Conditions Allow - Gor Muldrak, Amphinologist

by
Ben Doolittle
Ben Doolittle
Conditions Allow - Gor Muldrak, Amphinologist
(Gor Muldrak, AmphinologistGor Muldrak, Amphinologist | Art by Steven Belledin)

An Amphibious Assault

Hello, and welcome back to Conditions Allow, the article series where I take a commander with a drawback and turn it into a strength. This week I'm continuing with another new legend from Commander Legends: Gor Muldrak, AmphinologistGor Muldrak, Amphinologist. You may not believe that Eldritch amphibian-person hybrids are planning an invasion of the surface world, but Gor won't be dissuaded so easily.

Gor Muldrak, Amphinologist

Gor Muldrak, AmphinologistGor Muldrak, Amphinologist is an interesting commander. There are only 12 Salamanders in all of Magic, and five of those aren't green or blue. Unsurprisingly, then, the most popular cards in Gor Muldrak, AmphinologistGor Muldrak, Amphinologist decks on EDHREC let you change a creature's type. This can be used defensively, preventing opposing creatures from targeting or dealing damage to you and permanents you control, but it could also be used offensively, by stopping a player's creatures from being able to block your attackers. If you've ever played with, or against, Eight-and-a-Half TailsEight-and-a-Half Tails you'll know just how flexible granting protection is.

Parallel Lives
Reconnaissance Mission
Angler Turtle

Unsurprisingly, then, Gor Muldrak, AmphinologistGor Muldrak, Amphinologist's EDHREC page is full of cards that pull him in different directions. The overall trend seems to be towards a political strategy, leaning on the Salamander tokens and other group hug effects to encourage other players to attack each other. No use in attacking you if you won't take damage, after all. Other cards suggest a Theft theme, using LegerdemainLegerdemain and Daring ThiefDaring Thief to trade away your own Salamander tokens for your opponents' creatures. Finally, if we filter the results to show more expensive decks, we can see a much higher concentration of planeswalkers, as well as The Chain VeilThe Chain Veil.

Nissa, Worldwaker
Teferi, Temporal Archmage
Jace, Unraveler of Secrets

I'm going to combine elements of all these strategies for this list, but focus mostly on supporting planeswalkers. This will allow us to get the most value out of the protection offered by Gor Muldrak, AmphinologistGor Muldrak, Amphinologist while still taking advantage of the flexibility of his effects.


Turned Into a Newt!

Preventing all damage sounds good, but it only works if our opponents are playing Salamander Tribal. Luckily, we can hire an ImagecrafterImagecrafter or engage in a little Unnatural SelectionUnnatural Selection to tweak the local fauna in our favor.

Mistform Mutant
Unnatural Selection
Standardize

Blue actually has a fair few effects that change a creature's type temporarily. The most useful of these is Unnatural SelectionUnnatural Selection. For a single mana of any color, Unnatural SelectionUnnatural Selection lets us turn any creature into a Salamander until end of turn. It's cheap, coming down as early as turn two, and only requires a single generic mana to activate. With all the ramp available in Simic, we should easily be able to play out planeswalkers and have mana left over to activate Unnatural SelectionUnnatural Selection. Mistform MutantMistform Mutant is a more expensive alternative, although both will struggle to cover a wide board of tokens.

Isochron Scepter
Narset's Reversal

For shapeshifting a lot of tokens, there's no better card than StandardizeStandardize. This two-mana instant affects every single creature in play, so you can deal with that pesky token deck your friend keeps playing. It also means you can put it under an Isochron ScepterIsochron Scepter to repeat that trick every turn. Scepter was just reprinted, too, so now is a great time to pick one up. While you do, consider Narset's ReversalNarset's Reversal as well. Not only is it a flavor win for a Superfriends deck, it's really good with Isochron ScepterIsochron Scepter too. Cast any instant or sorcery in your deck, say, StandardizeStandardize, and you can respond with Isochron ScepterIsochron Scepter to target your own spell with Narset's ReversalNarset's Reversal to copy it, while putting the original back in your hand.

Wilderness Reclamation
Seedborn Muse

As great as that interaction is, we can still only do it once per turn cycle. Unless, of course, we can always have our creatures, artifacts, and lands untapped. Seedborn MuseSeedborn Muse is the card that will allow us to StandardizeStandardize every turn, and use ImagecrafterImagecrafter, and ensure that we never run out of mana for Unnatural SelectionUnnatural Selection. Another vital card for this deck is going to be Wilderness ReclamationWilderness Reclamation. While not as powerful as Seedborn MuseSeedborn Muse, Reclamation lets us cast spells on our turn while holding up answers for what our opponents are doing.


Superfriend Squad

This is a control deck at heart, with planeswalkers serving as both advantage engines and powerful finishers. Gor Muldrak, AmphinologistGor Muldrak, Amphinologist also creates 4/3 Salamander tokens, so any planeswalkers that synergize with tokens are worth considering as well.

