So this deck used to use Vorosh, the Hunter but with the advent of new generals I've decided to mix things up. I've been going back and forth between Damia, Sage of Stone and The Mimeoplasm. Damia seems like a nice control card, but I really think The Mimeoplasm is just a stronger card overall, so I'll be playing with him and let you guys know what I think and if I make the switch. This is just a goodstuff control deck, I usually bring out Primeval Titan and Consecrated Sphinx first then begin pulling hijinks and shenanigans.
Any suggestions that would work great with The Mimeoplasm as a general? Any sweet ideas to focus this slightly more around the general but retain the control aspects? Time Stretch isn't in here because we deemed it a lame card in my playgroup.
I don't think the Mimeoplasm is that great as a control general. If you are going to run him you should really commit to building around him. That means more creatures and less spells. You want to put your library into your graveyard and then win through that. Right now you are sacrificing consistency and power for variety. While this can be strong, your deck just isn't flowing with your general very well. Otherwise I think you would be better off just running Damia or Vorosh, because they are stronger in a control build.
- Intuition is an auto-include in almost any blue EDH because if you utilize it correctly your opponent never has a good choice. Plus instant speed tutoring is just broken. It is crazy powerful in a deck that focuses on the Yard.
- More dredge, Golgari Grave Troll etc. If you are going to put cards in your yard do it well!
I know that many of these suggestions would require you to change a substantial portion of your deck. That is sort of the point. Do you want to build around and abuse the Mimeoplasm or simply have a goodstuff general? If you just want the latter then I would consider Damia or Vorosh over the Mim.
I see and understand your suggestions, which would be great if I wanted to build around The Mimeoplasm, and I certainly see that The Mimeoplasm lends himself more to a build around deck and that Damia and Vorosh appear more appropriate for a control style deck.
My idea with this deck is still to barely cast the general, similar to my Vorosh style deck. The Mimeoplasm provides more utility than Vorosh and Damia and that's why I'm using him for this deck. I acknowledge I may be shoehorning him into this deck, but hopefully it will work out.
I 100% disagree with love_blanket: I find The Mimeoplasm to be a fantastic control general. The more I play with The Mimeoplasm the more it reminds me of Tarmogoyf in that the longer/more you play, the better it gets. By not building around it you get two major bonuses:
1st, your deck isn't as susceptible to graveyard hate. Graveyard hate is not something you can simply avoid-I myself always play at least two sources of graveyard hate, one of which can be reused multiple times. If I were to build around Mim, I would be deathly afraid of someone randomly dropping an early Bojuka Bog on me. Buried Alive and Entomb are two of the best ways to get creatures in your yard, yes, but they are also two of the best ways to get that same yard Bog'ed, Crypt'ed, Spellbomb'ed, etc. This would force me to add normally not so great cards (Loaming Shaman) to protect myself from it, which would water down the deck as a whole. This in turn would prompt me to hold off on playing certain things until I could protect them. By the time I could play them confidently, I would effectively be playing at a control deck's speed. Not building around Mim means I can play without having to worry about my own graveyard getting snuffed, or, for that matter, having Mim get tucked.
2nd, you don't have to play spells which would normally be pretty pointless on its own (Blighted Agent). What happens when you draw into or dredge up these (and more effective) creatures which work well with Mim and you don't have access to Mim? Or better yet, what happens when you do play Mim, make him into a beast, and then he gets removed? By building around Mim, every time you play him and use your own yard, you cut off a win condition for yourself. By not building around Mim, you free up slots for better more versatile cards. Additionally, it is much easier to protect Mim when he is the general of a control deck.
More on topic, the deck actually looks really good. I only have a couple of minor suggestions. Have you tried Myojin of Night's Reach? Super bomby card (if your play group doesn't like Time Stretch, then I am not sure how they would like MoNR), and surprisingly synergistic with Mim. I almost got one down third turn last night (first turn Exploration+Cabal Coffers when someone played an early Urborg), but it got countered. A turn or two later (after countering the Sharuum player's Wurmcoil Engine) I played Mim copying the Myojin and removing the Engine, nuked everyone's hand and proceeded to win with it. It was pretty ridiculous. Definitely consider it.
My only other suggestion would be to take out at least one of the Eldrazi-I would be kind of afraid to get briberied and then not be able to do anything about Ulamog. Along that same line, I would reconsider all of the theft cards simply due to the advent of Homeward Path. Just a thought though. Let me know how things go though, cause I am still working on some kinks in my list (which I may post in this thread if you don't mind-just so things are more consolidated).
More on topic, the deck actually looks really good. I only have a couple of minor suggestions. Have you tried Myojin of Night's Reach? Super bomby card (if your play group doesn't like Time Stretch, then I am not sure how they would like MoNR), and surprisingly synergistic with Mim. I almost got one down third turn last night (first turn Exploration+Cabal Coffers when someone played an early Urborg), but it got countered. A turn or two later (after countering the Sharuum player's Wurmcoil Engine) I played Mim copying the Myojin and removing the Engine, nuked everyone's hand and proceeded to win with it. It was pretty ridiculous. Definitely consider it.
