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MTG Commander/Elder Dragon Highlander • View topic - Making Mimeoplasm janky

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 Post subject: Making Mimeoplasm janky
AgePosted: 2019-Aug-13 6:03 pm 

Joined: 2019-Aug-13 5:41 pm
Age: Hatchling
This is my first post - just found this haven and knew it would be the right place to solicit some advice.

I have a Mimeoplasm deck that's become more and more tuned as I've iterated it over time. I enjoy tuning and optimising things in general, so it makes sense that I've slowly honed the deck. But at this point it's a Voltron general that's designed to swing for lethal commander damage with a 21/21 reanimator. + is common, and it runs with the combo AND the / combo. My next purchase was going to be .

But what I'm realising more and more is that Commander just isn't fun this way for me. I don't like suddenly saying, "I think I win," or, "I'm gonna kill you," seeing everyone (or, worse, one person) stare, shrug, and silently shuffle up ... I want to be jankier and more respectful of the other players. So I'm thinking of taking out and (leaving in as a janky bomb). I need your help: I'm looking for more fun ways to win and interact with +1/+1 counters and high-CMC creatures. Importantly, I want these to be telegraphed.

Some examples I've found so far:










Hope this gives you enough of an idea of the kind of fun I want to have (big swingy stuff, with a bit of randomness). If you can think of other cards that might fit well in a deck like this, I'd love to hear them!


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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-13 11:53 pm 
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Joined: 2012-Dec-03 3:16 am
Age: Elder Dragon
One thing you might want to look at is how many tutors do you have? That includes things like , I don't mean you should cut them all but most of the time if you replace every with something like or something else that is a "value" play it decreases the consistancy but doesn't completely neuter the deck.

Now with that being said if your play group has become way more casual you might need to look for janky pet cards rather than just grinding value.


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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-14 12:03 am 

Joined: 2019-Aug-13 5:41 pm
Age: Hatchling
The playgroup is actually decently tuned, they have infinite combos that go off etc. But I found I wasn't enjoying the format anymore because it feels like the cold war. Everyone's just holding off until someone can 'do their thing', and whoever does their thing first wins. But I realised I'd built my deck like that too, so I wanna make it more janky and fun and that way I'm gonna have a good time no matter what. :)

The only tutors I have are and a few ramp things (, , ).


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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-14 12:13 am 
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Joined: 2012-Dec-03 3:16 am
Age: Elder Dragon
Maybe post your deck and a few ideas on pet cards (like my favorite cards or and ) or some general direction you might want to go. The more information you give us, the better we can suggest or examine your thoughts.

Stopping an arms race is hard, but depowering your own decks is a great first step.


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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-14 7:15 am 
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Joined: 2011-Feb-07 3:37 pm
Age: Elder Dragon
Location: Danbury, CT

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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-14 7:57 am 
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Joined: 2016-Nov-27 2:39 pm
Age: Elder Dragon

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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-14 9:16 am 
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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-16 1:54 am 

Joined: 2019-Aug-13 5:41 pm
Age: Hatchling


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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-19 3:16 am 
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Joined: 2011-Jan-16 5:36 pm
Age: Elder Dragon
Location: Toronto, ON
When I played my version of Mimeoplasm (this was years and years ago, probably around Gatecrash), I had a couple of cutesy includes: , (this one was maybe not so fun), and . There are now many more creatures that like +1/+1 counters (like ) or just like being big ( and ).

I think the big thing that kept my deck in check is that there were no sources of haste (not even ). The big ticket was often "Here's my horrible amalgam, you have a couple of turns to answer." I even played and - if I was at the stage of the game where I wanted to close it out - would make a Mimeoplasm of it donating a to an opponent so they would know they were on a two/three-turn clock, starting next turn.

The biggest NPE I had in the deck was ; it admitted very few answers and was often a two-turn clock, but, I think my environment back then was not well-developed.

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 Post subject: Re: Making Mimeoplasm janky
AgePosted: 2019-Aug-27 9:51 am 
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Joined: 2011-Feb-07 3:37 pm
Age: Elder Dragon
Location: Danbury, CT
A few scattered ideas on the tapped out build:

It seems like a couple cards are listed more than once, so you might have more open slots than you think.

If you'd like to play more casual/janky, cut the smart player cards like Mystical Tutor or Brainstorm. Same with incremental advantage cards like Phyrexian Arena... that could turn into something bigger and dumber that fills the same card-advantage role (like ).

s are pretty fun with Mimeoplasm; you get lots of options for things to gobble up. , , and are all good adds. 's another good discard outlet that I've been keen on lately.

Dredge is great for this style deck. I'd try hard to fit in , , , and . I'd also run ; card's bonkers.

The big */* cards get boring pretty quick. I'd rather have a big dumb creature with a special ability attached, like (BEST GREEN CARD EVER) and . I'd run too, it gets big quick, and the deck will probably need more mana...

...'cause as decks get bigger and dumber, they also get mana hungrier. I'd run the 3-mana land-finding creatures (, , , the new Harrow-on-a-stick), and some of the better 2-mana tap creatures (like , , or -- which is extra dumb if it's a Mimeoplasm with a ton of counters on it).

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