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Kuma
12-03-2011, 11:43 PM
The Meanyplasm

http://static.starcitygames.com/sales/cardscans/MAG_CMD/TheMimeoplasm_OSZ.jpg

Lands: (35)

Bayou
Tropical Island
Underground Sea
Overgrown Tomb
Watery Grave
Breeding Pool
Windswept Heath
Wooded Foothills
Verdant Catacombs
Misty Rainforest
Bloodstained Mire
Polluted Delta
Marsh Flats
Flooded Strand
Scalding Tarn
Sunken Ruins
Twilight Mire
Flooded Grove
Hinterland Harbor
Woodland Cemetery
Drowned Catacomb
Llanowar Wastes
Underground River
Yavimaya Coast
City of Brass
Reflecting Pool
Command Tower
Exotic Orchard
Gaea's Cradle
Reliquary Tower
Urborg, Tomb of Yawgmoth
Cabal Coffers
Cephalid Coliseum
Shizo, Death's Storehouse
Okina, Temple to the Grandfathers

Acceleration: (11)

Mana Crypt
Sol Ring
Elves of Deep Shadow
Fyndhorn Elves
Birds of Paradise
Joraga Treespeaker
Bloom Tender
Devoted Druid
Wall of Roots
Fatestitcher
Primeval Titan

Tutors: (16)

Vampiric Tutor
Imperial Seal
Entomb
Mystical Tutor
Personal Tutor
Worldly Tutor
Sylvan Tutor
Demonic Tutor
Green Sun's Zenith
Survival of the Fittest
Intuition
Grim Tutor
Buried Alive
Muddle the Mixture
Dimir Infiltrator
Bribery

Card Draw: (2)

Jin-Gitaxias, Core Augur
Consecrated Sphinx

Graveyard Recursion: (13)

Reanimate
Animate Dead
Dance of the Dead
Exhume
Regrowth
Snapcaster Mage
Eternal Witness
Victimize
Dread Return
Yawgmoth's Will
Body Double
Sheoldred, Whispering One
Memory's Journey

Protection: (7)

Sylvan Safekeeper
Lightning Greaves
Swiftfoot Boots
Mana Drain
Force of Will
Misdirection
Pact of Negation

Killing/Stealing/Copying/Removing: (5)

Gilded Drake
Fleshbag Marauder
Beast Within
Maelstrom Pulse
Phyrexian Metamorph

Stupid Combo Creatures (10)

Tidespout Tyrant
Palinchron
Hermit Druid
Bloodghast
Narcomoeba
Laboratory Maniac
Necrotic Ooze
Quillspike
Thornling
Oona, Queen of the Fae

Overview:

In a free-for-all, subtlety is key to success. Even if you are the strongest player, drawing the concerted effort of even two people usually costs you the game. Often, the best strategy in EDH starts with sitting back and let your opponents damage each other while building up cards in hand and lands on the battlefield. Then, after they've over-extended fighting each other, you blow up everything with Oblivion Stone, etc. or drop both halves of a combo in a single turn and win the game.

Or you could stick a Jin-Gitaxias, Core Augur on turn three and stop caring about what your opponents do.

Strategy:

So yeah, this guy:

http://t0.gstatic.com/images?q=tbn:ANd9GcSXe4l9FkGbjAMRT9LPImhmt7ZN7nDBmG8yOwb5cyUFPPxTkU4S

I hear getting him out on turn two is a pretty strong strategy in Legacy. This means getting him out on turn 2-4 in EDH is absurd. Even if your opponent to your left kills him before his cleanup, you've still drawn seven cards and put yourself miles ahead. If your opponents pitch their hands, it's light-years instead.

Use the seven cards Jin-Gitaxias, Core Augur draws you to animate a Primeval Titan grabbing Cabal Coffers and Urborg, Tomb of Yawgmoth or possibly Gaea's Cradle for the mana to cast all those extra cards. If you're confident your Primeval Titan will survive, get Cabal Coffers and Gaea's Cradle/Reliquary Tower upon casting and get Urborg, Tomb of Yawgmoth with your attack.

Be careful with Reliquary Tower. You may want to use your cleanup step to put creatures in your graveyard for reanimation.

