D&D’s God of Death has made an entrance into the world of MTG with Baldur’s Gate, and holy, this card is insane. Not only does it introduce two incredibly unique effects that MTG as a game hasn’t really seen before, but the abilities are ripe with ridiculous interactions that will leave your opponent scratching their head in your local Commander group. Allow me to introduce you to
Myrkul, Lord of Bones
Myrkul, Lord of Bones
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
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Myrkul, Lord of Bones

Myrkul, Lord of Bones
Myrkul, Lord of Bones
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
is a seven mana 7/5 white, green, black, or Abzan, God. The card is quite costly to play, but its abilities ensure that it can be pretty difficult to remove and that the wait is well worth it.
The first ability states that as long as your life total is at half or less than your starting one, Myrkul becomes indestructible. This is a sweet way to make sure that your seven mana investment is going to be very difficult to deal with. 20 life doesn’t put you in an incredible amount of danger either. The downside to this ability is therefore reasonable, but not ridiculous.
The second ability is something a lot of players are going to have fun playing around with. This commander can exile any of your other nontoken creatures that die and create a copy of it that is only an enchantment. Enchantments, in comparison to creatures, are a lot harder to remove. This can create some unique situations that the game has never seen before. Now that we know what Myrkul does, let’s jump into some options that make use of their abilities the best:
Get to Half Life Fast




There are more ways than this to get to half-life as fast as possible, but paying half your life is a big cost. We may as well get as much as we can out of it. If you’re trying to get on the death god’s level as soon as possible,
Toxic Deluge
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
can set all your opponents back while you do it.
Underrealm Lich
Underrealm Lich
If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard.
Pay 4 life: This creature gains indestructible until end of turn. Tap it.
can activate its second ability as many times as you want, and it synergizes well with Myrkul’s second ability.
Ebonblade Reaper
Ebonblade Reaper
Whenever this creature attacks, you lose half your life, rounded up.
Whenever this creature deals combat damage to a player, that player loses half their life, rounded up.
Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
and
Fraying Omnipotence
Fraying Omnipotence
Each player loses half their life, then discards half the cards in their hand, then sacrifices half the creatures they control of their choice. Round up each time.
ensure that you don’t take the plunge alone.
Infernal Contract
Infernal Contract
Draw four cards. You lose half your life, rounded up.
is a really silly way to dump your life as fast as possible.
Necropotence
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
and
Peer into the Abyss
Peer into the Abyss
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
can also get you a ton of value for your life, but make sure you have ways to manage all your cards, or at least get value out of them. Torgaar is a really interesting option. You have the potential to sacrifice a bunch of smaller creatures, using Myrkul to turn them into enchantments. Otherwise, Torgaar threatens to enter the battlefield twice because of Myrkul. This will effectively halve two players’ life totals. Whether one of those players is you or not is up to you.
The other suggestions on this list are more geared towards getting value for life spent instead of trying to dump half your life as quickly as possible. Most of the options on here have to do with card draw, which makes sure that you won’t run out of gas. Myrkul also has a huge mana cost, so you will need gas to get to your endgame.
Stop the Bleeding
Since you’re so close to death, you need to make sure that you don’t become one of Myrkul’s playthings yourself. All of these cards are very difficult to remove as enchantments and can put the game into some pretty interesting positions.
Enduring Angel
Enduring Angel
Flying, double strike
You have hexproof.
If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.
was also a point of interest when writing this, but it notably won’t work. Because
Myrkul, Lord of Bones
Myrkul, Lord of Bones
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
creates a token copy,
Enduring Angel
Enduring Angel
Flying, double strike
You have hexproof.
If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.
will cause you to lose the game because it can’t transform.
READ MORE: This Baldur’s Gate Commander Will Storm Your Opponents With a Myriad of Creatures
Making Copies of Myrkul?
The first thing that popped into my head looking at Myrkul was the potential for it to make an enchantment copy of itself. Even with Myrkul being indestructible, there is a good amount of creature removal that can get rid of it. The good news is that there are some ways to make copies of Myrkul in Abzan colors!


Most of them are colorless, but the potential to make a Myrkul enchantment exists. Note that you will want to kill the original
Myrkul, Lord of Bones
Myrkul, Lord of Bones
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
with the legendary rule for this to work.
Mirage Mirror
Mirage Mirror
{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
and
Parallel Evolution
Parallel Evolution
For each creature token on the battlefield, its controller creates a token that's a copy of that creature.
Flashback {4}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
are the most straightforward ways to make this happen.
God-Pharaoh’s Gift
God-Pharaoh’s Gift
At the beginning of combat on your turn, you may exile a creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a 4/4 black Zombie. It gains haste until end of turn.
involves a few extra steps (letting Myrkul stay in Graveyard, exiling it to the Gift trigger, and putting it back in the Command Zone as it changes zones, then recasting it), but it eventually gets there.
Helm of the Host
Helm of the Host
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5}
also works here, but you will instead end up with an army of death gods since the legendary rule is removed.
Enchantment Support


Enchantments are already significantly more difficult to remove than creatures. Protecting Myrkul’s payoffs ensures that our game plan is more foolproof.
Sterling Grove
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
{1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
allows for our enchantments to become untargetable. Combine this with a
Fountain Watch
Fountain Watch
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
that has gone through Myrkul’s treatment, and you get an untargetable board. This, specifically, will make an Indestructible Myrkul enchantment an absolute nightmare to remove.
Because we are not casting enchantments, most enchantress effects will not work.
Eidolon of Blossoms
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
is the exception to this rule since it only cares about enchantments entering the battlefield. Once it dies, it can also become an enchantment version of itself if Myrkul is in play. If your opponent insists on destroying your stuff, play
Karmic Justice
Karmic Justice
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
to make them second guess themselves.
Mana Ramp!



