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Thread: The Mimeoplasm - Competitive yet subtly so

  1. #21
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    Re: The Mimeoplasm - Competitive yet subtly so

    GENERAL: The Mimeoplasm

    CREATURES:
    Avatar of Woe
    Coffin Queen
    Necrotic Ooze
    Skithyrix, the Blight Dragon
    Thought Gorger
    Body Double
    Consecrated Sphinx
    Jin-Gitaxias, Core Augur
    Magus of the Bazaar
    Palinchron
    Phyrexian Metamorph
    Wonder
    Brawn
    Eternal Witness
    Fauna Shaman
    Indrik Stomphowler
    Loaming Shaman
    Oracle of Mul Daya
    Primeval Titan
    Riftsweeper
    Terastodon
    Vorinclex, Voice of Hunger
    Yavimaya Elder
    Lich Lord of Unx
    Lord of Extinction
    Psychatog (Maybe get the cut?)
    Artisan of Kozilek
    Duplicant
    Solemn Simulacrum
    Scavenging Ooze
    Putrefax

    SPELLS:
    All Sun's Dawn
    Beacon of Unrest
    Buried Alive
    Damnation
    Demonic Tutor
    Entomb
    Life's Finale
    Vampiric Tutor
    Victimize
    Fact or Fiction
    Intuition
    Read the Runes
    Cultivate
    Farseek
    Gaea's Blessing
    Kodama's Reach
    Life from the Loam
    Nostalgic Dreams
    Regrowth
    Shred Memory
    Tooth & Nail
    Worldly Tutor
    Green Sun's Zenith

    ENCHANTMENTS:
    Attunement
    Defense of the Heart
    Greater Good
    Survival of the Fittest


    ARTIFACTS:
    Altar of Dementia
    Swiftfood Boots
    Lightning Greaves
    Scroll Rack
    Sensei's Divining Top
    Sol Ring


    LAND:
    Bad River
    Bayou
    Bloodstained Mire
    Breeding Pool
    Boseju, Who Shelters All
    Command Tower
    Drowned Catacomb
    Flooded Grove
    Flooded Strand
    Miren, the Moaning Well
    Misty Rainforest
    Overgrown Tomb
    Phyrexian Tower
    Polluted Delta
    Reflecting Pool
    Reliquary Tower
    Sunken Ruins
    Tropical Island
    Twilight Mire
    Underground Sea
    Urborg, Tomb of Yawgmoth
    Verdant Catacombs
    Volrath's Stronghold
    Watery Grave
    Windswept Heath
    Wooded Foothills
    5 Forest
    3 Swamp
    3 Island

    -1 Card yet if I counted correctly

    That's Awkward list, with minor changes.
    I think Karn and Garruk Primal Hunter could be nice. But protecting themselve.

    Hermit Druid +should be included, as well as Sylvan SCrying.
    Sylvan Scrying can fetch us Miren or Boseju

    Other Cards:
    Birthing Pot - Survival/Shaman #3.
    Genesis - Tutorable Recursion
    Squee - Not neccesary if we have Genesis, we also have enough creatures who wants to be discarded
    Dryad Arbor - GSZ acceleration, tutorable blocker, saccoutlet.
    Natural Order - Searched Terastodon, Shaman (if we need a tutor for the combo), Vorinclex, Voice of Hunger, Titan, Lord
    Creeping Tar Pit - Manlands are always good.
    The Tabernacle at Pendrell Vale - Just for being awesome ;)
    Triskelion - Sweeper with Lord. But otherwise: If we can get those 2 cards, we can get any other as well and win
    Gaeas Cradle - Manaboost obv.
    Maze of Ith - Just as an solution, but maybe not neccesary
    Murmuring Bosk - Instead of a Forest. It's a better fetch then a Forest
    Gargoyle Castle - With Loam a recurring beater
    Rupture Spire - 5c land

    For the more comboish-style:
    Diabolic Intent
    Rhystic Tutor
    Tainted Pact

    Also every nonbasic land makes Hermit Druid better.

