
Devour for Power
The Mimeoplasm Commander Precon
Built around The Mimeoplasm, the deck fills every graveyard with creature cards through self-mill, opponent mill, discard and edicts, then turns those graveyards into resources. The commander copies the best creature lying in any graveyard and adds counters equal to another creature's power. Reanimation, recursion and graveyard-scaling bodies back that up. Big evasive or mill-synergy threats, plus edict and sacrifice punishment, let it grind out the table. How it wins: It closes games by casting The Mimeoplasm or reanimated fatties as huge evasive attackers, often flying or trampling thanks to the Incarnations in the graveyard, backed by graveyard-sized beaters and Living Death swings. Key roles: - Graveyard filling: These cards put creature cards into graveyards, both its own and its opponents', so The Mimeoplasm and the scaling creatures have targets. That includes join-forces mill, upkeep mill and spell-triggered mill on opponents. (Buried Alive, Shared Trauma, Dreamborn Muse) - Mimeoplasm fodder: High-power or keyword-rich creatures make great copy targets or counter donors. Incarnations also grant flying and trample to the whole team while sitting in the graveyard. (Artisan of Kozilek, Wonder, Brawn) - Graveyard-scaling threats: These bodies grow with the number of creature or other cards in graveyards, or with cards hitting opponents' yards, rewarding the mill plan directly. (Mortivore, Lhurgoyf, Vulturous Zombie) - Reanimation and recursion: These cards bring creatures back from any graveyard to the battlefield or hand, stealing opponents' discarded or milled threats, with Living Death as a mass swing. (Living Death, Rise from the Grave, Stitch Together) - Sacrifice and edict control: Forced sacrifices strip opponents' boards while sending more creatures to the graveyard. Death triggers punish opponents whenever its own creatures die. (Grave Pact, Butcher of Malakir, Fleshbag Marauder) - Discard and symmetric wheels: Discard and wheel effects strip opponents' hands into their graveyards while refilling its own and adding fodder. (Windfall, Syphon Mind, Unnerve)
Devour for Power decklist
- Nezumi Graverobber // Nighteyes the Desecrator
- Skullbriar, the Walking Grave
- Riddlekeeper
- Fleshbag Marauder
- Eternal Witness
- Troll Ascetic
- Yavimaya Elder
- Solemn Simulacrum
- Brawn
- Wonder
- Sewer Nemesis
- Gravedigger
- Lhurgoyf
- Dreamborn Muse
- Mortivore
- Desecrator Hag
- Mulldrifter
- Acidic Slime
- Vulturous Zombie
- Dark Hatchling
- Extractor Demon
- Scythe Specter
- Wrexial, the Risen Deep
- Vorosh, the Hunter
- Triskelavus
- Slipstream Eel
- Butcher of Malakir
- Patron of the Nezumi
- Damia, Sage of Stone
- Szadek, Lord of Secrets
- Avatar of Woe
- Artisan of Kozilek
- Minds Aglow
- Shared Trauma
- Sign in Blood
- Stitch Together
- Cultivate
- Windfall
- Buried Alive
- Syphon Mind
- Unnerve
- Rise from the Grave
- Syphon Flesh
- Living Death
- Tribute to the Wild
- Spell Crumple
- Fact or Fiction
- Relic Crush
- Sol Ring
- Dimir Signet
- Golgari Signet
- Lightning Greaves
- Simic Signet
- Oblivion Stone
- Vow of Wildness
- Vow of Flight
- Vow of Malice
- Memory Erosion
- Grave Pact
- Barren Moor
- Command Tower
- Dimir Aqueduct
- Dreadship Reef
- Golgari Rot Farm
- Jwar Isle Refuge
- Lonely Sandbar
- Rupture Spire
- Simic Growth Chamber
- Svogthos, the Restless Tomb
- Temple of the False God
- Terramorphic Expanse
- Tranquil Thicket
- 2× Forest
- 2× Forest
- 2× Forest
- 2× Forest
- 2× Island
- 2× Island
- 2× Island
- 2× Island
- 3× Swamp
- 3× Swamp
- 3× Swamp
- 2× Swamp