If you want to end the game quickly at this point, use Palinchron with Cabal Coffers or Gaea's Cradle to make infinite mana while bouncing all your opponent's permanents with Tidespout Tyrant. This always gets the poor bastards who thought they had a chance after pitching their hands to Jin-Gitaxias, Core Augur to concede.

Another way to do the above combo is Tidespout Tyrant + Mana Crypt + Sol Ring. You play one of the mana rocks bouncing the other while floating mana in-between netting infinite colorless mana. A second Tidespout Tyrant from Body Double, Phyrexian Metamorph, etc. lets you bounce all permanents.

Wait, what's that? The above strategies aren't strong enough for you?

Good thing they're the backup plan.

A turn two Jin-Gitaxias, Core Augur may be a strong strategy in Legacy, but a turn two Hermit Druid is too strong for Legacy.

Activate Hermit Druid putting your entire library into your graveyard since you run no basic lands. Narcomoeba triggers putting it on the battlefield. Play a land to get Bloodghast out of your graveyard. If you don't have a land to play, spend :u: to Unearth Fatestitcher instead.

Now that you have at least three creatures on the battlefield, sacrifice them to flashback Dread Return targeting Necrotic Ooze. Pay :g: to activate Necrotic Ooze's haste ability from Thornling. Make Necrotic Ooze arbitrarily large using its copy of Devoted Druid's and Quillspike's abilities. Make an arbitrarily large amount of mana of any color by using Birds of Paradise's/Bloom Tender's ability in combination with Devoted Druid's untap ability. Use Oona, Queen of the Fae's ability to deck your opponents.

You only need :g::g: to start the combo, one to activate Hermit Druid and the other to give Necrotic Ooze haste. If they try to kill your Necrotic Ooze, laugh as you pay :g: to make it indestructible or sacrifice a land to give it shroud via Sylvan Safekeeper's ability. If they try to use something like Diabolic Edict in response to the haste ability, activate the haste ability again and deck them in response to the Diabolic Edict.

There's really nothing your opponents can do to stop you once you've put your library into your graveyard. Even if they counter the Dread Return or use graveyard removal, you can flashback Memory's Journey to "shuffle" Laboratory Maniac into your library. This is a strong backup plan because if your opponents had creature removal, you'd never have activated Hermit Druid in the first place. They have only two turns to find an answer before Laboratory Maniac wins you the game.

xbento
12-30-2011, 01:36 PM
No love for Top or Pact of Negation?

psu42
12-30-2011, 01:54 PM
This looks like a pretty solid list. I've been looking to build another list alongside my competitive Sharuum list. I think Sharuum has more combos, but this might be more resilent.

Kuma
12-30-2011, 03:17 PM
No love for Top or Pact of Negation?

Understand that in the group I play in turn six is the late-game. Sensei's Divining Top eats up lots of mana and provides only incremental advantage by then. It hardly seems necessary with 16 tutors in the deck. The prevailing wisdom in EDH is that Sensei's Divining Top is an auto-include, but I've found it to be terrible unless you're running some kind of combo that lets you use it to draw your entire deck. Even then, it's iffy.

As for Pact of Negation, I usually need to protect my creatures around turns 2-4, making Pact less than ideal. I'm running combos that empty one library per turn, bounce all opposing permanents, and one shot kill an opponent, but I'm not running any instantly kill everyone combos that I could protect with Pact of Negation. It's a great card that's fantastic in most combo decks, but it doesn't fit here.


This looks like a pretty solid list. I've been looking to build another list alongside my competitive Sharuum list. I think Sharuum has more combos, but this might be more resilent.

If this deck is anything, it's resiliant. Even if Jin-Gitaxias, Core Augur dies, you've usually drawn seven cards. You've got like three combos that kill people, and unless they exile your creatures, you can keep bringing them back with your shit-ton of reanimation spells. The Mimeoplasm can also be used to pick up the pieces of your failed attempts to win and turn them into freakish things like 11/11 Tidespout Tyrants.

I've found the deck to be about a turn slower than combo Sharuum the Hegemon if Jin-Gitaxias, Core Augur doesn't survive a turn around the table. Just an FYI.

xbento
01-01-2012, 03:30 PM
I've sleeved up my own semi budget version of this with imperial seal becoming green sun zenith and grim tutor becoming beseech the Queen, it's pretty powerful but I can totally see your point about subtlety. The zenith had been pretty sweet so far seeing as more than half the time you're searching for hermit druid with tutors anyway.