    Cards to cut: Life from the Loam, Gaeas Blessing, Psychatog...and I don't know ^^
    Last edited by Windux; 08-02-2011 at 02:12 AM.
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  2. #22
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    Re: The Mimeoplasm - Competitive yet subtly so

    You should not consider Squee and Murmuring Bosk - Mimeoplasm is UBG.

    I'll post my list when will have time to type it )

    How is All Sun's Dawn? Compared to Restock...

  3. #23
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    Re: The Mimeoplasm - Competitive yet subtly so

    I cutted the All Sun's Dawn, because Witness, Regrowth and Nostalgic Dreams are enough.

    Krovikan Horror would be a good alternative to Squee. With Hermit Druid, Magus etc. it's even better, because you can recurr it every end of turn step.
    That rocks in multiplayer games ;)

    Discard Horror->get Brawn->Get Utility, eot get Horror. Mainphase 2 of an opponent discard Horror->Wonder->Utility, get Horror etc etc.
    If you have enough mana of course ;)
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  4. #24
    Vanilla Bear, 2/2

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    Re: The Mimeoplasm - Competitive yet subtly so

    In the late game, wouldn't Praetor's Counsel be superior to All Sun's Dawn?

    Another suggestion / alternatives:
    Far Wanderings instead of Farseek / Cultivate.
    Diabolic Servitude over Coffin Queen.

    Oh, and I play Life from the Loam + Wasteland / Strip Mine in this deck as well ;p

  5. #25
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    Re: The Mimeoplasm - Competitive yet subtly so

    My newest decklist:
    1 Avatar of Woe
    1 Coffin Queen
    1 Necrotic Ooze
    1 Skithiryx, the Blight Dragon
    1 Thought Gorger
    1 Body Double
    1 Consecrated Sphinx
    1 Jin-Gitaxias, Core Augur
    1 Magus of the Bazaar
    1 Palinchron
    1 Phyrexian Metamorph
    1 Wonder
    1 Brawn
    1 Eternal Witness
    1 Fauna Shaman
    1 Indrik Stomphowler
    1 Loaming Shaman
    1 Oracle of Mul Daya
    1 Primeval Titan
    1 Terastodon
    1 Vorinclex, Voice of Hunger
    1 Yavimaya Elder
    1 Lich Lord of Unx
    1 Lord of Extinction
    1 Artisan of Kozilek
    1 Duplicant
    1 Solemn Simulacrum
    1 Scavenging Ooze
    1 Putrefax
    1 Beacon of Unrest
    1 Buried Alive
    1 Damnation
    1 Demonic Tutor
    1 Entomb
    1 Life's Finale
    1 Vampiric Tutor
    1 Victimize
    1 Fact or Fiction
    1 Intuition
    1 Read the Runes
    1 Cultivate
    1 Farseek
    1 Kodama's Reach
    1 Life from the Loam
    1 Nostalgic Dreams
    1 Regrowth
    1 Shred Memory
    1 Tooth and Nail
    1 Green Sun's Zenith
    1 Attunement
    1 Defense of the Heart
    1 Greater Good
    1 Survival of the Fittest
    1 Swiftfoot Boots
    1 Lightning Greaves
    1 Scroll Rack
    1 Sensei's Divining Top
    1 Sol Ring
    1 Bad River
    1 Bayou
    1 Bloodstained Mire
    1 Breeding Pool
    1 Boseiju, Who Shelters All
    1 Command Tower
    1 Drowned Catacomb
    1 Flooded Grove
    1 Flooded Strand
    1 Miren, the Moaning Well
    1 Misty Rainforest
    1 Overgrown Tomb
    1 Phyrexian Tower
    1 Polluted Delta
    1 Reflecting Pool
    1 Reliquary Tower
    1 Sunken Ruins
    1 Tropical Island
    1 Twilight Mire
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Volrath's Stronghold
    1 Watery Grave
    1 Windswept Heath
    1 Wooded Foothills
    2 Swamp
    2 Island
    1 Worldly Tutor
    1 Gaea's Cradle
    1 Rupture Spire
    3 Forest
    1 Genesis
    1 Hermit Druid
    1 Strip Mine
    1 Dust Bowl
    1 Sakura-Tribe Elder
    SB: 1 The Mimeoplasm