My only other suggestion would be to take out at least one of the Eldrazi-I would be kind of afraid to get briberied and then not be able to do anything about Ulamog. Along that same line, I would reconsider all of the theft cards simply due to the advent of Homeward Path. Just a thought though. Let me know how things go though, cause I am still working on some kinks in my list (which I may post in this thread if you don't mind-just so things are more consolidated).
Thanks for the reply, you are thinking pretty much exactly how I am.
Myojin of Night's Reach is definitely a card I've been trying to get a hold of, thank you for the suggestion. I also hadn't really considered Homeward Path, more because I doubt my playgroup will get too many of them than anything else, but I will take another look at how much steal I'm packing.
And by all means post your list in this thread if you want, its always good to compare.
So you aren't playing it from you hand if you are copying it by Mim That would be nice if that would work that way. I'm working to get this together too, looks sweet to me.
Oh my bad, I forgot to mention that Mim was in my hand when I cast him-bounced him with Crystal Shard.
Either way, Myojin is a fantastic card in the deck-nuking everyone's hand (except yours) puts a lot of nice stuff in their yards while at the same time preventing them from stopping your manipulations of it.
Some more thoughts on the OP's list: I am not a huge fan of all of the tuck effects. Yes, they are nice when you can hit a general, but it prevents things from going to the yard, a place which is pretty vulnerable against this deck. Because you aren't trying to capitalize on your own graveyard, it is best if things go to their graveyard. The only time when I feel that maybe this isn't the case is if you see a ton of Sharuum decks or a lot of Voltron decks. Still, even then, I think Spin Into Myth should be a Beast Within or a Maelstrom Pulse, while the two tuck counters could be Dissipate, Forbid, or Faerie Trickery.
Additionally, you have so many creature tutors and yet so few creatures to nab. I would try cutting down on some of the tutors just for some more utility creatures (Fleshbag Marauder, Phyrexian Metamorph, Glen Elendra Archmage). I will be posting my list some time today (I will probably wait until another post so I am not double posting :-D), so you can get some idea of other directions to go.
Ok here is my current list. All cards with * are cards I still need to get (it isn't entirely done because I normally don't play green). This is also my main deck, so I am trying to pimp it as much as I can. I call it "The Secret of Mim:"
So I am definitely on the fence about a few cards and I would love to get some feedback on them:
Winding Canyons: seems pretty good, but I am unsure if this should be Homeward Path (I get Briberied fairly often). Homeward path just seems unnecessary given how much removal the list runs.
Avenger of Zendikar: game winner, and synergistic with all of the land stuff that I have going on, but could it be something better? My curve is also very high already (though I can support it quite well).
Lord of Extinction: huge beater and can win games by himself, not to mention that he combos really well with Mim. He just has no evasion. I feel like I should be running Wonder or Sun Quan, Lord of Wu to complement it.
Skithiryx, the Blight Dragon: this is 100% coming out-this was just a knee jerk inclusion after looking at all the other Mim lists. It is pretty pointless. Yea he combos with Mim, but if I can't kill someone with it, I have effectively wasted time and resources for nothing because I have no Proliferate cards. Consider this an open slot.
Sword of Fire and Ice: initially this was just filler for the cards that I am missing, however, I am really beginning to like it. Makes all of my utility creatures into threats and gives me card advantage to boot. I am still unsure about it though. Should it be something different? Or at least a different sword?
Spitting Image: very synergistic with my land manipulation and generally just a good card. I am just not sure if there is anything better out there.
Mana Reflection: fantastic card, I know, but I am unsure if I need it. I have a lot of ramp already and I do play Vorinclex (what a bomby card). Any thoughts?
Stuff that I wouldn't mind adding:
I wish I had maybe one or two more counterspells and maybe one more creature. There is also the possibility of going with a Teferi package: Teferi, Mage of Zhalfir + Mystical Teachings. Gives me some protection while at the same time allows me to search for any creature. Pretty cool, but would something like Lord of Extinction+Sun Quan Lord of Wu be better?
Please let me know your thoughts especially as I want to solidify the list before I do any more purchasing.
I agree with you about this. I don't like creatures what won't do much on their own. Imagine that Mim gets tucked and you draw this. Yeah.
Sword of Fire and Ice:
While this being nice shooting utility creatures and drawing cards, i'm thinking that could Sword of Feast and Famine be even better? I'm pretty confident that this deck is manahungry so doubling your mana each turn is niice. Especially with Primeval Titan.
Spitting Image:
Have you throught about Rite of Replication? Early games you copy something, and lategame you can play it kicked and go nuts. Copy Solemn Simulacrum? Copy Primeval? Copy Acidid Slime? Sign me in.
