphinx
1x Oracle of Mul Daya
1x Butcher of Malakir
1x Fleshbag Marauder
1x Kokusho, the Evening Star
1x Skithiryx, the Blight Dragon
1x Acidic Slime
1x Consuming Aberration
1x Nether Traitor
Enchantments (6)
1x Exploration
1x Defense of the Heart
1x Rhystic Study
1x Survival of the Fittest
1x Phyrexian Arena
1x Burgeoning
Instants (11)
1x Vampiric Tutor
1x Fact or Fiction
1x Krosan Grip
1x Voidslime
1x Constant Mists
1x Crop Rotation
1x Forbid
1x Abrupt Decay
1x Entomb
1x Cyclonic Rift
1x Intuition
1x Mind's Eye
1x Crucible of Worlds
1x Chromatic Lantern
1x Sol Ring
1x Expedition Map
1x Lightning Greaves
1x Oblivion Stone
1x Sensei's Divining Top
Sorcery (15)
1x Rite of Replication
1x Life from the Loam
1x Ancestral Vision
1x Buried Alive
1x Jarad's Orders
1x Demonic Tutor
1x Explosive Vegetation
1x Living Death
1x Reanimate
1x Realms Uncharted
1x Exhume
1x Harmonize
1x Life's Finale
1x Yawgmoth's Will
1x Damnation
Lands (39)
1x Strip Mine
1x Vesuva
1x Maze of Ith
1x Twilight Mire
1x Yavimaya Coast
1x Tranquil Thicket
1x Lonely Sandbar
1x Overgrown Tomb
1x Tainted Isle
1x Verdant Catacombs
1x Darkslick Shores
1x Command Tower
1x Barren Moor
1x Woodland Cemetery
1x Flooded Grove
1x Vivid Creek
1x Urborg, Tomb of Yawgmoth
1x Buried Ruin
1x Alchemist's Refuge
1x Sunken Ruins
1x Hinterland Harbor
1x Cavern of Souls
1x Tainted Wood
1x Volrath's Stronghold
1x Rogue's Passage
1x Vivid Marsh
4x Forest
5x Island
3x Swamp
I am still trying to find the balance of my new changes but here is what it currently looks like. I think it will be fine though. I also know that I no longer run Butcher of Malakir in here but forgot what I swapped in for it. I'll just leave in there for now. Finally, I want to drop Artisan of Kozilek for Sylvan Primordial ASAP.
I swapped out this for my testing period.
Spell Crumple ---> Consuming Aberration
Hinder ---> Nether Traitor
Putrefy ---> Phyrexian Arena
Pongify ---> Burgeoning
(I also changed out 1 Vivid Grove ---> Buried Ruin)
Essentially -4 Answers, +1 Draw, +1 Ramp, +2 Threats
What ramp do you two play in your decks? I did a quick once over and didn't notice much. I think both of you chose the mana dork route. As they aren't as efficient perhaps they need some more help?
I honestly rarely have issues with ramp. I'm playing Explosive Vegetation, Realms Uncharted, Oracle of Mul Daya, Exploration, Yavimaya Elder, Crop Rotation, Exploration Map, Sol Ring, Chromatic Lens, Crucible of Worlds and Life from the Loam. While some aren't exactly ramp when played properly all contribute to tempo and card advantage.
I can't say enough good things about Crucible + Exploration, Oracle, Loam and/or Burgeoning combo. Being able to hit 3-4 land drops per turn/rotation is better than any ramp spell can ever hope to achieve.
You spoke of game ending threats being an issue for you Dtrain. I know you focus on the reanimation of Skittles as a primary wincon but I still recommend running one of the creature pairs that include Lord of Extinction, Consuming Aberration, Nether Traitor, and Invisible Stalker. Straight up they win games.
I started my list off as board mill. After a while I came to the conclusion it just isn't reliable enough. I was screwed against a good 1/3 of the decks I would play against as they just don't have threats you can win with. It is also really easy to abuse your own graveyard in this game.
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.
Artisan of Kozilek
Mind's Eye
Rite of Rep
7 Come into play tapped lands
5 colorless land
If you really want to abuse the exploration / burgeoning business, I'd suggest grabbing academy ruins to recur your crucible, adding wasteland, and either ghost quarter / tec edge. I think you should remove the cycle lands, and probably pull most of the utility lands with the loss of primeval titan. Vesuva has made its way out of my list, the vivids are all bad, you need more fetches, there's no reason not to be able to trade into all the rav dual lands now, and buried ruin should be academy ruins.
I think you run a lot of enablers with Mimeo, but not enough actual win cons. I see skithiryx + 6 counters, invisible stalker / nether traitor / anything with evasion + LoE / Consuming Abarrition, and that's about it. Anyone with a Jester's cap could pretty easily take you out of the game (IMO) by just getting rid of skith, loe, and abarrition (unless I'm missing something).
To compare lists (I run Jenara bant) Dtrain's list is to mine, like yours is to exalted rafiq. Essentially just a 1.H.K.O. from the general coming out of the gate awfully fast, but there's a distinct lack of card advantage in that kind of strategy and you're essentially removing yourself from the bug goodstuff kind of decklist. Again, I can be missing something here.
Artisan if you saw is the next card to cut from my creature list. Sylvan Primordial is going there.
The remaining two vivid lands are waiting to be swapped out with shock lands. $$$ has been the issue. I'm waiting for that dragon set with them for the price to hit rock bottom. Unless I can get them in a trade that is.