    The problem at Far Wanderings is, that it only searches one land in the early game, which is worse. To search threee lands in the lategame is only good, IF you come to the lategame :)

    Coffin Queen vs. Diabolic Servitude: Fauna Shaman, SUrvival, Worldly Tutor all can tutor up it.
    Servitude pro's:
    You normaly play both cards late, so the 1cc more doesnt matter
    No summoning sickness
    Harder to get rid off.

    With Beacon and Victimize we have two cards who reanimate very well, but maybe I try to fit it in.

    Altar got the cut for Sakura Tribe-Elder to have a more powerful start.

    Praetor's Counsel: Nostalgic Dreams get's back enough cards most of the time für just GG.
    Anyway you can't play all of the cards you get back, just 2-3 until you win the game. Nostalgic Dreams does that as well. And 8 Mana are a lot!

    Bazaar of Baghdad: I would play it, if I had the card. Just FYI. Magus of the Bazaar is great!

    I never needed:
    1 Consecrated Sphinx
    1 Jin-Gitaxias, Core Augur
    1 Duplicant

    Necrotic Ooze is still in, because it can be like a better Witness: Fauna Shaman, Bazaar, Hermit Druid fixer or number #2.
    I would say, that it would be better to play more cards, that Ooze can abuse.
    Devourer+Trisk doesnt work due to the high cmc the deck has. You don't have enough cards to just kill one opponent without removing over half of your deck.

    - Jin-Gitaxias / Sphinx
    + Far Wanderings or another tutor effect
    Maybe Far Wanderings > Yavimaya Elder.
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  6. #26
    Vanilla Bear, 2/2

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    Re: The Mimeoplasm - Competitive yet subtly so

    Quote Originally Posted by Windux View Post
    ...
    The problem at Far Wanderings is, that it only searches one land in the early game, which is worse. To search threee lands in the lategame is only good, IF you come to the lategame :)
    Really? This is a quite reasonable turn 4-play for me (making 7-8 mana at turn 5), considering Magus of the Bazaar, Hermit Druid (I play fewer basic lands), Dredge cards (Fetchable with Fauna Shaman / Survival of the Fittest: Stinkweed Imp, Golgari Grave Troll. Or else Life from the Loam), Jace's Archivist (great card. Recurring Windfall), Buried Alive, etc. Sakura Tribe Elder, Yavimaya Elder & co. helps speeding it up as well.

    My build involves cards like Shared Trauma, Windborn Muse & Memory Jar as well, which made Threshold a no brainer.

    Praetor's Counsel: Nostalgic Dreams get's back enough cards most of the time für just GG.
    Anyway you can't play all of the cards you get back, just 2-3 until you win the game. Nostalgic Dreams does that as well. And 8 Mana are a lot!
    Yes, only that Nostalgic Dreams is a card selection (trades card on your hand with cards in the graveyard), not a card advantage. But card selection is probably needed here as well (to switch utility spells in your graveyard with those uncastable fatties on your hand, which could be used by casting The Mimeoplasm. Delicious :)

    Another tip (for one-on-one play, or in some multiplayer game):
    Zur's Weirding --> locks your opponent quite well (the life loss is relatively minimal in a Commander game. And it could be compensated later on when your Mimeoplasm copies a Lifelink creature, if you play them, of course) And you'll have the option to either let your opponent pay 2 life to put your card to the graveyard (to become fuel for the Mimeoplasm or Threshold), or just replace your draw with your Dredge cards.

