1 mana protection for Muldrotha is VERY good, and it can also be used to help protect your other creatures from exile. Nobody is going to pay the tax, so it's just card draw that is 1 mana per turn with muldrotha out. If you cast it onto a heavy board and can't get a deal going, you're probably gonna be taking two combat phases worth of damage every turn until it's gone. Usually if you make a deal to pop spore frog to defend one player, you can stop players from attacking you. You can use it to defend other players though. It is important to recognize that while this card is insanely useful in Muldrotha, it does tend to make you a target. It basically makes it so nobody wants to swing at you. He's a bit expensive on the mana side, 5 mana to cast + 2 mana to activate, but he does have self-protection. Now obviously you'll have to be careful or run something like Lab/Man so you don't lose. Combine that with copy effects and it can become a way to mill yourself completely at instant speed. It's best to build the deck to function without Muldrotha to an extent, so that way once you seem "out of the game" by Muldrotha costing 10+ mana, that you have a chance to sneak in and win it. Be prepared to have games where you get shut down because people have enough removal to pop her instantly as soon as she hits the field over and over. One important thing to realize though is that Muldrotha is a magnet for removal if there ever was one. Muldrotha is so fun, and probably my favorite commander.
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