Mana Reflection:
This card would love Grim Monolith. Getting infi-mana is acceptable. You just would need some spell where to sink that mana. Stroke of Genious could be one or that Exsanguinate. Although you are already running Palinchron + Mana Reflection.
Sword of Fire and Ice: initially I was thinking that Sword of Feast and Famine might be good, but I have two issues with it. First, I really don't see myself needing the extra mana. The deck is decently mana hungry yes, but I have a ton of ramp already/a plethora of ways to generate a lot of mana. The discard is ok and may net me something cool for Mim to copy, but it is a bit superfluous, and might lead to something terrible (like a Sharuum player dropping a Darksteel Forge and then playing Sharuum on his/her turn. Second, Sword of Feast and Famine dies so easily-people fear it a great deal. SoFaF also doesn't give me any true card advantage.
Spitting Image: I know and love Rite of Replication, however, Spitting Image can be just as ridiculous, especially when I have Life from the Loam going. Spitting Image can effectively take a general out of the game. Additionally, it does not require a regrowth effect to use multiple times and isn't screwed when someone takes away its target. It's also not as big of a deal when someone redirects/takes control of it, and it is actually a good thing when it gets dredged into my yard. In this case, I would say that Spitting Image is definitely a better card in this deck than Rite of Replication.
Mana Reflection: good call on Grim Monolith. Should I swap it with Mana Vault? It would be a nice little "Hey, didn't see that coming did you" sort of win which would be nice. Or is Mana Vault too good to remove?
Again though, thoughts on Teferi+Mystical Teachings vs. Sun Quan+Lord of Extinction?
I think Mana Vault is quite good, despite the color requirements. The speed it gives is so huge. The only thing I would consider swapping it with would be Grim Monolith and only because it can go infinite.
Yea, I guess you are right about Teferi+Mystical Teachings. I tried it once in my Thrax deck, and it was just kinda meh. Not sure why I wanted it in here.
I am still on the fence with Sun Quan, he really is powerful, but I guess I have to agree that Lord of Extinction is still pretty good on it's own even if a Reassembling Skeleton can screw him over all day.
Yea give Spitting Image a shot, it looks like it is going to be super awesome in this deck.
Oona is an amazing general. Otherwise she is a pretty awful (and anti-Synergistic with the deck) top deck. No, I would rather infinite combo with Exsanguinate or Capsize.
I do like Massacre Wurm, however, after he does his thing, he is kinda useless. I have used him quite a bit and he was far too often a dead draw.
I am not such a huge fan of Entomb in this deck simply because I am trying not to rely too much on my yard-yes I have a ton of self recursion, but it is more for utility and not for the basis of the strategy. Besides, I have Intuition in the deck which i find to be much more effective.
Good call on Geth-initially I was very much against playing him simply because of Homeward Path, however, he has synergies with Mim (both as a copy enabler and as a copy target-evasion), Seedborn Muse, and Infinite Mana. If someone is playing with Homeward Path, I can just grab artifacts instead. He will be taking the Blight Dragon's place!
Oh, the topic of Lord of Extinction and Sun Quan was not whether or not to use one or the other, but whether or not to use both in conjunction with one another or to just use Lord of Extinction on its own. Sun Quan would make the Lord virtually unblockable (and for that matter every other card in the deck, including Mim). Does that change your opinion on it or?
With Wurm, I used to play it with Kiki too and while it could be pretty cool, it would really only ruin the token/shirei deck. It is just super strict in how it can be used properly.
True on Homeward Path.
I appreciate Boseiju, but I really dislike playing lands which cannot always be used-I never use Maze of Ith for instance. The only exception is Coffers because the effect is huge and it is pretty easy to turn on. You will notice that I am not even playing Gaea's Cradle in this deck because too often it will be dead.
About Yawgmoth's Will, I really like the card. It is usually a wait for the right moment type of card, but there have been so many games where I go infinite and it was the only thing that allowed me to win. Regrowth and Eternal Witness do sorta the same thing, however, there will be times when one combos and can't instantly win. Y. Will allows you to play your entire yard that turn leaving you with a huge board advantage. This even works without infinite mana, as you can in one turn play a couple of spells to take back the advantage. Keep in mind too that the turn you play it, all of your already used counterspells are active again, so you can cast without fear.
Skitheryx is for me easily an auto include. the fact it is one of those few creatures that can make you autowin from nowehere makes it worth including imo. on it's own it's still a 4/4, fly, wither, regenerate and haste that can defend until you get your next combo ready...or kill in 3 turns.
I will still test it further but so far i have been extremly happy with it
Skitheryx is for me easily an auto include. the fact it is one of those few creatures that can make you autowin from nowehere makes it worth including imo. on it's own it's still a 4/4, fly, wither, regenerate and haste that can defend until you get your next combo ready...or kill in 3 turns.
