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Mimeoplasm Midrange (EDH / Commander)

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@Lands
I run a lot of basics and a lot of colorless producing utility lands.
Most of them are pretty obvious. Academy ruins lets me make dumb piles with intuition, and recur oblivion stone indefinitely. Riptide lab protects prophet of kruphix and creates card advantage with [card]Archaeomancer[/card]- usually with [CARD]Cyclonic Rift[/CARD]. Phyrexian Tower is probably the most cuttable, but it can be great early game ramp after an ETB dude has done his thing. Or dodging tuck. Or turning on skullclamp. or denying lifelink. If I change the manabase it'll probably be to include more fetches or filterlands. (btw, filterlands are dumb w/ Mana Reflection out)

@Mana Accel
Pretty standard ETB dude ramp package. Alot of people dont like Yavimaya Dryad. Hes dumb in this deck. Cast mimeoplasm as a dryad early on to get in for some forestwalk damage. He also guarantees that you'll get SoFeFa triggers. All your guys are easily poddable. Ive only been playing vorinclez for a few weeks but hes an allstar. In EDH mana doublers are king- so halving your opponents mana at the same time is pretty strong too.

@card draw
Find one of these early game and make it stick. Try not to be greedy and leave the extra ones in your hand incase of a massive board wipe- which might be your doing - you probably got your moneys worth at that point though.

@Counterpells
I only play SEVEN counterspells. In my opinion they're the best EDH counterspells. We dont play enough tempo or LD type effects to really be able to play the "or pay X" counterspells. We need our counterspells to be hard counters that we can depend on. I dont often leave mana up for counterspells all the time. Counterspells in this deck are for protecting your win condition or stopping theirs. Unless they'll win or get too far ahead of you from the spell, I usually dont counter something. That said, once you get out Eternal Witness, Mystic Snake, and Seedborn Muse you can go counter happy with [card]Ghostly Flicker[/card] in hand.

@Tutors
In BUG we have access to all the best tutors, so we play them.
Entomb is incredibly synergistic with most of our deck. Whether its find a creature for mimeoplasm, get lftl or a utility to go with it, setup skullclamp food, or get a creature/artifact for volrath's stronghold/academy ruins.
Mystical usually has 4 targets early game, Intuition, natural order, LFTL or flash. It really depends on what you have in your hand. If you dont have anything particularly good in your hand you get intuition.
Intuition is broken in Mimeoplasm. You will always be able to create unfair piles because of your general.
Most decks have to do things like "E Wit, Regrowth, <card I need>".
We just have to get eternal witness, and can grab 2 cards we may need.
Even if they put witness and the card you want more than the other in the yard, you can just cast mimeo as witness.
An example of Piles
intuition for Witness, Flash, Sylvan Primordial
They give you flash, you just cast mimeo as primordial
they give you witness, same thing
They give you Primordial, and you cast mimeos as witness getting flash.
(or just hardcast the primordial, then sac him and then cast mimeo as him, you get it.)
What Im trying to stress is that Intuition is basically Gifts Ungiven for us.
Survival is survival, find a creature that creates card advantage and stick 'em. We have enough recursion and card draw that not having genesis or a 'squee' effect rarely hurts us. (however, [card]Krovikan Horror[/card] exists for those who like to be heavily reliant on SotF).
Natural Order usually finds vorinclex or sylvan P. Depends how many players there are usually.
Theres been a lot of Discussion about BPod lately. I dont play Bpod to scale up a beautifully crafted chain of creatures. I mean, I can, and it exists, but I dont. I play Bpod to find Prophet of Kruphix or Seedborn Muse. My normal Chain goes from a 3cmc dude to either Oracle or Solemn. Depending mostly on the number of lands in my hand or if i have SDT in play. Next Turn I grab Prophet. If I dont have the card draw to be able to really profit from prophet Ill sac him next turn to get C. Sphinx out then mimeoplasm out Prophet.
Chord of Calling is great in an ETB deck. A lot of the time we have a good about of 1/1 dorks sitting around waiting to block.
Rune-Scarred Demon makes a t2 flash into a worse DT, which isnt always as bad as you might think. I mostly play him to set up lock outs with Tooth and Nail.
Depending on the number of players at the table, Tooth and Nail either sets up a beatface wincon or softlock wincon.
If I have alchemists refuge on the board, T&N will often get seedborn muse and eternal witness getting back T&N. Then we pass turn, wait till the next turn. If theres something to counter we T&N for Mystic Snake and Rune-Scarred. Rune scarred demon grabs [card]Ghostly Flicker[/card].
Now we can counter and DT whatever we want.
Sure, we could T&N for an instawin combo. I dont play those, and those cards are next to useless outside of their combo.

