EDH Deck Time: Muldrotha

One more Dominaria leak.

Muldrotha, the Gravetide
Legendary Creature — Elemental Avatar
During each of your turns, you may play up to one permanent card of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

One of the things I’m always on the lookout for is Sultai legendaries, as those are the colors I’ve made a conscious decision to stick to in EDH (this was largely motivated by me buying [scryfall]The Mimeoplasm[/scryfall] deck back in the day). I actually like fewer colors for various reasons, but because the number of Sultai commanders is still quite low, I don’t mind new ones. So, here we are with Muldrotha. Doesn’t quite roll off the tongue.

What would one want with this commander? Plenty of things to sacrifice at the very least. [scryfall]Strip Mine[/scryfall] is going to be pretty strong in this deck (if the manabase can support it, that is). This is also my kind of a deck, because there is plenty of places to use mana, so I can play as many mana sources as I want. Playing some cards with Cumulative Upkeep might be nice as well. Like playing [scryfall]Glacial Chasm[/scryfall] each turn. We might want to play a lot cards that are of more than one type, just so that we have more options each turn.

Gladly, we can sort of combine some of these, because we have plenty of ramp cards that require the sacrifice of a permanent. Starting with that.

Here’s the problem with this approach: It’s going to be very difficult to build a manabase with these. There’s a limit to how many basics we can play, because we still need enough sources for each color. However, with what we have above, I think we can skip on some amount of duals. Perhaps quite a few. All of the above can more or less count as blue and black sources. Not quite, but maybe those could count as something like 8 (there’s 10 of them actually), so perhaps we could make due with a dozen or so lands for each of those colors.

Since we want to hit at least our six first lands with no problems, we should probably play around 40 lands on top of the ten fixers above. This should include as many fetches as you can get, as well as shocks, battles and the cycling duals from Amonkhet to have plenty of targets for them. Sadly, we only have a full three of these for one of these types, but still.. it’s something.

I think this should suffice. Throw in 4 Islands, 4 Swamps and 22 Forests and we should be fine.

What else? How about some enchantment creatures from Theros block? They give use that flexibility and ability to often play two creatures in one turn from the graveyard. We shouldn’t overload on these, because there isn’t that many good ones, but there’s some.

[scryfall]Nyx Weaver[/scryfall] seems especially great here. The Giant is basically a metagame decision from me. In certain metagames it’s going to rule, while in others it won’t do much.

How about some card draw? Even with 50 mana sources, it’s not given that we’ll hit six mana without a hitch and even after that, we want to keep hitting those lands, so plenty of draw is still something I would definitely like to see.

I guess we have to win the games somehow as well. Must we? Yeah…

Before we get to that, I want a few ways to control the game a little bit.

That’s something…

Finally, for some wincons. First, since we only have permanents in the deck thus far, why not have [scryfall]Primal Surge[/scryfall] in the deck?

What else?

Wow. Weird one.

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