1v1 Dual Commander Tournamen Report June 10, 2014

Another Tuesday and another 1v1 Duel Commander tournament. We had an excellent turn out this week with seven players, all but one of which had played before, but we’ve never been able to get as many people out at the same time. With any luck, we’ll soon have enough people showing up regularly to be able to get a four round tournament going.

This week, I decided to switch to a new deck that had a similar game plan to the Oloro, Ageless Ascetic reanimator deck, The Mimeoplasm. I’ll present a full deck list at the end of the report, but the reason I switched to this deck was for the speed. Oloro was powerful and against an aggro deck, the extra and constant life gain would be important, but against combo decks or the control decks that had an infinite damage combo ending, the extra life did nothing. Switching to The Mimeoplasm switched out white removal and good reanimation targets for green’s speed and great synergy with the commander, something that Oloro lacked.

The following decks were played at the tournament:

* Geist of Saint Traft
* Jeleva, Nephalia’s Scourge
* Kiki-Jiki, Mirror Breaker
* Nekusar, the Mindrazer
* Niv-Mizzet, the Firemind
* Thada Adel, Acquisitor
* The Mimeoplasm

Round 1: Thada Adel, Acquisitor by Unknown

I didn’t get my opponent’s name, but he was playing an unfamiliar deck. He had heard about the tournaments and decided he wanted to play, but he didn’t have a deck, so he borrowed this from another player in the tournament. His deck relies on getting Thada Adel in play quickly and being unblockable with Islandwalk by either transforming a land into an Island or taking advantage of an opponent playing with Islands, which I was doing. When Thada Adel hits, they she steals an artifact for great card advantage. Against most players in a dual tournament that usually gives equipment, like a Sword of Fire and Ice, or acceleration like a signet. My deck had no artifact acceleration, but it runs a handful of artifacts that could be stolen.

I drew a good starting hand with a nice mix of removal and a mana elf but my opponent dropped some early creatures and a turn 3 Thada Adel. I was able to answer these early plays with a Toxic Deluge to clear the board, but then my opponent got completely stuck on three lands. Turn after turn, he would drop something expensive that he couldn’t play or something that he could drop and that I could answer. After a few more turns of digging through my own deck, I played The Mimeoplasm as a reanimated Griselbrand with a few +1/+1 counters on it and my opponent conceded.


Round 2: Niv-Mizzet, the Firemind by Tyler

This Niv-Mizzet deck tends to be quite powerful with a good mix of counter spells, card draw, and game winning combos, but all of these elements require mana and my opponent came up short, especially against what I drew. I started off with a turn 1 Fyndhorn Elves, followed by a turn 2 Lotus Cobra, which led me to playing a turn 3 Bribery off of a few fetch lands. It ends up that the Niv-Mizzet deck does not have a lot of creatures and most of the ones it does have are very utilitarian and not very special so I was left with a choice of taking a combo piece, like Kiki-Jiki or Zealous Conscripts or just taking a generally useful card like Solemn Simulacrum until I came across Tandem Lookout. The lookout came into play under my control and bonded with the Lotus Cobra immediately netting my another card when it attacked and hit Tyler. I played Edric, Spymaster of Trest soon after that and Tyler could not answer any of my creatures, letting me draw up to six extra cards on one of my turns.

Against this level of card advantage, Tyler got stuck on four lands with a grip full of expensive and potentially game changing spells. while my draws were fairly weak for my deck, the sheer volume of my card draw allowed me to win before Tyler could draw out of his land drought.


Round 3: Geist of Saint Traft by Justin

As Justin and I were the only players with a 2-0 record going into round 3, we decided to split the prize. However, with time on our side, we decided to play a fun game between our decks just to see how it would go, as Justin was very interested to see how they would match up. Unfortunately, the match wasn’t very interesting as I suffered from the same mana problems that had plagued my opponents in the first two rounds.

I had to mulligan a hand with no lands and into a hand that gave me three lands, but no acceleration and nothing else to work with. At the same time, Justin had a quick Sword of Fire and Ice and a Geist of Saint Traft that I could not block, so my life total went down very quickly. The game was kind of anti-climactic as I proceeded to do very little since my deck was giving me nothing to work with. I had attacked him a few times with a Treetop Village, but that damage meant very little against the 8-10 damage he was inflicting on me with every swing. At least my suffering  ended quickly. This does go to show how strong the Geist of Saint Traft is in this format. Any deck that falters a little can be taken out very quickly.