Kuma
01-02-2012, 02:46 PM
The more I play this deck the more I realize that Hermit Druid probably shouldn't be a backup strategy. I've yet to lose a game in which I've activated him twice. Since the Blood Moon decks have left my metagame, I'm wondering if I should cut about three basic lands and go more all-in on Hermit Druid. The problem is that I don't think there's an instant win combo with Hermit Druid in UBG. If anyone knows of one, let me know.

To that end, I should probably add Worldly Tutor/Sylvan Tutor/Green Sun's Zenith.

Glad to see someone's playing this. It's crazy strong and an absolute blast to play. :smile:

Dreg
01-02-2012, 03:01 PM
Well, regarding Hermit Druid, I was thinking something of this sort. Add a Narcomoeba and a Bloodghast to the List, as well as a Laboratory Maniac, a Dread Return and a Deep Analysis. That should be an instant win combo with hermit druid, provided you can landfall\you have another creature into play. And it just costs 3 mana to activate, so you can go t2 Druid, t3 activate + Analysis. This combo is pretty good especially in mutiplayer, since it doesnt kill the opponent, but lets you directly win the game.

Kuma
01-03-2012, 01:37 PM
Hermit Druid is just too easy to win with. He's a one-card combo that wins you the game on the spot allowing Pact of Negation to protect him.

- Loaming Shaman
- Oblivion Stone
- Living Death
- Tormod's Crypt
- Shriekmaw
- Vorinclex, Voice of Hunger
- Shred Memory
- Skithiryx, the Blight Dragon
- Lord of Extinction
- Dizzy Spell
- Island
- Forest
- 2 Swamp

+ Bloodghast
+ Narcomoeba
+ Fatestitcher
+ Dread Return
+ Laboratory Maniac
+ Deep Analysis
+ Worldly Tutor
+ Sylvan Tutor
+ Green Sun's Zenith
+ Pact of Negation
+ Exotic Orchard
+ Cephalid Coliseum
+ Shizo, Death's Storehouse
+ Okina, Temple to the Grandfathers

Activate Hermit Druid putting your entire library into your graveyard since you run no basic lands. Narcomoeba triggers, putting it on the battlefield. Play a land to get Bloodghast out of your graveyard. If you don't have a land to play, spend :u: to Unearth Fatestitcher instead.

Now that you have at least three creatures on the battlefield, sacrifice them to Flashback Dread Return targeting Laboratory Maniac. Flashback Deep Analysis to win the game. The combo costs :1::u::g:. If you only have two mana, or you're holding a non-free counterspell and expect your opponents to counter your Deep Analysis or kill your Laboratory Maniac in response to Deep Analysis, you can pass the turn leaving your counterspell mana open and use your draw for your next turn to win the game.

I'm not sure if Oboro, Palace in the Clouds would be better than Cephalid Coliseum because of its ability to bounce itself for triggering Landfall on Bloodghast.

apistat_commander
01-03-2012, 01:48 PM
Snip

I have tried building B/U/G Hermit Druid, and I honestly wasn't that impressed. While you can win with it, shoehorning it into a deck is pretty weak. It is also folds to counters, spot removal, and instant speed GY hate. It felt like a glass cannon that you could get to fire off once or twice, but once your opponents are on to what you are doing your gameplan is pretty easy to disrupt. If you want to play Hermit Druid, you really need to build your whole deck around him. Otherwise you just have some sort of bad control/combo hybrid that fails at doing either task particularly well.

Edit: It works best as 5c and in single player so you can Thoughtseize/Duress/IoK their hate away. Too much can go wrong in a multi-player setting for it to be a reliable win condition.

Kuma
01-03-2012, 03:32 PM
I have tried building B/U/G Hermit Druid, and I honestly wasn't that impressed. While you can win with it, shoehorning it into a deck is pretty weak. It is also folds to counters, spot removal, and instant speed GY hate. It felt like a glass cannon that you could get to fire off once or twice, but once your opponents are on to what you are doing your gameplan is pretty easy to disrupt. If you want to play Hermit Druid, you really need to build your whole deck around him. Otherwise you just have some sort of bad control/combo hybrid that fails at doing either task particularly well.

