Sunday, November 30, 2014

The Mimeoplasm

Nothing is cooler than having a dinosaur for an arm.


        The Mimeoplasm is my favorite commander. He's budget friendly, he's fun to use, and his art is pretty too. He heavily utilizes the graveyard, which fits my favorite style of play. If you are new to MTG and you want to start playing commander, he's the guy for you. A Mimeoplasm deck can be anywhere from super casual to crazy competitive. A good Mimeoplasm deck usually has a minimum cost of 40 - 50 dollars, and this does not include the mana base. I believe you should always try to buy the main deck before moving on to the mana base. Today, I will show you my personal Mimeoplasm deck, and possible tweaks you can make to it. Let's start!


     THE COMMANDER
                         
                                           


   This guy is the main man! He is what holds this deck together! Our win condition is going to be getting this guy to hit you're opponent for 21 points of damage! Our deck is going to revolve around him, which means we are going to need a self-milling theme. (Milling is putting cards from a library into the graveyard.)  We want two main components to this deck: First, we are going to need the cards that mill. Next, we also want want some big creatures for him to turn into. We now have an idea for this deck.





          MILLING

          Keep in mind that I will mainly be milling myself. Here are the cards that I use for milling.


                                     



     Do you see any similarities here? All of these cards dig through the top 4 or 5 cards of your library and let you pick something from among them. I will refer to these as "diggers". These all can be cast fairly early and help develop your early game, while at the same time filling up your graveyard.

               
               



     These are all of my heavy hitters. Most of these will end up milling your opponent, but are still good anyways. Nemesis of Reason has the added bonus of being a creature, making Mimeoplasm slightly more insane. Traumatize is a HUGE bomb. You do have the option of hitting yourself with it, but nothing is more fun then watching your opponent's face as they cut their deck in half and drop it in their graveyard. However, if you know that your opponent is not running a creature heavy deck, these cards immediately lose much of their value. Mind Grind, Nemesis, and Mind Funeral become next to useless. Whispering Madness, Jace, and Traumatize are still good though, since they both hit you.



             

     The rest of these are just there to mill a little bit more. Nothing much to be said about them.


     THE MIMEOPLASM'S BUDDIES

     These are all the guys that Mimeoplasm likes to morph into. They are usually big, and serve many different roles that you might need throughout a game.






     These guys are mainly for protection against removal and other effects. Spiritmonger also packs a bit of a punch, and Lazav can quickly shift into something big. These guys are still offensive, even when they are meant to protect The Mimeoplasm.





     These dudes are for supporting me. Zegana draws me a boatload of cards, along with Jin-Gitaxias, plus Jin also mills your opponents so much that they hate you for the rest of your life. It's great. Wrexial takes complete advantage of your opponent's graveyard and sends them back their own spells. Plus, he's unblockable 2/5 of the time too.



 These guys exist for no reason other than beating the crap out of your enemies. They all cause untold destruction, and end the game very swiftly. However, I am less fond of Doomgape, but even his sacrifice ability can be more of a blessing then a curse sometimes.




     GRAVEYARD CREATURES

     These guys draw their power from your graveyard. It's really simple.







All of these guys are easy on your budget except for Lord of Extinction. He is worth it though. I have never lost a game I cast Lord of Extinction in. I have a few others in my deck too, such as Wight of Precinct Six and Jace's Phantasm. Another fun card is Havengul Lich. He can recast all your dead guys, and he costs 2$. If you see it, buy it.





     RAMPING AND FIXING

     Ramping is a key part of every successful commander deck. Always make sure that you have solid cards for ramping your mana. If you have green in your deck, USE MANA ELVES. You should also grab signets that match with your colors.


                                      

     Sol Ring and Gilded Lotus are both musts. Don't even think about building a deck without Sol Ring. It's just required. When you get it, you will realize that the 3$ it costs are well worth it. If you want more, you should also try out paradise mantle. That card is another solid fixer. Even the Key Runes from Return to Ravnica and Gatecrash are good.

     MANA BASES


     Remember that your mana base is not the highest priority. You can get by just fine with the Guild Gates and Bounce Lands from Ravnica, and the new common dual lands from Khans of Tarkir.


     OTHER

Remember to always pack removal. For this deck, I just used the standard Doom Blade, Murder, and a few others. For board wipes, Gaze of Granite and Toxic Deluge work just fine. If you can afford them, Damnation and Pernicious Deed are amazing. I also have Nevinyrral's Disk and Ratchet Bomb. For enchantment/artifact removal, just use whatever you feel like. It will never have a profound impact on a game. And finally, for protection, I have Lightning Greaves, Swiftfoot Boots, and Mask of Avacyn.

    CONCLUSION

    In conclusion, just try to stick as close to the graveyard as possible as you build your Mimeoplasm Deck. You can't go wrong there. If you see something you can't afford, there is almost definitely a cheaper alternative. Just play with what you love. This post was made not for you to copy, but for you to draw ideas from. For researching cards, I personally use Decked Builder. For buying my cards, I always use TCG player. Until next time, keep playing Magic.