I will still test it further but so far i have been extremly happy with it
Well it looks like that slot is going to go to either Skittles or Lord of Extinction. Not sure which is better though: Skittles is kinda a meh creature on its own but is a decent blocker. As a Mim target he is pretty good as he gives evasion and regen. However, if he gets killed/exiled, all infect damage is basically forgotten/wasted. On the other hand, Lord of Extinction is a rather large threat but without any evasion. He is also a great Mim target as he can make him huge. Commander damage is also more relevant than infect. So I guess I am unsure-shall have to test, unless anyone else has any other experiences.
I do not see it necessary to play both-two blunt creatures in a control list is often not the greatest idea.
Seems to me that i'm going to take this deck to "ubg-goodstuff" instead mimemoplasm.deck route. Mim is there for backup plan / being suitable general for colors or can win games sometimes but deck won't build around him THAT much. Otherwise there is too much average dudes what won't be good enought until you get them used by Mim. Don't like getting hosed by Hinder or Spell Crumple.
I understand the enthusiam to build a Mimeoplasm deck that concentrates on optimizing the general, and have seen many decklists that venture to do so allocating many slots in the build to support him.
However, when the new commander buzz wears off I think that you have the right idea in building a BUG deck that is "goodstuff" with just a few slots allocated to comboing with Mimeoplasm. I feel this is the best approach to BUG overall.
When it comes to comboing with Blighted Agent though, I don't think this is a wasted slot as much as players are claiming/complaining. Terastodon is so good as a singleton that it sorta makes up for it as the other card in the combo. Plus, many BUG decks are built with draw/discard spells, sacrificing for advantage (fodder), and attrition strategies - all of which sufficiently negate the potential "uselessness" of the Agent. At his absolute worst, he's a blocking dork. I think the sentiment that he is bad derives from the mindset of BUG players who play goodstuff and overpowered cards that are present in our colors. I feel that there are tons of ways to get mileage out of a vanilla card that fails to see it's combo in BUG, and having 1 card in a combo deck that is not a bomb on it's own is hardly a handicap.
Well it looks like that slot is going to go to either Skittles or Lord of Extinction. Not sure which is better though: Skittles is kinda a meh creature on its own but is a decent blocker. As a Mim target he is pretty good as he gives evasion and regen. However, if he gets killed/exiled, all infect damage is basically forgotten/wasted. On the other hand, Lord of Extinction is a rather large threat but without any evasion. He is also a great Mim target as he can make him huge. Commander damage is also more relevant than infect. So I guess I am unsure-shall have to test, unless anyone else has any other experiences.
I do not see it necessary to play both-two blunt creatures in a control list is often not the greatest idea.
if you want to play one and only one, then I would go for triskelion combo. If there is 60 card in all graveyard together + trikselion + lord of Extinction: you win (3+60=3x21=63 counters on mimeoplasme). if you are control you have the time to achieve this...usually.
Is there some other reason to run Pact of Negation over Force of Will than it's tutorable via Tolaria West? Also, witch banlist you are using? I'm going to add Mana Crypt, it's enables so sick couple first turns that i can't see no reason why not to run it. Also have you consired adding Acidid Slime? I think i also need to find room for that Life's Finale. That is doing double purpose for this deck. Gotta like that. One more card. Sword of Body and Mind. Milling against Sharuum seems bad, or against another reanimate decks too, but we can also animate their fatty's with Mim. But is that still worth that? My metagame has zero Sharuums and maybe one or two reanimate decks so i could be confident adding that
I actually don't like running Force of Will in EDH because of both the card disadvantage and also the fact that really there is never a card that I want to exile for it. I am totally cool using it in Legacy and whatnot because one can always ditch a ponder/brainstorm/Cursecatcher/etc. and not have to worry about not drawing another one ever again. Additionally, my play group is not so super competitive that I really need to stop something before Pact comes online. Additionally, in many ways, Force of will needs to be somewhat built around: you need a certain percentage of blue cards to have it online. Pact just needs a certain amount of mana. If I suddenly had to worry about 3rd-6th turn combo, then yes, I would probably run it just for protection (though I think something like Trickbind would be better).
I love Acidic Slime, but I feel like it would be overly redundant: I currently have Terastodon, Pernicious Deed, Oblivion Stone, Maelstrom Pulse, Beast Within, Wasteland, Strip Mine, which all do similar things. I just don't see it as being necessary.
Life's Finale and Sword of Body and Mind just seem underwhelming. Why spend two more mana on a Damnation just to plop more targets in the yard when you already are creating a bunch of targets to begin with. The chances of it backfiring are really high too (Living Death...?). Same sorta deal with SoBaM: the mill is kinda cool but the extra critter is really unnecessary and boring.
One card I am really considering though is the new Jace. The ultimate sucks, but the other two are pretty cool. Seems a bit win more though...