Edit: It works best as 5c and in single player so you can Thoughtseize/Duress/IoK their hate away. Too much can go wrong in a multi-player setting for it to be a reliable win condition.

You may be right, but I want to try it out and see how it works for me. The other two decks in my playgroup right now are Arcum Dagsson and Sharuum the Hegemon. Both decks are light on removal, countermagic, and instant speed graveyard hate. Arcum has Spine of Ish Sah, Force of Will, Mana Drain, Misdirection, and Pact of Negation. Sharuum has all those except Spine, and it also has Tormod's Crypt, Nihil Spellbomb and Swords to Plowshares. That's not a lot to play through.

I wouldn't play all-in Hermit Druid in a group with more than four players. Four might even be pushing it.

apistat_commander
01-03-2012, 04:52 PM
You may be right, but I want to try it out and see how it works for me. The other two decks in my playgroup right now are Arcum Dagsson and Sharuum the Hegemon. Both decks are light on removal, countermagic, and instant speed graveyard hate. Arcum has Spine of Ish Sah, Force of Will, Mana Drain, Misdirection, and Pact of Negation. Sharuum has all those except Spine, and it also has Tormod's Crypt, Nihil Spellbomb and Swords to Plowshares. That's not a lot to play through.

I wouldn't play all-in Hermit Druid in a group with more than four players. Four might even be pushing it.

Sounds like your meta is a great place for an all-in combo deck. I still think you are better off going with a goodstuff mid-range deck or a combo deck. Combo finishes can be fairly intrusive, even in a 99 card deck.

Here is the Hermit Druid list I was testing out. I was using a Necrotic Ooze combo for the win. The numbers weren't perfectly tweaked but it won every game I played with it on Cockatrice, but that probably doesn't mean too much.

General:
1 The Mimeoplasm

Hermit Combo(10):
1 Hermit Druid
1 Necrotic Ooze
1 Dread Return
1 Narcomoeba
1 Bloodghast
1 Fatestitcher
1 Quillspike
1 Devoted Druid
1 Oona, Queen of the Fae
1 Thornling

Alternate Mill(2):
1 Lightning Greaves
1 Cephalid Illusionist

Mimeoplasm Combo(2):
1 Triskelion
1 Lord of Extinction

Recursion(10):
1 Reanimate
1 Postmortem Lunge
1 Apprentice Necromancer
1 Shallow Grave
1 Regrowth
1 Snapcaster Mage
1 Eternal Witness
1 Memory's Journey
1 Life from the Loam
1 Yawgmoth’s Will

Tutor(12):
1 Vampiric Tutor
1 Mystical Tutor
1 Worldly Tutor
1 Demonic Tutor
1 Green Sun’s Zenith
1 Lim-Dul’s Vault
1 Muddle the Mixture
1 Shred Memory
1 Entomb
1 Buried Alive
1 Survival of the Fittest
1 Intuition

Card Draw(11):
1 Ponder
1 Preordain
1 Brainstorm
1 Thought Courier
1 Merfolk Looter
1 See Beyond
1 Impulse
1 Dark Confidant
1 Sylvan Library
1 Necropotence
1 Sensei’s Divining Top

Combo Protection(12):
1 Telepathy
1 Cabal Therapy
1 Mesmeric Fiend
1 Stifle
1 Dispel
1 Spell Pierce
1 Remand
1 Pact of Negation
1 Mana Drain
1 Force of Will
1 Beast Within
1 Echoing Truth

Mana Acceleration(6):
1 Birds of Paradise
1 Lotus Petal
1 Lotus Cobra
1 Mox Diamond
1 Mana Crypt
1 Sol Ring

Lands(34):
1 Underground Sea
1 Tropical Island
1 Bayou
1 Watery Grave
1 Breeding Pool
1 Overgrown Tomb
1 Sunken Ruins
1 Flooded Grove
1 Twilight Mire
1 Underground River
1 Yavimaya Coast
1 Llanowar Wastes
1 Polluted Delta
1 Verdant Catacomb
1 Misty Rainforest
1 Scalding Tarn
1 Flooded Strand
1 Bloodstained Mire
1 Marsh Flats
1 Wooded Foothills
1 Windswept Heath
1 Command Tower
1 Forbidden Orchard
1 City of Brass
1 Reflecting Pool
1 Gemstone Mine
1 Urborg Tomb of Yawgmoth
1 Strip Mine
1 Wasteland
1 Dryad Arbor
1 Bojuka Bog
1 Cephalid Coliseum
1 Tranquil Thicket
1 Barren Moor