Jace, Unraveler of Secrets
Teferi, Master of Time
Kiora, Behemoth Beckoner

First, though: card advantage. Blue planeswalkers provide this in a very straightforward way, either by simply drawing cards, like Jace, Memory AdeptJace, Memory Adept, or by taking advantage of Salamander tokens, like Kiora, Behemoth BeckonerKiora, Behemoth Beckoner. Jace, Cunning CastawayJace, Cunning Castaway also fits here, letting you loot whenever a creature you control deals combat damage. Remember, if we make our opponents' creatures into Salamanders with Gor Muldrak, AmphinologistGor Muldrak, Amphinologist in play, all our creatures are effectively unblockable.

Nissa, Worldwaker
Nissa, Who Shakes the World
Garruk, Wildspeaker

Some of our 'walkers also help to generate mana, as well, which is especially valuable if we don't have Seedborn MuseSeedborn Muse or Wilderness ReclamationWilderness Reclamation in play. It also plays nicely with land Auras, such as Utopia SprawlUtopia Sprawl and Fertile GroundFertile Ground. A few of these untap effects, such as Nissa, Vital ForceNissa, Vital Force, also animate our lands into fairly sizeable creatures. This could give us enough damage to finish the game, but is also a risky tactic if your playgroup favors instant-speed board wipes.

Nissa, Voice of Zendikar
Ugin, the Ineffable
Garruk, Primal Hunter

A much safer path is to rely on tokens. The tokens provided by Ugin, the IneffableUgin, the Ineffable in particular are useful, since they effectively draw us a card when they die. With enough tokens in play, Nissa, Voice of ZendikarNissa, Voice of Zendikar can provide a ton of extra power, and the anthem from Vivien ReidVivien Reid's ultimate should win the game. It also makes animating our lands with Nissa, Who Shakes the WorldNissa, Who Shakes the World and Nissa, WorldwakerNissa, Worldwaker much safer. I'm also going to include LegerdemainLegerdemain in case the opportunity arises to trade a 0/1 Plant for something more powerful.

Tezzeret the Seeker
Chromatic Orrery
The Chain Veil

If you'd rather not rely purely on combat damage to win, we can generate infinite planeswalker activations with The Chain VeilThe Chain Veil. By repeatedly untapping both The Chain VeilThe Chain Veil and Chromatic OrreryChromatic Orrery with Tezzeret the SeekerTezzeret the Seeker's plus one ability, you can activate each other planeswalker's ability as many times as you want. That could be using Ugin, the Spirit DragonUgin, the Spirit Dragon to Lightning BoltLightning Bolt everything to smithereens, Jace, Memory AdeptJace, Memory Adept to mill everyone out, or Garruk, UnleashedGarruk, Unleashed to pump your team up and lead a lethal attack.


For Your Consideration

Teferi's Veil
Detection Tower
Ohran Frostfang

The final piece of this amphibian puzzle are a few cards to make sure Gor Muldrak, AmphinologistGor Muldrak, Amphinologist is doing more for us than our opponents. The 4/3 Salamander tokens he creates only go out to each player with the least creatures, so the extra tokens created by our planeswalkers could get in the way. Unless, of course, they slip behind Teferi's VeilTeferi's Veil. By attacking with our tokens, we can make them phase out after combat so we have as few creatures as possible to keep digging up more and more Salamanders. This effect usually comes with the risk of being vulnerable to retaliatory attacks, but Gor Muldrak, AmphinologistGor Muldrak, Amphinologist will protect us even with our creatures temporarily gone.

The final two cards I want to highlight are Arcane LighthouseArcane Lighthouse and Detection TowerDetection Tower. Our most important effects, Unnatural SelectionUnnatural Selection and Amoeboid ChangelingAmoeboid Changeling, need to target a creature. These two lands ensure a Swiftfoot BootsSwiftfoot Boots doesn't ruin our plans. Rounding out the list with some CounterspellCounterspells and some ramp gives us this finished list.



Commander (1)

Creatures (6)

Planeswalkers (20)

Enchantments (9)

Artifacts (4)

Instants (15)

Sorceries (8)

Lands (37)

Gor Muldrak, Amphinologist

Gor Muldrak, AmphinologistGor Muldrak, Amphinologist is an interesting commander that I don't think we've fully figured out yet. He always has the potential to pick up any future Salamanders that get printed, but I think he has great potential in the Superfriends archetype. Having two extra opponents who will be attacking your planeswalkers makes them much more fragile in Commander than they are in other formats. Gor Muldrak answers that problem perfectly, in his own unique way.

But I want to know what you think! What cards have stood out for you with Gor Muldrak, AmphinologistGor Muldrak, Amphinologist? What cards didn't work as well as you expected? Let me know in the comments, and thanks for reading.

Ben Doolittle

Ben was introduced to Magic during Seventh Edition and has played on and off ever since. A Simic mage at heart, he loves being given a problem to solve. When not shuffling cards, Ben can be found lost in a book or skiing in the mountains of Vermont.

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