1 The Mimeoplasm
Lands (39)
1 Breeding Pool
1 Watery Grave
1 Overgrown Tomb
1 Twilight Mire
1 Flooded Grove
1 Sunken Ruins
1 Misty Rainforest
1 Verdant Catacombs
1 Drowned Catacomb
1 Creeping Tar Pit
1 Command Tower
1 Tolaria West
1 Halimar Depths
1 Mosswort Bridge
1 Reliquary Tower
1 Temple of the False God
1 Miren, the Moaning Well
1 Urborg, Tomb of Yawgmoth
1 Phyrexian Tower
1 Tower of the Magistrate
1 Eye of Ugin
1 Darksteel Citdael
1 Mystifying Maze
1 Strip Mine
1 Academy Ruins
1 Volrath's Stronghold
1 Cabal Coffers
3 Swamp
4 Island
5 Forest
1 Acidic Slime
1 Terastodon
1 Duplicant
1 Krosan Grip
1 Putrefy
1 Spin Into Myth
Wipe
1 All is Dust
1 Decree of Pain
1 Damnation
1 Evacuation
1 Oblivion Stone
1 Pernicious Deed
Recursion
1 Life from the Loam
1 Geth, Lord of the Vault
1 Eternal Witness
1 Mnemonic Wall
1 Regrowth
1 Beacon of Unrest
1 Yawgmoth's Will
1 Praetor's Counsel
Counter
1 Desertion
1 Mystic Snake
1 Pact of Negation
1 Spell Crumple
1 Hinder
1 Cryptic Command
1 Dismiss
1 Voidslime
Ramp
1 Skyshroud Claim
1 Kodama's Reach
1 Cultivate
1 Explosive Vegetation
1 Primeval Titan
1 Mana Reflection
1 Sol Ring
1 Seedborn Muse
1 Krosan Tusker
1 Worldly Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Green Sun's Zenith
1 Defense of the Heart
1 Tooth and Nail
1 Trinket Mage
1 Lim-Dûl's Vault
Card Draw
1 Sensei's Divining Top
1 Mulldrifter
1 Consecrated Sphinx
1 Phyrexian Arena
1 Fact or Fiction
1 Future Sight
Steal
1 Blatant Thievery
1 Bribery
1 Knowledge Exploitation
1 Rite of Replication
General Good Cards
1 Lightning Greaves
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
1 Nihil Spellbomb
Any suggestions that would work great with The Mimeoplasm as a general? Any sweet ideas to focus this slightly more around the general but retain the control aspects?
Time Stretch isn't in here because we deemed it a lame card in my playgroup.
- More creatures -> Less spells. You want to take full advantage of the Mimeoplasm so you want to make sure your yard is filled with powerful creatures: Skithiryx, Lord of Extinction, Necrotic Ooze + Triskelion + Phyrexian Devourer, Blighted Agent, Glen Elendra Archmage, Venser, Shaper Savant etc.
- No Hermit Druid? That seems like an auto-include if you are going to go the GY route.
- Loaming Shaman as self-mill protection.
- Buried Alive and Entomb are two of the best ways to get creatures in your yard.
- Restock and All Sun's Dawn are both great if you are milling yourself.
- Intuition is an auto-include in almost any blue EDH because if you utilize it correctly your opponent never has a good choice. Plus instant speed tutoring is just broken. It is crazy powerful in a deck that focuses on the Yard.
- More dredge, Golgari Grave Troll etc. If you are going to put cards in your yard do it well!
- Survival of the Fittest + Fauna Shaman as combo enablers.
I know that many of these suggestions would require you to change a substantial portion of your deck. That is sort of the point. Do you want to build around and abuse the Mimeoplasm or simply have a goodstuff general? If you just want the latter then I would consider Damia or Vorosh over the Mim.
My idea with this deck is still to barely cast the general, similar to my Vorosh style deck. The Mimeoplasm provides more utility than Vorosh and Damia and that's why I'm using him for this deck. I acknowledge I may be shoehorning him into this deck, but hopefully it will work out.
1st, your deck isn't as susceptible to graveyard hate. Graveyard hate is not something you can simply avoid-I myself always play at least two sources of graveyard hate, one of which can be reused multiple times. If I were to build around Mim, I would be deathly afraid of someone randomly dropping an early Bojuka Bog on me. Buried Alive and Entomb are two of the best ways to get creatures in your yard, yes, but they are also two of the best ways to get that same yard Bog'ed, Crypt'ed, Spellbomb'ed, etc. This would force me to add normally not so great cards (Loaming Shaman) to protect myself from it, which would water down the deck as a whole. This in turn would prompt me to hold off on playing certain things until I could protect them. By the time I could play them confidently, I would effectively be playing at a control deck's speed. Not building around Mim means I can play without having to worry about my own graveyard getting snuffed, or, for that matter, having Mim get tucked.
2nd, you don't have to play spells which would normally be pretty pointless on its own (Blighted Agent). What happens when you draw into or dredge up these (and more effective) creatures which work well with Mim and you don't have access to Mim? Or better yet, what happens when you do play Mim, make him into a beast, and then he gets removed? By building around Mim, every time you play him and use your own yard, you cut off a win condition for yourself. By not building around Mim, you free up slots for better more versatile cards. Additionally, it is much easier to protect Mim when he is the general of a control deck.