Creature-based mana ramp has a smaller downside with Myrkul than with other decks. Most of the time, you will want to ramp up to your commander. Therefore, a lot of these won’t be getting value out of Myrkul most of the time. Regardless,
Sakura-Tribe Elder
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
can come back and find you another land with Myrkul in play. Other enter the battlefield, or ETB, ramp like
Topiary Stomper
Topiary Stomper
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
also have a chance of coming back. Mana dorks are less risky to play here. They can come back as an enchantment that can tap for mana without summoning sickness.
Blink and Enter


A blink deck that uses creatures that can blink ETB abilities for value is another direction you can take. Having Emiel or
Eldrazi Displacer
Eldrazi Displacer
Devoid (This card has no color.)
{2}{C}: Exile another target creature, then return it to the battlefield tapped under its owner's control. ({C} represents colorless mana.)
die isn’t the worst thing when they can come back as enchantments. The same thing will happen to all your other ETB creatures.
Enchantments Don’t Care About -1/-1 Counters



This gets into the category of being oppressive, but the cycle of Shadowmoor untappers can untap infinitely because of how Myrkul interacts with them. You can put as many -1/-1 counters on the enchantment versions of these cards without them being affected. This allows
Devoted Druid
Devoted Druid
{T}: Add {G}.
Put a -1/-1 counter on this creature: Untap this creature.
to make infinite green mana,
Barrenton Medic
Barrenton Medic
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Put a -1/-1 counter on this creature: Untap this creature.
to prevent infinite damage, and for
Cinderhaze Wretch
Cinderhaze Wretch
{T}: Target player discards a card. Activate only during your turn.
Put a -1/-1 counter on this creature: Untap this creature.
to discard as many cards as you please.
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They Were Bad Enough as Creatures
Hate bears get a major level up in this deck. To remove the effects that they provide, you need to kill them twice. The options here are pretty endless. Here are some of the stronger options that I thought about when considering what to turn into an enchantment (not all of these are hate bears). These can get pretty oppressive, so consider what your playgroup is ok with before shutting off their entire deck.
The Other Gods are Still Good
Because Myrkul takes away the creature subtype from a creature, traditional devotion-based Gods will not be able to become creatures as tokens. If you choose to play the other gods and add a tribal theme to your Myrkul deck, remember this.
Sacrifice Outlets
If you’re after turning your creatures into enchantments as soon as possible or trying to maximize various ‘enter the battlefield’ triggers, investing in creatures that act as sacrifice outlets may be in your best interest. You’ll generally get free triggers from them sacrificing themselves to turn into enchantments, and any Aristocrat(ish) effects like
Blood Artist
Blood Artist
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
will be more difficult to remove.
How to Beat Myrkul


So your friend has this sleeved up and is doing all the nasty things that Myrkul gives them access to. What does Myrkul struggle against? The two things that make Myrkul tick are that enchantments traditionally are pretty difficult to remove and that creatures need to die for Myrkul to turn them into enchantments.
Running board wipes like
Akroma’s Vengeance
Akroma’s Vengeance
Destroy all artifacts, creatures, and enchantments.
Cycling {3} ({3}, Discard this card: Draw a card.)
,
Cleansing Nova
Cleansing Nova
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
, and
Dismantling Wave
Dismantling Wave
For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments.
ensure that you can deal with a Myrkul board that is out of control. These cards can do work against other decks as well.
All is Dust
All is Dust
Each player sacrifices all permanents they control that are one or more colors.
takes things a step further, even destroying an Indestructible Myrkul, enchantment or not. Single target non-destruction removal like
Swords to Plowshares
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
and
Path to Exile
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
are good for taking care of Myrkul when it enters the battlefield. These cards were also reprinted in recent Commander Precons, making them easily accessible. Cards like
Rest in Peace
Rest in Peace
When this enchantment enters, exile all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
,
Anafenza the Foremost
Anafenza the Foremost
Whenever Anafenza attacks, put a +1/+1 counter on another target tapped creature you control.
If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
, and
Kalitas, Traitor of Ghet
Kalitas, Traitor of Ghet
Lifelink
If a nontoken creature an opponent controls would die, instead exile that card and create a 2/2 black Zombie creature token.
{2}{B}, Sacrifice another Vampire or Zombie: Put two +1/+1 counters on Kalitas.
can stop Myrkul’s creatures from dying, therefore preventing them from becoming enchantments. The two creatures featured here would be good in a Myrkul deck too.
I will be sleeving up some version of Myrkul for my table. What it will end up being likely depends on what is considered to be going too far. Regardless, this is an awesome card that introduces a new way to play Commander.
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