Kuma
01-03-2012, 06:15 PM
I like the list. Memory's Journey seems like a fantastic include. If your combo fails, you can put Yawgmoth's Will on top of your deck and just do it again next turn.

Is there an infinite mana combo in there somewhere? I don't see the reason to run Oona, Queen of the Fae otherwise.

apistat_commander
01-04-2012, 09:53 AM
I like the list. Memory's Journey seems like a fantastic include. If your combo fails, you can put Yawgmoth's Will on top of your deck and just do it again next turn.

Is there an infinite mana combo in there somewhere? I don't see the reason to run Oona, Queen of the Fae otherwise.

Yeah the 5-color version ran a whole flashback package with Deep Analysis, Krosan Reclamation, Ancient Grudge, and something to tutor them. Again, the combo is more all-in but you also have the backup of Triskelion/Lord of Extinction to ping your opponents to death if Necrotic Ooze/Laboratory Maniac die. Oona is in for the infinite mana combo with Devoted Druid/Quillspike. You make your Ooze arbitrarily large via tapping and untapping by looping the two abilities and then generate an arbitary amount of mana through Devoted Druid's ability. As I said, it takes up more deck space but it needs less mana on the turn you want to win. The deck could probably use more discard and fast mana, plus if you have the expensive tutors, they can speed up the deck a turn or two.

Admiral_Arzar
01-04-2012, 02:56 PM
I like the list. Memory's Journey seems like a fantastic include. If your combo fails, you can put Yawgmoth's Will on top of your deck and just do it again next turn.

Is there an infinite mana combo in there somewhere? I don't see the reason to run Oona, Queen of the Fae otherwise.

Another possible combo (that only takes 2 cards) is to run Lord of Extinction + Triskelion. This requires you to hard-cast the Mimeoplasm or have it in your deck as a DR target, but it should provide enough +1/+1 counters to take out at least two players even if nobody else has much in their graveyards. It's also very easy to set up with Intuition or Buried Alive (Intuition for those two cards and any discard outlet). You can get blown out by split second spells but not by much else once the resulting creature is actually in play.

Kuma
01-07-2012, 12:44 PM
I decided the resiliency of the Necrotic Ooze combo is worth the extra slots.

- Necromancy
- Leyline of the Void
- Helm of Obedience
- Treachery
- Deep Analysis

+ Memory's Journey
+ Quillspike
+ Oona, Queen of the Fae
+ Necrotic Ooze
+ Thornling

The only ways to stop the combo now are killing or Pithing Needleing/Phyrexian Revokering Hermit Druid before it can be activated, countering the Dread Return or exiling the graveyard. In the latter two cases, you can still flashback Memory's Journey to "shuffle" Laboratory Maniac into your library. This is a strong backup plan, because if your opponents had removal, you never would have activated Hermit Druid.

sgfalex
01-08-2012, 03:52 PM
i noticed that you reference oona, queen of the fae, but i don't see it anywhere in your 99, am i missing something here? how else do you finish in a multiplayer game?

Kuma
01-09-2012, 01:14 AM
i noticed that you reference oona, queen of the fae, but i don't see it anywhere in your 99, am i missing something here? how else do you finish in a multiplayer game?

Oops.

I forgot to delete Treachery from the list and replace it with Oona, Queen of the Fae. Everything should be kosher now.

Bruedetour
01-10-2012, 05:16 PM
I have a friend who plays a similar list and if you arent gripping removal or counter magic you may as well forget about it

sgfalex
01-19-2012, 03:11 AM
any real reason you run Fyndhorn Elves over noble hierarch?

MWR
01-19-2012, 04:12 AM
any real reason you run Fyndhorn Elves over noble hierarch?

:eyebrow:

You are not allowed to play noble hierarch if your commander's color identity does not include white!