More on topic, the deck actually looks really good. I only have a couple of minor suggestions. Have you tried Myojin of Night's Reach? Super bomby card (if your play group doesn't like Time Stretch, then I am not sure how they would like MoNR), and surprisingly synergistic with Mim. I almost got one down third turn last night (first turn Exploration+Cabal Coffers when someone played an early Urborg), but it got countered. A turn or two later (after countering the Sharuum player's Wurmcoil Engine) I played Mim copying the Myojin and removing the Engine, nuked everyone's hand and proceeded to win with it. It was pretty ridiculous. Definitely consider it.
My only other suggestion would be to take out at least one of the Eldrazi-I would be kind of afraid to get briberied and then not be able to do anything about Ulamog. Along that same line, I would reconsider all of the theft cards simply due to the advent of Homeward Path. Just a thought though. Let me know how things go though, cause I am still working on some kinks in my list (which I may post in this thread if you don't mind-just so things are more consolidated).
Thanks for the reply, you are thinking pretty much exactly how I am.
Myojin of Night's Reach is definitely a card I've been trying to get a hold of, thank you for the suggestion. I also hadn't really considered Homeward Path, more because I doubt my playgroup will get too many of them than anything else, but I will take another look at how much steal I'm packing.
And by all means post your list in this thread if you want, its always good to compare.
Oh my bad, I forgot to mention that Mim was in my hand when I cast him-bounced him with Crystal Shard.
Either way, Myojin is a fantastic card in the deck-nuking everyone's hand (except yours) puts a lot of nice stuff in their yards while at the same time preventing them from stopping your manipulations of it.
Some more thoughts on the OP's list: I am not a huge fan of all of the tuck effects. Yes, they are nice when you can hit a general, but it prevents things from going to the yard, a place which is pretty vulnerable against this deck. Because you aren't trying to capitalize on your own graveyard, it is best if things go to their graveyard. The only time when I feel that maybe this isn't the case is if you see a ton of Sharuum decks or a lot of Voltron decks. Still, even then, I think Spin Into Myth should be a Beast Within or a Maelstrom Pulse, while the two tuck counters could be Dissipate, Forbid, or Faerie Trickery.
Additionally, you have so many creature tutors and yet so few creatures to nab. I would try cutting down on some of the tutors just for some more utility creatures (Fleshbag Marauder, Phyrexian Metamorph, Glen Elendra Archmage). I will be posting my list some time today (I will probably wait until another post so I am not double posting :-D), so you can get some idea of other directions to go.
1x The Mimeoplasm (Japanese)
Land (37):
1x Academy Ruins
1x Bayou
1x Bojuka Bog (foil)
1x Breeding Pool *
1x Cabal Coffers (FNM foil)
1x Command Tower (Japanese)
1x Creeping Tar Pit
1x Flooded Grove *
4x Forest (Zendikar full art)
4x Island (Zendikar full art)
1x Lonely Sandbar (Japanese)
1x Misty Rainforest (foil)
1x Overgrown Tomb
1x Phyrexian Tower
1x Polluted Delta (Japanese)
1x Reliquary Tower
1x Strip Mine (Antiquities)
1x Sunken Ruins
2x Swamp
1x Tolaria West (foil)
1x Tranquil Thicket (Japanese)
1x Tropical Island
1x Twilight Mire *
1x Underground Sea (signed)
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Volrath's Stronghold
1x Wasteland
1x Watery Grave
1x Winding Canyons
1x Jace, the Mind Sculptor
Creatures (20):
1x Avenger of Zendikar *
1x Consecrated Sphinx (foil)
1x Duplicant
1x Eternal Witness (Japanese)
1x Fleshbag Marauder (foil)
1x Geth, Lord of the Vault
1x Glen Elendra Archmage
1x Lord of Extinction *
1x Mulldrifter (FNM foil)
1x Myojin of Night's Reach (Japanese)
1x Mystic Snake (foil)
1x Oracle of Mul Daya
1x Palinchron
1x Phyrexian Metamorph *
1x Primeval Titan *
1x Seedborn Muse *
1x Solemn Simulacrum (Japanese)
1x Terastodon
1x Trinket Mage (foil)
1x Vorinclex, Voice of Hunger (foil)
Artifacts (10):
1x Crucible of Worlds
1x Crystal Shard (foil)
1x Darksteel Ingot (Arena League foil)
1x Lightning Greaves (FNM foil)
1x Mana Vault
1x Nihil Spellbomb (foil)
1x Oblivion Stone (Japanese)
1x Sensei's Divining Top
1x Sol Ring (signed)
1x Sword of Fire and Ice
1x Cultivate (Japanese)
1x Damnation (full art foil)
1x Decree of Pain
1x Demonic Tutor
1x Diabolic Tutor (foil)
1x Exsanguinate (foil)
1x Life from the Loam
1x Maelstrom Pulse
1x Praetor's Counsel (foil)
1x Recurring Insight (foil)
1x Regrowth
1x Skyshroud Claim
1x Spitting Image *
1x Time Stretch
1x Tooth and Nail
1x Yawgmoth's Will (Judge foil)
Instant (10):
1x Beast Within *
1x Capsize
1x Cryptic Command (full art foil)
1x Fact or Fiction (FNM foil)
1x Forbid *
1x Intuition *
1x Mana Drain (signed)
1x Pact of Negation (Chinese-lame)
1x Vampiric Tutor
1x Voidslime *
Enchantment (5):
1x Exploration
1x Future Sight
1x Mana Reflection *
1x Pernicious Deed (Judge foil)
1x Phyrexian Arena
So I am definitely on the fence about a few cards and I would love to get some feedback on them:
Winding Canyons: seems pretty good, but I am unsure if this should be Homeward Path (I get Briberied fairly often). Homeward path just seems unnecessary given how much removal the list runs.
