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Muldrotha Ramp (EDH / Commander)

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Muldrotha Goodstuff Sultai commander. The best part about this deck is that you don't actually need Muldrotha, the deck is very independent without her. The deck is very versatile but falters when faced against a lot of grave hate, so be careful when filling your graveyard. The deck also has zero infinite combos meaning you can't just win the game outright, you do need to work for the win, that being said there are repeatable combos, such as playing Emrakul and sac'ing her then replaying her the turn after essentially gaining control of an opponent permanently, or replaying Strip Mine over and over again.
Muldrotha has a good amount of search cards to help you get ahead and stay ahead while your opponents are left in the dust. There aren't many interaction cards in the deck, you mostly play alone during the game and interact with your opponents through mass disruption or Garruk, Apex Predator.

Don't be afraid to use your creatures as resources when faced with a threat, you can easily rebuild your board thanks to Muldrotha's ability. I have two tricks that many don't realize when casting spells from graveyard. Firstly, if you want to play two creatures from your grave in a turn and one of them is either an enchantment or artifact creature, you can choose to cast it as the enchantment or artifact rather than creature so you can play the regular creature from your grave. Secondly, if you've used up all your permanent card casts on your turn and want to play more, if play a new Muldrotha (most common way is to sac her and play her from the command zone) you get a refresh on her ability letting you play one more of each permanent from your grave that turn.

Key elements for this deck is are Azusa or Exploration, and either Ramunap Excavator or Cruicble of Worlds plus a fetch land and pop-off from there. Other strategies involve playing Hour of Promise into Urborg and Cabal Coffers which gets you super far ahead, along with Kiora, Master of the Depths or Garruk Wildspeaker to untap Cabal Coffers and play a lot of cards in a turn.

Finishers in the deck are Torment of Hailfire, Villainous Wealth, Emrakul the Promised End, Craterhoof, or you can suffocate your opponents with Strip Mine.

Torment of Hailfire: Easiest way to win in the deck, float a bunch of mana using Cabal Coffers and mana doublers and just slam the card down with an absurd X paid, that will end most games.

Villainous Wealth: Another good method at taking down a single player, cast it with a big X to remove most if not all of their deck and play all the spells to get big tempo.

Emrakul, the Promised End: A good way to really put your opponents behind, take control of an opponent and just ruin their board and mess with them as much as possible. Easily the weakest of the finishers in the deck but still very strong. Tip! taking control of an opponent when you have Vorinclex in play allows you to keep their lands tapped when they get their extra turn.

Craterhoof Behemoth: Classic finisher since the conception of EDH, have a big board, slam this card down and turn the board sideways. It's always a good idea to play more creatures from your grave or hand to pump the Hoof etb even more.

Strip Mine: Huge annoyance when you can play 4-5 lands a turn, absolutely turns your opponents off from playing any further. Newer addition to the deck, but figured it was time for it from all the ramps decks running around in our playgroup.


Good Cards

Whip of Erebos: The card is only in the deck for Lifelink, your life total drops very quickly when fetching more than 3 times each turn, along with using shocks or drawing all the cards from Sylvan Library. The deck has a lot of threats and giving them lifelink will make your opponents think twice before attacking you.

Fauna Shaman: When you have Muldrotha in play it lets you double dip with this card, being able to play the card you just pitched it a great feeling.

Sylvan Library: You want this in your opening hand every game, it is the best card to have early. I tend to full draw the first time I untap with it, 8 life isn't too much in EDH, but it adds up very quickly, so be careful.

Tatyova: Super synergistic in this deck, drawing two cards off playing a fetch from your grave is the best, and even better is that you get to play more than one land each turn. You don't want to play this if you have no way to interact with your graveyard, or if you don't have a bunch of lands in hand.

Underealm Lich: You only really need to play this if you're struggling to find playables or need to fill your graveyard. It also works as a way to stop yourself from dying from drawing out your deck, since it replaces drawing with looking the top of your deck.