  7. #27
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    Re: The Mimeoplasm - Competitive yet subtly so

    Would Dread Return fit into this deck will all the mill/dredge draw/discard effects that get cards into the graveyard and the setup creatures like Magus, Fauna, Hermit, Simulacrum, Elder, Witness (especially! always trying to get her back in the yard), and Metamorph (to reset it). Throw in some manlands like Treetop or Factory to add to the 'creatures to sac' count than also work well with Loam.
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  8. #28
    Vanilla Bear, 2/2

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    Re: The Mimeoplasm - Competitive yet subtly so

    Quote Originally Posted by torgar View Post
    Would Dread Return fit into this deck will all the mill/dredge draw/discard effects that get cards into the graveyard and the setup creatures like Magus, Fauna, Hermit, Simulacrum, Elder, Witness (especially! always trying to get her back in the yard), and Metamorph (to reset it). Throw in some manlands like Treetop or Factory to add to the 'creatures to sac' count than also work well with Loam.
    On paper, yes. It's just that (mass-)removal is running rampant in a commander game, so that sometimes you could barely maintain control of 3 creatures on your side, and if you did, oftentimes you probably would want to keep them, instead of trading / sacrificing them for one creature in your graveyard.

    If you play a token deck, like Ghave, Guru of Spores, then Dread Return might be considerable. But I found Diabolic Servitude to be way more powerful than Dread Return, since it mostly returns to your hand (due to removals) and could be played over and over again.

    By the way, have you guys seen the Innistrad spoiler lately?
    (http://mtgsalvation.com/innistrad-spoiler.html)
    Especially Mindshrieker & Mirror-Mad Phantasm, they looked like especially made for the Mimeoplasm, what do you think?

  9. #29
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    Re: The Mimeoplasm - Competitive yet subtly so

    The Setting: I play in this Commander league of about 9 people that play every two weeks on a regular basis. Points are awarded on kills and overall winner. We play a full season where everyone has to keep their Commanders throughout the season but can make any sort of changes to their deck list. I play a Mimeoplasm deck with several of the aforementioned combos.

    The Plot: I've been victorious enough with these combos that I've become a complete target for meta-game hate (in the form of graveyard removal: Scavening Ooze, Bojuka Bog, etc.) and early alpha strikes from quicker decks if I appear to be vulnerable. I pilot the deck well enough for people to know to kill me before I have the time to set up. This has made it difficult to play since I find the deck needs its time to set up adequately and if I'm tutoring and fetching lands to play Tooth and Nail, I'm not establishing a sold defense... and I don't have the enough resources to set up a decent defense without expending my resources and leaving me top-decking for solutions.

    The Deck List:

    Combo/Kill:
    Tooth and Nail
    Palinchron
    Vorinclex, Voice of Hunger
    Lich Lord of Unx
    Phyrexian Metamorph
    Eternal Witness
    Triskelion
    Phyrexian Devourer
    Necrotic Ooze
    Skithiryx, Blight Dragon
    Putrefax

    Random Fatties (all these seem replaceable):
    Mortivore
    Avatar of Woe
    Simic Sky Swallower
    Inkwell Leviathan
    Butcher of Malakir

    Tutor/Recursion:
    Demonic Tutor
    Worldly Tutor
    Vampiric Tutor
    Regrowth
    Nostalgic Dreams
    Buried Alive

    Set-up/Utility:
    Sol Ring
    Sakura Tribe-Elder
    Riftsweeper
    Oracle of Mul Daya
    Kodama's Reach
    Cultivate
    Far Wanderings
    Sylvan Scrying

    Engine/Draw:
    Genesis
    Life from Loam
    Hermit Druid (Korean altered art! woohoo)
    Fauna Shaman
    Krovikan Horror
    Wonder
    Sensei's Divining Top (one of these two has to go)
    Sylvan Library (one of these two has to go)
    Greater Good (not too impressed...)
    Fact or Fiction