Avenger of Zendikar: game winner, and synergistic with all of the land stuff that I have going on, but could it be something better? My curve is also very high already (though I can support it quite well).
Lord of Extinction: huge beater and can win games by himself, not to mention that he combos really well with Mim. He just has no evasion. I feel like I should be running Wonder or Sun Quan, Lord of Wu to complement it.
Skithiryx, the Blight Dragon: this is 100% coming out-this was just a knee jerk inclusion after looking at all the other Mim lists. It is pretty pointless. Yea he combos with Mim, but if I can't kill someone with it, I have effectively wasted time and resources for nothing because I have no Proliferate cards. Consider this an open slot.
Sword of Fire and Ice: initially this was just filler for the cards that I am missing, however, I am really beginning to like it. Makes all of my utility creatures into threats and gives me card advantage to boot. I am still unsure about it though. Should it be something different? Or at least a different sword?
Spitting Image: very synergistic with my land manipulation and generally just a good card. I am just not sure if there is anything better out there.
Mana Reflection: fantastic card, I know, but I am unsure if I need it. I have a lot of ramp already and I do play Vorinclex (what a bomby card). Any thoughts?
Stuff that I wouldn't mind adding:
I wish I had maybe one or two more counterspells and maybe one more creature. There is also the possibility of going with a Teferi package: Teferi, Mage of Zhalfir + Mystical Teachings. Gives me some protection while at the same time allows me to search for any creature. Pretty cool, but would something like Lord of Extinction+Sun Quan Lord of Wu be better?
Please let me know your thoughts especially as I want to solidify the list before I do any more purchasing.
Sword of Fire and Ice: initially I was thinking that Sword of Feast and Famine might be good, but I have two issues with it. First, I really don't see myself needing the extra mana. The deck is decently mana hungry yes, but I have a ton of ramp already/a plethora of ways to generate a lot of mana. The discard is ok and may net me something cool for Mim to copy, but it is a bit superfluous, and might lead to something terrible (like a Sharuum player dropping a Darksteel Forge and then playing Sharuum on his/her turn. Second, Sword of Feast and Famine dies so easily-people fear it a great deal. SoFaF also doesn't give me any true card advantage.
Spitting Image: I know and love Rite of Replication, however, Spitting Image can be just as ridiculous, especially when I have Life from the Loam going. Spitting Image can effectively take a general out of the game. Additionally, it does not require a regrowth effect to use multiple times and isn't screwed when someone takes away its target. It's also not as big of a deal when someone redirects/takes control of it, and it is actually a good thing when it gets dredged into my yard. In this case, I would say that Spitting Image is definitely a better card in this deck than Rite of Replication.
Mana Reflection: good call on Grim Monolith. Should I swap it with Mana Vault? It would be a nice little "Hey, didn't see that coming did you" sort of win which would be nice. Or is Mana Vault too good to remove?
Again though, thoughts on Teferi+Mystical Teachings vs. Sun Quan+Lord of Extinction?
Yea, I guess you are right about Teferi+Mystical Teachings. I tried it once in my Thrax deck, and it was just kinda meh. Not sure why I wanted it in here.
I am still on the fence with Sun Quan, he really is powerful, but I guess I have to agree that Lord of Extinction is still pretty good on it's own even if a Reassembling Skeleton can screw him over all day.
Yea give Spitting Image a shot, it looks like it is going to be super awesome in this deck.
Oona is an amazing general. Otherwise she is a pretty awful (and anti-Synergistic with the deck) top deck. No, I would rather infinite combo with Exsanguinate or Capsize.
I do like Massacre Wurm, however, after he does his thing, he is kinda useless. I have used him quite a bit and he was far too often a dead draw.
I am not such a huge fan of Entomb in this deck simply because I am trying not to rely too much on my yard-yes I have a ton of self recursion, but it is more for utility and not for the basis of the strategy. Besides, I have Intuition in the deck which i find to be much more effective.