Jace, Vryn's Prodigy: Same situation as Fauna Shaman, really good for doubling dipping on cards or pitching the land you were going to play this turn if you have Crucible, Ramunap or Muldrotha in play. When he transforms you can cast the cards that Muldrotha can't hit, those being instants or sorceries.

Kiora, Master of the Depths: Really good card in the deck, has grave and hand fill with her -2: and her +1 is great for untapping your Cabal Coffers. Another thing, if Kiora is at 2 loyalty and you -2, you can replay her with Muldrotha out and -2 again, its really strong.

Krosan Grip: split second enchantment or artifact removal, really strong since your opponents can't react to it unless they have morphs. Taking out a mycosynth lattice or an omniscience feels great cause they can't do anything about it.

Kalitas: You want to play this card when your opponents have annoying creatures in play, or are using a grave strategy, since it's an asymmetric effect and only affects your opponents you can sac all the dudes you want. A great combo is using Kalitas along with a board wipe, since your opponents can only return the cards to their hand to safe them from Exile.

Cyclonic Rift: One of the few instants in this deck, very powerful effect and doesn't hit you when it resolves. Once you get mana doublers out it can be hard for your opponents to figure out if you can cast it. Beware once your group gets used to this deck, ending your turn with a bunch of lands untapped puts them on edge and they may reserve their cards until you untap.

Damnation, Toxic Deluge, Living Death: Very good board wipes, Deluge and Living Death get around indestructible by draining toughness below 1, and living death makes you sac your dudes which also gets around indestructible. Damnation is the wrath of god we wish we could run in this deck, pretty standard.

Ashnod's Altar, Razaketh: Sac outlets, good stuff when your opponents are trying to mess with your board during their turns, you can just sac them in response to fizzle their spell.

Erebos, God of the Dead: Really good against lifegain strategies, being Erebos is very difficult to remove, and making your opponents unable to gain life can really mess up their turns. As a plus if you're drawing nothing you can use his ability to get some more cards with all your mana.

Disallow, Silumgar's Command: There are two counterspells in this deck, the first being: Disallow, this card can target anything on the stack making it great to halting combos giving you another turn, or just preventing someone from countering an important spell, you can even stop a Planeswalker ultimate with this card which is great.
Silumgar's Command is a two-for-one spell. Command is extremely versatile allowing you to take out a two cards at once, additionally it can bounce ANY card in play, making it great for stopping people from using their walkers or putting an hard to reach card back in their hand.

Hermit Druid: This is the scariest card in the deck for the person using it's ability. Early on Hermit Druid is great for filling your grave, but as the game progresses it becomes more and more difficult to justify using the ability, I've milled over half my deck only for it to get exiled the next turn. Be careful when using this card and when you do make sure you're ready to play a few of the cards from your grave so you get a little value out of it.

Bane of Progress: This card replaced Reclaimation Sage, and for good reason. Rec Sage is great, but what you really want to do it destroy all the Enchantments and Artifacts in play and then replay the ones you lost. This also gets around shroud and hexproof since it affects all cards (blanket effect).

Hour of Promise: HoP gets you Urborg and Cabal Coffers out of your deck 99% of the time, these two lands are very important to getting ahead and I'd recommend keeping this card in your opening hand if you're playing against slower decks, or if you're able to play it on curve or early.

Crypt Ghast, Vorinclex, Zendikar Resurgent: These cards are really good for getting the big X spells out or just playing a ton of cards each turn.
Crypt Ghast combined with Urborg makes each of your lands tap for an additional B when using them, so a Forest would tap for BG, and don't sleep on the extort it's quiet underrated and gets you a lot of health in multiplayer games.
Vorinclex: The big green boy, this card makes the whole table groan when he resolves. Makes each of your lands tap for an additional mana for whatever it was tapping for (Forest = GG) and he also makes all your opponent Exert their lands when they use them for mana which can be crippling.
Zendikar Resurgent: same as Vorinclex in regards to mana gain, but drawing cards for casting creatures is fantastic, and with the amount of mana this deck generates it can draw you a lot of cards.

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