    Control/Permission:
    Oblivion Stone
    Damnation
    Pernicious Deed
    Putrefy
    Maelstrom Pulse (Echoing Truth seems strictly better here... since I face token & Splinter Twin combos)
    Krosan Grip
    Shriekmaw
    Acidic Slime
    Capsize
    Submerge (seems cool to hide Commanders in response to shuffles but hasn't been working well)
    Capsize
    Mana Drain
    Hinder
    Spell Crumple
    Deflection
    Stifle

    Special Lands:
    Bosejiu, Who Shelters All
    Volrath's Stronghold
    Academy Ruins
    Tolaria West
    Reliquary Tower
    Vesuva
    Wasteland
    Strip Mine
    Tranquil Thicket
    Lonely Sandbar
    Barren Moor

    The Base:
    8 Forest
    6 Island
    4 Swamp
    Overgrown Tomb
    Bayou
    Underground Sea
    Llanowar Wastes
    City of Brass
    Commander Tower
    Temple of the False God
    Jwar Island Refuge
    Misty Rainforest
    Golgari Rotfarm
    Dimir Aqueduct
    Simic Growth Chamber


    The Strategy:

    I was thinking of using Fog effects to through early stages of the game to allow myself to weather the storm and identify aggressive enemy players to target with early poison kills Perhaps I could bide my time with a package like:
    Fog, Constant Mists, Moment of Peace, Crucible of Worlds, (Exploration),


    I've been considering adding cards that cause ridiculous advantage in larger FFA games like:
    Mystic Remora, Mind's Eye (Sphinx is probably better though more vulnerable to hate)

    Which is better Sylvan Library or Top? (I lean towards Top cause I like the flexibility to draw at instant speed but Sylvan might be stronger.)

    Other thoughts: Rune-Scarred Demon, Sheoldred, The Whispering One, Snapcaster Mage

    Ideas welcome.
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  10. #30
    Vanilla Bear, 2/2

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    Re: The Mimeoplasm - Competitive yet subtly so

    :) I know what you mean, about people ganging up on you, because The Mimeoplasm is a strong Commander, it won't be long until they found out.

    This is what I think: instead of slowing down with Fog / Moments of Peace, etc., I would rather distract them by going aggro from the start (while milling them / you. In this way, they will have to search for answer to your early threats, instead of searching for graveyard removals. For example, they will be forced to play their Faerie Macabre instead of discarding it), or make it so that their graveyard removal becomes less effective.

    Go Aggro:
    - Mindshrieker: evasive, deals damage very fast (one Sol Ring or Sensei's Divining Top / Sylvan Library, and it gets ridiculous in Commander, where everyone plays explosive spells with higher cost), and help mill them or yourself.
    - Splinterfright: aggro, also fuels itself fast (play more creatures & fetchlands to thin your deck)
    - Troll Ascetic / Thrun, the Last Troll (not a bad copy target for the Mimeoplasm as well)
    - Sword of Body and Mind, Trepanation Blade: Damage + Mill
    etc.

    Quick Recovery from graveyard removal:
    - Play cards / creatures, where cards in ALL graveyard matter. Examples: Lord of Extinction, Bonehoard? (if you dare :), This would force them to remove each graveyard (play Morningtide), or play more graveyard removal spells, which would make their own deck worse.
    - Play cards which make everyone discard or mill themselves. Examples: Mesmeric Orb, Liliana of the Veil, etc.
    - Play more draw spells.

    Just some thoughts of mine.

  11. #31
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    Re: The Mimeoplasm - Competitive yet subtly so

    I strongly recommend you (and anyone else that runs B/G among other colors) to run Primeval Titan and Cabal Coffers in addition to Urborg, Tomb of Yawgmoth. If titan resolves, you're going to have a fuckton of mana next turn/for the rest of the game. Trust me, that's fun regardless of what your strategy is.

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