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mfw i resurrect your dad (EDH / Commander)

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The overall goal of this deck is to self-mill as fast as possible, getting as many 0/0 lads into the grave as well as anything from combo bois. Once resurrected by Nethroi, Apex of Death, the 0/0's will go straight to the graveyard and creatures like Corpse Knight will trigger, potentially dealing 96 damage to each opponent.

Overall Theme:
Self-Mill

Future Goal:
Work on mana-base
Card draw
Maybe decrease number of removal cards
Maybe increase number of graveyard tutors
Maybe decrease number of mill cards and increase sac outlets

Update 6/19
Added cycle lands. Chose to do this because many cards have effects that put lands into your hand or onto the battlefield, could make for a decent amount of draw

Update 6/21
Added Luminous Broodmoth and Slippery Bogbonder to infinitely loop cards like Triskelion 1 damage ability. By sacing slippery bogbonder, it will come back with a flying counter due to luminous broodmoth. You then move the flying counter to another creature, sac again, and continue this process

Update 7/1
After playing about 20 games, I can say that the deck is a bit overpowered for casual kitchen table play but will definitely hold its weight against seasoned edh players. If I had to rate it, I would say 8/10. Remove all good lands and you're looking at a 7/10.

Mulligan and general playstyle:
Ramunap Excavator is a HEAVY hitter if you have a fetch land in grave. The only form of interaction it receives is from board clears. You definitely want to get Luminous Broodmoth into your grave immediately as this card is the best card in the deck hands down. Consider teching in Buried Alive/Entomb specifically for this reason. Mutate Nethroi, Apex of Death as frequently as possible. Hermit Druid / Sylvan Library (or any card draw) + Underrealm Lich is absolutely hilarious and if you end up with either of these in your hand at the beginning, definitely keep. The only cards you want to tutor from your grave are those that will discard more cards. You gain a lot more health than expected between Nethroi having lifelink and Zulaport Cutthroat and Vindictive Vampire.

To address my original concerns:

  1. Mana-base is solid, no real complaints. Ramping isn't an issue either as Nethroi, Apex of Death's mutate is not something needed immediately. Most counter creatures you can have as cheap bois as blockers.
  2. Card draw is not of a concern either. Considering teching in Recycle as you don't really need anything other than Nethroi, Apex of Death.
  3. Removal card numbers are solid. 5 board clears and 5 targeted removal cards are a good mix.
  4. Graveyard tutors aren't really as necessary as I originally had thought. I am definitely considering removing some but unsure what I will replace it with. Since most allow you to grab a land, I treat them as an intermittent Ramunap Excavator by grabbing fetch lands.
  5. Mill cards are solid, however I do want to add sac outlets. I did not realize how strong sac outlets can be. Due to reanimation of graveyards often, saccing creatures will allow you to trigger any of the combo bois even more (however by the time you reach a point you're probably going to destroy your opponents). Since you cannot separate the merged card from the original card, you need to sac the creature so you can mutate more often.

Update 7/5
Added dredge mechanics since it will allow for self mill at any time you draw a card. Next goal will be to add more sac outlets to get those dredge cards into the grave faster. Been thinking about how well recycle interacts with this idea and will see how it plays out (especially life from the loam).

Update 7/10
I am glad I added dredge mechanics, but especially from Golgari Grave-Troll. It is a large boi since there are always going to be a lot of creatures in grave. Furthermore, saccing with Greater Good is absolutely nutty. Probably by far one of the best cards for this deck. I added in cards that will retrieve enchantments from grave as a result. Ended up reducing the number of basic lands and instead added back some self mill cards and graveyard tutors. This decision was mostly due to how salty I got when Hermit Druid drew 1 card. I am considering adding Azusa, Lost but Seeking for superb card draw with Ramunap Excavator Added:

  1. The Binding of the Titans
  2. Mulch
  3. Eternal Witness
  4. Phyrexian Marauder
  5. Hall of Heliod's Generosity

Update 7/20
Found that although it is good to have some basic lands, the deck functions better without them. Removed one of each basic in favor of Azusa, Lost but Seeking , Grindstone (mesmeric orb would be better but I don't own one), and Eerie Ultimatum. For whatever reason I thought Eerie Ultimatum would only bring back creatures but it brings back all permanents. This card should be more expensive than it is and should be an abzan mill staple. Next goal is to add creatures like Tarmagoyf who are large from things being in the grave or creatures who make little guys when they die.

Update 8/2
Azusa, Lost but Seeking very rarely was helpful so she was cut. I also cut altar of dementia and sol ring. Altar of dementia just was so rarely seeing a sac on anything worthwhile. It worked out for 1 game in my favor but usually was not all that great. It only worked with dredge but with only 4 dredge cards, it was hard to justify it. Will consider adding back in in the future.

Update 8/20
Removed Slippery Bogbonder for Painter's Servant. With grindstone you can either full mill yourself or full mill another player.

Update 9/29
Replaced Lightning Greaves with Teysa Karlov and Beast Within with Anguished Unmaking for extra value. Considered putting Scourge of the Skyclaves however decided against it due to only needing to resurrect 0/0's and a few key trigger creatures. For those who don't know, Scourge absolutely breaks Nethroi. If the highest life total is 30, Scourge has power -10, thus allowing you to bring back creatures with power total of 20 instead of 10. Currently testing how well Peer into the Abyss and Morality Shift work. I know it is worth it, however the lack of land base and ramp makes it an expensive cmc to add.

Update 10/10
Added Morality Shift as a super duper high roll card, the rare chance I got to use it was spectacular and well worth the slot in. Added Agadeem's Awakening // Agadeem, the Undercrypt because of the fact it is a land while also having another resurrect outlet - removed vault of whispers for it. Added Scourge of the Skyclaves due to the synergy and the fact it dies since its effectively a 0/0, removed Phyrexian Marauder for it. Considering a tech of Path of Discovery and Pernicious Deed.

Update 10/18
Removed Greater Good for Pernicious Deed. Although it's sick card draw, I am not really concerned with card draw as much as discarding. This is an instant speed interaction that forces the opponents to really consider what they are playing as one wrong move and their board is gone. Works well with all grabbing enchantments cards like Hall of Heliod's Generosity, Kruphix's Insight, etc. Figuring out how to tech Aura Shards in.

Update 9/6/21
Took a break from magic due to covid, finally now getting back into it. Made the following changes:
New Combos!!!!
Karmic Guide + Reveillark + sac outlet like Altar of Dementia/Ashnod's Altar = either unlimited mana or unlimited death triggers (make sure karmic is in the grave)
Eternal Witness + Living Death + Altar of Dementia/Ashnod's Altar = infinite everything
Altar of Dementia + Karmic Guide + Saffi Eriksdotter = infinite everything except mana

With inclusion of phyrexian altar, you can now have unlimited sacs with Eternal Witness and Living Death.

    Added/removed cards:
    -1 Glowspore Shaman
    -1 Morality Shift
    -1 Pernicious Deed
    -1 Perpetual Timepiece
    -1 Skull Prophet
    -1 Tree of Tales
    -1 Workhorse
    +1 Ashnod's Altar
    +1 Aura Shards
    +1 Karmic Guide
    +1 Reveillark
    +1 Saffi Eriksdotter
    +1 Yavimaya, Cradle of Growth

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Dad

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