Good call on Geth-initially I was very much against playing him simply because of Homeward Path, however, he has synergies with Mim (both as a copy enabler and as a copy target-evasion), Seedborn Muse, and Infinite Mana. If someone is playing with Homeward Path, I can just grab artifacts instead. He will be taking the Blight Dragon's place!
With Wurm, I used to play it with Kiki too and while it could be pretty cool, it would really only ruin the token/shirei deck. It is just super strict in how it can be used properly.
True on Homeward Path.
I appreciate Boseiju, but I really dislike playing lands which cannot always be used-I never use Maze of Ith for instance. The only exception is Coffers because the effect is huge and it is pretty easy to turn on. You will notice that I am not even playing Gaea's Cradle in this deck because too often it will be dead.
About Yawgmoth's Will, I really like the card. It is usually a wait for the right moment type of card, but there have been so many games where I go infinite and it was the only thing that allowed me to win. Regrowth and Eternal Witness do sorta the same thing, however, there will be times when one combos and can't instantly win. Y. Will allows you to play your entire yard that turn leaving you with a huge board advantage. This even works without infinite mana, as you can in one turn play a couple of spells to take back the advantage. Keep in mind too that the turn you play it, all of your already used counterspells are active again, so you can cast without fear.
I will still test it further but so far i have been extremly happy with it
Well it looks like that slot is going to go to either Skittles or Lord of Extinction. Not sure which is better though: Skittles is kinda a meh creature on its own but is a decent blocker. As a Mim target he is pretty good as he gives evasion and regen. However, if he gets killed/exiled, all infect damage is basically forgotten/wasted. On the other hand, Lord of Extinction is a rather large threat but without any evasion. He is also a great Mim target as he can make him huge. Commander damage is also more relevant than infect. So I guess I am unsure-shall have to test, unless anyone else has any other experiences.
I do not see it necessary to play both-two blunt creatures in a control list is often not the greatest idea.
I understand the enthusiam to build a Mimeoplasm deck that concentrates on optimizing the general, and have seen many decklists that venture to do so allocating many slots in the build to support him.
However, when the new commander buzz wears off I think that you have the right idea in building a BUG deck that is "goodstuff" with just a few slots allocated to comboing with Mimeoplasm. I feel this is the best approach to BUG overall.
When it comes to comboing with Blighted Agent though, I don't think this is a wasted slot as much as players are claiming/complaining. Terastodon is so good as a singleton that it sorta makes up for it as the other card in the combo. Plus, many BUG decks are built with draw/discard spells, sacrificing for advantage (fodder), and attrition strategies - all of which sufficiently negate the potential "uselessness" of the Agent. At his absolute worst, he's a blocking dork. I think the sentiment that he is bad derives from the mindset of BUG players who play goodstuff and overpowered cards that are present in our colors. I feel that there are tons of ways to get mileage out of a vanilla card that fails to see it's combo in BUG, and having 1 card in a combo deck that is not a bomb on it's own is hardly a handicap.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Well for me I played 2 quasi-instant win combo.
1) Mimeoplasme on Skitheryx with a 6 power creature (scion of darnness, krosan tusker, eel )and B
2) Mimeoplasme on trikselion with lord of Extinction
if you want to play one and only one, then I would go for triskelion combo. If there is 60 card in all graveyard together + trikselion + lord of Extinction: you win (3+60=3x21=63 counters on mimeoplasme). if you are control you have the time to achieve this...usually.
I actually don't like running Force of Will in EDH because of both the card disadvantage and also the fact that really there is never a card that I want to exile for it. I am totally cool using it in Legacy and whatnot because one can always ditch a ponder/brainstorm/Cursecatcher/etc. and not have to worry about not drawing another one ever again. Additionally, my play group is not so super competitive that I really need to stop something before Pact comes online. Additionally, in many ways, Force of will needs to be somewhat built around: you need a certain percentage of blue cards to have it online. Pact just needs a certain amount of mana. If I suddenly had to worry about 3rd-6th turn combo, then yes, I would probably run it just for protection (though I think something like Trickbind would be better).
I love Acidic Slime, but I feel like it would be overly redundant: I currently have Terastodon, Pernicious Deed, Oblivion Stone, Maelstrom Pulse, Beast Within, Wasteland, Strip Mine, which all do similar things. I just don't see it as being necessary.
Life's Finale and Sword of Body and Mind just seem underwhelming. Why spend two more mana on a Damnation just to plop more targets in the yard when you already are creating a bunch of targets to begin with. The chances of it backfiring are really high too (Living Death...?). Same sorta deal with SoBaM: the mill is kinda cool but the extra critter is really unnecessary and boring.
One card I am really considering though is the new Jace. The ultimate sucks, but the other two are pretty cool. Seems a bit win more though...
You just ruined my day but you are totally right. shoot !