IntroductionIn today's article, we'll explore another commander from Marvel Super Heroes, the very popular Molecule Man. This colorless commander centers pretty heavily around artifacts, Eldrazi, and other high-cost threats.The list we'll explore today perfectly combines both the Universes Beyond side and the classic MTG side. With threats in each turn, it controls the board with colorless removals and ends the match through combat with the great Eldrazi Titans.Molecule Man, the CommanderMolecule Man is what I like to call a "core" commander. It doesn't enter play just to attack and maybe do something kinda cool. He actually changes the rules of the entire format and makes his lists so much better that they can hardly work without him.Unlike other commanders, which often need cohesive deckbuilding and lots of small synergies, Molecule Man needs to be in play for his entire strategy to work. As he is colorless, building decks with him is a bit more annoying. We'll have to ignore colors, and overall we'll have less options in terms of what we can do. His ability lets us manipulate resources in such a way that each artifact and Eldrazi in your hand will have the potential to explode on the battlefield.Miracle lets you cast a card for an alternative cost, usually a lot less than usual, if this is the first card you draw each turn. In this deck, this "usually much cheaper cost" is , so anything you find when you draw your first card each turn is often free of charge. It's simple, effective, and perfect.The DeckThe list we'll see today is a colorless Commander strategy that centers around Eldrazi Ramp. It's not at all subtle: it plays all the big guys so that you, Timmy player, can come out of every match really happy. The main game plan is very simple as well: create a lot of mana so that you can cast your commander and start leaning into Miracle every turn. It's a Big Mana strategy that can play more than one big spell every turn.Here it is:Ramp and Mana EnginesUsually, this is when I say that all non-green decks struggle to ramp, etc. But this is a colorless list, so it can't ramp at all. It can't play Pyretic Ritual, for instance. So, you'll have to make do with mana rocks and absolute classics like Sol Ring and Mana Vault, which will lead you through your early game. But the real heart of this part of the deck is Forsaken Monument. In a colorless list, this card is almost too good to be true. It buffs all your creatures, gives you life, and, most important of all, makes your lands create extra mana.Basalt Monolith and Thran Dynamo are the last of the heavy rocks. Unlike Izzet lists, which use rocks for spellslinger and storm strategies, this one uses this mana to play big creatures and spells. If you don't begin the game with at least two of these pieces, you might take a while to get going. The entire strategy will feel a bit slow until you can finally take off with your commander.Urza's Trio and Other LandsThis deck's mana base is, most likely, more dangerous than its creatures. Tron (Urza's Mine, Urza's Tower, and Urza's Power Plant) is the dream of every player who likes to skip numbers between 2 and 7. Add that to Urza's Workshop and Ancient Tomb, and this mana base can punish anything that doesn't play land destruction. In this format, that means everything.Eye of Ugin and Sanctum of Ugin make sure that you never run out of threats. In the late game, these lands are tutors that you can reuse to get your Titans and other threats. They make this deck so consistent it turns into a problem. While your opponents try to find a removal, you're just looking for the next Eldrazi, which will, in turn, demand even more answers from them.Titans and Ending the MatchThis is when the fun (for you, of course) begins. Ulamog, the Ceaseless Hunger and Ulamog, the Defiler exile vital parts of the opponents' boards and also have beautiful bodies. Kozilek, the Great Distortion is your foolproof way to draw cards. With it, you'll never run out of them and will also have a way to counter enemy spells by just discarding a card that costs the same as the spell you want to counter.Emrakul, the World Anew and It That Betrays are your two main ways to end the match. If any of them gets to attack, your opponents usually lose a considerable amount of resources, particularly when Annihilator starts removing important permanents from the board. It That Betrays also lets you reuse things that were sacrificed. Like so, it's a way to get ahead on the board and make each combat harder to recover from.Card Advantage and EnginesBecause this list plays many expensive spells, you'll need ways to draw cards that won't exhaust the resources in your deck after the first few turns. The One Ring plays this role really well. It offers protection straight away and a rising number of cards while it stays in play.Mystic Forge interacts with the main game plan more directly. It lets you play colorless spells from the top of your deck. As you will be able to play nearly all the cards in this deck this way, it is essentially an extension of your hand. It will help you find lands, accelerators, and threats but won't get in your way when you need to develop the board.Unwinding Clock takes advantage of mana artifacts, as it lets you reuse them in the opponents' turns. This card also works really well with Sensei's Divining Top, so you'll be able to use it more times and really manage the top cards in your deck.Interaction and ProtectionThough the main game plan is casting your big threats, this deck still needs some answers. All Is Dust is one of the best global removals available for colorless lists. It removes most enemy permanents but lets you keep your artifacts and creatures at the same time.Selective Obliteration plays a similar role, but it relies on the colors that are in play. In some matches, it can remove the main problems without affecting the other players as much, which is great when you need to target the players that are about to win. Not of This World protects your bigger creatures and can often come into play for free. Like so, you can invest all your mana in an Eldrazi creature but still be able to protect it from spot removals, all in the same turn.Warping Wail does a lot at once. It can remove a small creature, counter a spell, or create an Eldrazi Scion token. Neither of these effects are that flexible on their own, but together, they make this spell incredibly flexible. You'll be able to use it in different ways at different points of the match.Win ConditionsThis deck's main way to win is through combat. Blightsteel Colossus can remove a player with just a single blow, particularly when you give it Haste through Lightning Greaves. Your Eldrazis will also put pressure on the board this way, but they will usually create value for you even before they deal damage. Either by removing permanents or exhausting enemy resources through Annihilator.Rise of the Eldrazi is also a way to win, as it removes a threat, draws cards, and gives you one extra turn. As Molecule Man makes it easier for you to cast your expensive spells, you can use this type of effect without completely compromising your turn.How To Play ItYour opening hand needs some type of acceleration, at least so that you can get to your commander before he starts triggering Miracles. Sol Ring, mana artifacts, and lands that create more than one resource are critical. If you have them, you'll be able to keep up with the board during the first few turns. A hand with just common lands and expensive threats usually won't work. You'll have to send it back.In the mid-game, you should find a way to get ahead in cards, like Mystic Forge, The One Ring, or Chimil, the Inner Sun. These pieces will allow you to keep developing the board even after you've exhausted your opening hand. You must also not cast all your threats at the same time, particularly if you believe the opponents have a way to remove them all at once. Molecule Man will help you use your mana a bit better, but you will still have to manage your creatures to not give up all your pressure to a single answer.When you get a chance, you should use all your leftover mana to play threats, nonstop. Even if the first one ends up removed, it could force the opponents to play an important answer and, like so, open the way so you can play your next one. You'll do this until your opponents can't keep up with your spells.Final WordsAs I have said multiple times in these articles, I don't know much about Marvel comics and their characters, so I don't know who is Molecule Man at all. Still, its MTG version allows us to build a pretty straightforward colorless deck that can put big threats in play quite early and end the match with some of the heaviest creatures in the format.What do you think? Tell us your thoughts in our comment section below.Thank you for reading, and see you next time!
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