Deck Tech: The Mimeoplasm

Commander – 1 total
1 The Mimeoplasm

Lands – 39 total
2 Forest
1 Swamp
1 Island
1 Bayou
1 Bloodstained Mire
1 Breeding Pool
1 Cavern of Souls
1 Cephalid Coliseum
1 City of Brass
1 Command Tower
1 Creeping Tar Pit
1 Drowned Catacomb
1 Dryad Arbor
1 Flooded Grove
1 Flooded Strand
1 Hinterland Harbor
1 Llanowar Wastes
1 Mana Confluence
1 Marsh Flats
1 Misty Rainforest
1 Overgrown Tomb
1 Phyrexian Tower
1 Polluted Delta
1 River of Tears
1 Scalding Tarn
1 Tectonic Edge
1 Treetop Village
1 Tropical Island
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Wasteland
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
1 Yavimaya Coast

Creatures – 29 total
1 Arbor Elf
1 Birds of Paradise
1 Boreal Druid
1 Consecrated Sphinx
1 Courser of Kruphix
1 Dark Confidant
1 Deathrite Shaman
1 Devoted Druid
1 Edric, Spymaster of Trest
1 Elves of Deep Shadow
1 Elvish Mystic
1 Eternal Witness
1 Fauna Shaman
1 Fleshbag Marauder
1 Fyndhorn Elves
1 Gilded Drake
1 Griselbrand
1 Llanowar Elves
1 Lotus Cobra
1 Mulldrifter
1 Necrotic Ooze
1 Phantasmal Image
1 Phyrexian Devourer
1 Primeval Titan
1 Shriekmaw
1 Snapcaster Mage
1 Sower of Temptation
1 Sylvan Caryatid
1 Triskelion

Planeswalkers – 2 total
1 Jace, the Mind Sculptor
1 Liliana of the Veil

Card Draw – 5 total
1 Compulsive Research
1 Night’s Whisper
1 Skeletal Scrying
1 Sylvan Library
1 Thirst for Knowledge

Tutors – 6 total
1 Birthing Pod
1 Demonic Tutor
1 Green Sun’s Zenith
1 Mystical Tutor
1 Survival of the Fittest
1 Sylvan Scrying

Removal – 9 total
1 Abrupt Decay
1 Control Magic
1 Dismember
1 Mana Leak
1 Nature’s Claim
1 Snuff Out
1 Toxic Deluge
1 Treachery
1 Vendetta

Spells – 9 total
1 Animate Dead
1 Bribery
1 Buried Alive
1 Duress
1 Entomb
1 Inquisition of Kozilek
1 Reanimate
1 Skullclamp
1 Thoughtseize

The Mimeoplasm is a fairly complicated deck with a number of ways to achieve victory. It can play a simple reanimation strategy by dropping big creatures into the graveyard through one a handful of spells like Entomb, Compulsive Research, Survival of the Fittest and then reanimate the creature either directly with Animate Dead or indirectly by having The Mimeoplasm come into play as that creature. The deck can also use its large creature collection to play a more aggressive strategy by ramping up to Griselbrand, Consecrated Sphinx, or Primeval Titan. Alternative, it can sit back and playing a more control game using Jace, the Mind Sculptor and Liliana of the Veil and getting card advantage through Dark Confidant and its spells that take control of opposing creatures like Treachery and Control Magic.

Whatever plan the deck is moving towards, and it may switch in the middle of a game from one to another as opportunities present themselves, it likes the mana acceleration presented by elves. It also has a solid hand disruption core of Duress, Inquisition of Kozilek, and Thoughtseize to keep the opponent’s best spells away.

The biggest trick in the deck, which allows it to win seemingly out of nowhere and as early as turn 3, is the combination of Necrotic Ooze, Phyrexian Devourer, Triskelion. The trick is to get the Devourer and the Triskelion into the graveyard and the Necrotic Ooze into play. The ooze gains all activated abilities of creatures in your graveyard, so you will gain the Triskelion’s ability to remove a +1/+1 counter from itself to deal 1 damage to an opponent. The ooze will also gain the ability to freely and repeatedly remove the top card of your library and gain a number of +1/+1 counters equal to that card’s converted mana cost. The Devourer has a triggered ability that says that if it ever gains more than seven +1/+1 counters, it is sacrificed, but Necrotic Ooze does not gain triggered abilities, only activated ones, so you can use this ability as often as you like without fear. Very quickly you will deal thirty damage to your opponent.

What makes this combination even better is when it is combined with Buried Alive, which lets you get three creatures and put them into your graveyard. So you play that spell, drop Necrotic Ooze, Phyrexian Devourer, Triskelion into the graveyard and then play The Mimeoplasm coming into play as a copy of Necrotic Ooze. You do not remove the devourer or the triskelion from your graveyard and now The Mimeoplasm gains their activated abilities and you remove cards from the top of your library and deal damage to your opponent until they are dead.

Overall, I find this deck very versatile and powerful and I plan to continue playing it for the next few weeks.



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