Vorosh and friends

by Scionsgatherer02 on 18 March 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Tags

  • EDH
  • Sultai
  • +1/+1 Counters
  • Mimeoplasm

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

02630036

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Vorosh and friends

I'm running a sultai +1/+1 counter deck you can find here: http://www.mtgvault.com/doctorhydrogen/decks/the-mimeoplasm-edh-3/

I tried all three commanders you have listed in the sideboard. First up was Vorosh. He was . . . fine. Unexciting, but fine. I don't think I ever rolled him up more than once, and he generally died without impacting the board, but he was fine. He just didn't make plays, though. Because he didn't come into play with counters on him there wasn't a big splash when he hit because of Doubling Season or Corpsejack Menace.

Plan B was Damia. Damia is obviously a bomb. She's splashy. Problem is she needs to stick a turn to get you any draw, and since people kinda see her coming they tend to hold removal since nobody wants to see you draw six cards. But that just means she's strong. Still, the problem for me was the lack of anything to do with +1/+1 counters. I just felt too good-stuff and not on theme, which probably isn't an issue for like 99% of people, but it annoyed me.

Lastly I tried Mimeoplasm. I didn't want to use him, mostly because every Mimeoplasm deck I've seen is kinda douchey. Ramp, Buried Alive into Sheoldred, Vorinclex and It that Betrays, win target game. But I tried it. And it worked, fantastically. He comes into play with counters, so more often than not I get to double them right off the bat, and I almost always get to find something that's a toolbox without even really trying. I've won so many games just being able to cast him as a copy of something lame Sapphire Drake or Tuskguard Captain when everyone else thinks they are safe because I don't have flying or trample. The change made the deck so much more versatile.

Just something to consider from someone who has played a variant on this quite a bit.

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Posted 19 March 2015 at 03:10

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Random stuff:

Greater Good is an absolute house in my version of this deck. Now, from the looks of this you're a little less fixated on +1/+1 counters than I am, but in my deck I routinely wind up with dudes with double-digit counters. I try to protect them as best I can, but inevitably someone is gonna get off a boardwipe or some removal I can't handle. It sucks losing a 12/12 . . . but it sucks a hell of a lot less when you can draw a dozen cards off it by sacrificing it in response. I can't stress enough how great the card is.

Recurring Insight costs 1 mana more than Jace's Ingenuity, and will probably draw you 10 more cards.

Wouldn't old-school Counterspell be radically better than Dash Hopes?

Corpsejack Menace is pretty great, as is Vorel of the Hull Clade and Gilder Bairn.

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Posted 19 March 2015 at 03:19

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Thanks for the advice. I removed primal vigor for corpsejack, and got in gilder bairn. And some other stuff, but is there anything you would change?

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Posted 19 March 2015 at 23:45

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Generally speaking I think you need to stick to one strategy. Graveyard shenanigans are great, adding counters to do to beat face is great, but the two strategies don't really synergize well together, so you'll have games where you want to buff a dude up and you draw a Satyr Wayfinder, or games where you want stuff in the graveyard and you get a Gilder. Myself personally, I'd figure out what you want to do, and go with it rather than split your focus.

More specifically:

Typhoid Rats---> Scute Mob: I love rats as a one-drop and run them in my Glissa deathtouch tribal deck, but they're not a threat or game changer, and more often than not if you draw them turn 10 you're annoyed. Scute Mob though? That sh*t can get out of hand, fast. I've never had anyone tutor up a Murder to hit a Typhoid Rats, but I've had someone blow a tutor on a removal spell for a Scute Mob that thanks to a Corpsejack Menace and Doubling Season was about to turn into a 16/16.

Terror---> Beast Witin: Beast Within might be the best removal spell in the game.

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Posted 20 March 2015 at 01:51

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I would argue that a swarm of eldrazi combining to make annihilater 24 is much better removal. Okay.

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Posted 20 March 2015 at 11:19

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