@Removal
Maze of Ith is too good to not run against voltron strategies.
Nature's Claim and Beast Within answer just about anything for low mana cost. There are always problem artifacts and enchantments. Its important to correctly access threats with these and not use them too soon.
I feel 4 sweepers is the right number. All of them are recurable, so I dont hesitate to wipe the board as often as I feel fit.
OStone and academy ruins
Cyclonic Rift Archaeomancer Riptide Labratory
Damnation Archaeomancer/Witness Phyrexian Reclaimation
Deed Volrath's Stronghold Witness.
Often with Deed I'll steal someones Suntitan w/ mimeo and blow it for 5 each turn.

@Recursion
Phyrexian Reclamation is one of the most underrated EDH cards. It lets you dodge GY hate, and make sure that EOT you have a use for any leftover mana. Against mill its ridiculous, against aggro you'll always have a chump blocker while still being able to further your board state w/ ETB triggers.
LFTL lets you consistently hit land drops with fetches, and makes sure that you get your full use out of oracle of mul daya.
Archaeomancer is probably one of my more odd choices. Eternal Witness is subject to being exiled quite often in this deck, and we want to have a backup. Knowing we have redundant pieces for our soft lock lets you play more aggressively early on in the game.

@clones/clamp-ables
Bloodghast and Reassembling skeleton serve an important role. Everyone knows how good they are will skullclamp, so I'll skip that bit.
Bloodghast turns phyrexian tower into ancient tomb early on.
Reassembling Skeleton and the tower makes for the best chump blocker ever.
Both can get in for extra damage here and there, can carry Sword of Feast and Famine over and over through board wipes. They serve as extra dudes to tap for Chord of calling. Most importantly they can make Craterhoof Triggers lethal when they otherwise wouldnt have been.
Clones- We play a lot of powerful ETB dudes. They're good to copy early game to progress our ramp plan, late game they let us chain craterhoof triggers, or copy Ewit so we can continue casting T&N.
A lot of people have cut Rite of Replication from their lists, t can be such a huge blow out though I havent cut it yet.

@Utility/Wincons
Flash is pretty standard. Can lead to early game blowouts or late game shenanigans.
Ghostly Flicker is another odd choice. We're an ETB deck, lets abuse those triggers. Changing a clone(or mimeoplasm) to something different, dodging removal, or just getting more ramp out little etb dudes early game are all "good." Sure, those things can be underwhelming, but at its best ghostly flicker is a combo piece that wins you the game. Before it becomes that game winning piece its still not a dead draw.
Sword of Feast and Famine. Still pretty new to the deck, but I really like being able to untap my lands and makes ETB dudes more useful early game.
Seedborn Muse and Prophet of Kruphix.
I usually grab Prophet of the muse unless I have Scroll Rack and Sol ring out.
The flash is really relevant. Your board state looks a lot less of needing "a board wipe" during your opponents turn if you flash everything in EOT.

Avenger of Zendikar
We ramp, but we dont ramp that much. This guy is basically our last out when our other winconditions have been exhausted. He also makes for a huge crater trigger off of T&N.

Craterhoof Behemoth
This guy is my wincon of choice. As mimeoplasm he has haste and can get in for a quick 21 commander. He compliments our plan of playing a bunch of 1/1 and 2/2 ETB dorks. With 7 mana we can cast mimeoplasm as him pumping our dudes then phant image him for double buff and swing lethal at someone.
With only 2-3 dudes on your side and craterhoof + clones you can often wipe out the entire table.

Cards Ive played in the past:
[card]Leyline of Anticipation[/card]
I love this card. But early game its the first thing to die, and late game I usually already have prophet or alchemist refuge online.
[card]Trinket Mage[/card]
He'll probably be back at some point. Its just a question of what to cut.
[card]Expedition Map[/card] and [card]Sylvan Scrying[/card]
Both great cards and tutors. We already run 11 tutors though.
[card]Acidic Slime[/card] and [card]Krosan Grip[/card]
Trying out Nature's Claim and FoW in their respective spots right now.
I really like grip, but the 1cmc and 0 cmc answers are bigger game changers.
[card]Disciple of Bolas[/card]
I liked the lifegain and draw, but usually I ended up saccing my general for him. He so much more broken in my Chainer deck.
[card]Lord of Extinction[/card]
I love huge beaters, but this guy is usually just overkill
[card]Teferi, Mage of Zhalfir[/card]
I can see this guy making a comeback. If my meta turns more blue he definitely will.
[card]Maelstrom Pulse[/card]
great against token decks, best sorcery speed removal in EDH. I cut it for mana drain.
[card]Victimize[/card]
Was basically [card]Ghostly Flicker[/card] #2. Not as good w/o Leyline in the deck, but could lead to some very broken plays.

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¡Este mazo no parece ser legal para EDH / Commander!

Problemas: No Commander found. Please flag your Commander in the deckbuilder or put it in a separate section called "Commander". · A commander deck should contain exactly 100 cards, including the commander. · ¡Sylvan Primordial esta prohibida! · ¡Flash esta prohibida! · ¡Prophet of Kruphix esta prohibida!

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