The cycle lands are there for some late game CA bump with Loam. They aren't great however and if something better comes up at some point I'll probably run it.
Rite of Rep is a great late game I win button. My meta is full of big creatures to use it on.
I also agree I'm at the absolute max and possible 1 or 2 above the level of utility lands I should be running though. I just love utility lands. I may move Maze over to another deck but it just makes the most sense to have it in here to me. I also really like the card in my meta.
I have an unhealthy love for Mind's Eye. I play it in too many decks for sure. Oh well. It stays.
Academy ruins is $$$ and I haven't had luck trading for one. I run Buried Ruin as a weak version. Vesuva will probably become Thespian's Stage soon.
Fetches are WAY too expensive and will never make it in here until they drop below $15. Which is never.
Issues like Jester's Cap have never come up. I'm a kitchen table player and play with the same group of people day in a day out. I run Sadistic Sacrament in one deck and Cap in two others. I can firmly say most if not all decks will lose to a kicked Sacrament and some even fold to cap effects. Only one other deck in my meta runs Cap effects. As such I don't need to worry about it. The great thing about Mime is that if your own wincon gets exiled you always have every other graveyard in the game to get wincon out of as well.
I also play in 3-4 play games almost exclusively. I don't need much staying power. I don't like combo and will never play it in any deck so my options are limited compared to some. I don't mind though.
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.
I think I might run Consecrated Sphinx. It seems like a pretty nasty guy that I'm not running.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Exactly, this deck should be tapping out like crazy and putting pressure on the field.
I explored a few other generals but The Mimeoplasm is the most fun I have had without getting everyone in our area to a point where they will not play with me. That however, is where I am still walking on the fence. My deck is annoying and efficient and it is a blast.
1 The Mimeoplasm
The Creatures
1 Lord of Extinction
1 Putrefax
1 Lazav, Dimir Mastermind
1 Fathom Mage
1 Phyrexian Ingester
1 Woodfall Primus
1 Terastodon
1 Phyrexian Metamorph
1 Genesis
1 Eternal Witness
1 Wonder
1 Mirror-Mad Phantasm
1 Kokusho, the Evening Star
1 Body Double
1 Keiga, the Tide Star
1 Griselbrand
1 Psychatog
1 Fauna Shaman
1 Prime Speaker Zegana
1 Consecrated Sphinx
1 Artisan of Kozilek
1 Glen Elendra Archmage
1 Havengul Lich
1 Fleshbag Marauder
The Search
1 Buried Alive
1 Mesmeric Orb
1 Memory Jar
1 Vampiric Tutor
1 Demonic Tutor
1 Insidious Dreams
1 Life from the Loam
1 Perplex
1 Sylvan Library
1 Entomb
1 Brainstorm
1 Life's Finale
1 Sensei's Divining Top
1 Jarad's Orders
1 Regrowth
1 Phyrexian Arena
1 Fact or Fiction
1 Nostalgic Dreams
1 Stitch Together
1 Necromancy
1 Animate Dead
1 Exhume
1 Corpse Dance
1 Reanimate
1 Life // Death
1 Dread Return
1 Makeshift Mannequin
1 Yawgmoth's Will
1 Crucible of Worlds
The Goodstuff
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Coalition Relic
1 Damnation
1 Oblivion Stone
1 Voidslime
1 Beast Within
1 Mind's Eye
1 Forbid
1 Force of Will
The Land
1 Breeding Pool
1 Misty Rainforest
1 Hinterland Harbor
1 Yavimaya Coast
1 Simic Growth Chamber
1 Flooded Grove
1 Overgrown Tomb
1 Verdant Catacombs
1 Woodland Cemetery
1 Twilight Mire
1 Golgari Rot Farm
1 Watery Grave
1 Polluted Delta
1 Bad River
1 Creeping Tar Pit
1 Dimir Aqueduct
1 Frost Marsh
1 Dreadship Reef
1 Sunken Ruins
1 Command Tower
1 Bazaar of Baghdad
1 Underground Sea
1 Tropical Island
1 Strip Mine
1 Wasteland
1 Bayou
1 Temple of the False God
1 Mishra's Factory
1 Ancient Tomb
3 Forest
1 Swamp
1 Island
1 Drowned Catacomb
Basically, the deck focuses on rooting through it's library to dig it's way into it's toolbox. There are a number of powerful enables that also help combat graveyard hate, such as Mesmiric Orb, Life's Finale, Memory Jar and a few others. The entire deck is essentially a giant toolbox which toolboxes back into itself time and time again and ultimately just out powers your opponents.
There are some pretty cute interactions as well, such as Putrefax + Lord of Extinction to help you one shot a major threat if need be.
It is an updated list with Gatecrash and I must say that I am loving the additions thus far. They let me expand on the best parts about this deck... putting out fatties, drawing a ton of cards and reanimating corpses!
My favorite creature ever. He has weapons for hands :3
He is banned though, if your playgroup lets you play him that is totally awesome for you guys.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I have never considered Putrefax for Mime to be honest. There is potential. Why do you prefer it over Skithiryx, the Blight Dragon if you don't mind me asking.
Also, why no Sheoldred, Whispering One?
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.
It seems to me like you run a pretty high mana curve without a lot of ramp and only 35 lands. If this was my deck I would be really worried about the mana. I run 37 land plus a bit more ramp than you along with a lower curve, and I still find myself feeling like more ramp or another land would be good to have sometimes. Have you been getting by alright being so light on mana?
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