Mole Man, Moloid Master
EDH July 1, 2026

Mole Man, Moloid Master Lands Matter

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Commander Overview

Mole Man, Moloid Master was one of the sleeper cards from the new Marvel Superheroes set. His ability lets us play lands from our graveyard (which isn’t uncommon among green cards) but he also creates 1/1 Moloids whenever a land enters the battlefield.

This mono-green lands deck is a far cry from the potential of stuff like Lumra, but it’s a fun bracket 2 deck that can quickly spiral out of control if your opponents aren’t paying attention.


Bracket 2 Green Landfall
Command Zone

Mole Man, Moloid Master

Legendary Creature — Human Villain
$411.94

Artifact 3

1 Skullclamp $4.61
1 Zuran Orb $3.39

EDH BRACKET

1
Exhibition
2
Core
3
Upgraded
4
Optimized
5
cEDH
Bracket 2 // Core

The average current preconstructed deck.

  • No Mass Land Denial
  • No Chaining Extra Turns
  • No 2-Card Infinite Combos
  • No Game Changers
  • Few Tutors

How to Play the Deck

The goal of this deck is to attempt to get a whole mess of landfall triggers in a turn. To do that, we’re using additional land per turn cards like Burgeoning or Icetill Explorer.

Once we have a decent amount of lands, we need a way to sacrifice them. A lot of the lands already have that ability built in, with the Courtyard lands or Evolving Wilds-like abilities. Zuran Orb and Sylvan Safekeeper are the best ways to fill our graveyard with lands.

From that point, we need a mass-recursion for our lands, such as Will of the Sultai, Aftermath Analyst, or Splendid Reclamation. When all our lands hit the battlefield, we’ll be flush with landfall triggers on our commander and other creatures, such as Rampaging Baloths and Sapling Nursery, giving us a massive board state. If we also have an untapper like Tiller Engine or Spelunking, all of our lands will enter untapped.

To round it all off, we use our mana for Finale of Devastation or Overwhelming Stampede to kill the table.

Phases of the Game

Early-Game – Get a dork out on turn 1, or tutor for some lands as fast as possible. Aim to play Mole Man on turn 2. Alternatively, play him on Turn 3 and drop a land afterwards so you can start building a board.

Mid-Game – Piece together all the parts of the puzzle. A sac outlet for lands, a recursion effect for said lands, and an untap effect to keep going.

Late-Game – Use your army of Moloids, Beasts, and Treefolk to beat down the table.

Card Breakdowns

Core Cards

I want to highlight some of the core cards that make Mole Man good. These are staples in lands-matter decks, but they set us up to have explosive turns and really reach our full potential.

Icetill Explorer lets us play additional lands, play lands from our graveyard, and actively mills us so we can hopefully fill our graveyard with more lands. Similarly, Oracle of Mul Daya let’s us play lands from the top of our library, so if we’re in a pinch, we won’t ever miss one of our land-drops.

Realms Uncharted is the green version of Gifts Ungiven, and in this deck, it’s essentially a 4-land tutor. Whatever our opponents choose to bin, we will eventually get back, making this card exceptionally powerful.

Forgotten Cellar is like an expensive Underworld Breach. We gain access to the cards in our graveyard, allowing us to bring back value creatures that got knocked off or recur big spells that bring all our lands back. I’d advise saving this one for when you have enough mana to really make it count.

Shifting Woodland is similar, in that it becomes a copy of something in our graveyard, be it a land, creature, or enchantment. When we don’t have access to our suite of recursion, this can really come in handy. Copy a Zuran Orb or something to sac your lands and start your shenanigans, or make another Rampaging Baloths to make sure you get creatures on board.

Card Draw/Card Advantage

The deck doesn’t really need a whole lot of card draw since we will consistently have access to the cards in our graveyard. But, cards like Regal Force or Return of the Wildspeaker hit for a lot of value when there are Moloids all over your battlefield. Skullclamp is also a must, since a land nets us a creature to sacrifice as well as the mana to attach it to a Moloid.

Interaction

We have creature removal with Beast Within, Kenrith's Transformation, and Lignify.

Autumn's Veil and Tamiyo's Safekeeping protect our board from threats, while Nature's Claim gets rid of any troublesome artifacts or enchantments.

Utility / Support

Evolutionary Leap is an underrated card. It’s a worse Birthing Pod and Survival of the Fittest, but for a dollar, it can certainly help us flip into something more meaningful than a Moloid.

Growing Rites of Itlimoc is certainly a staple, helping us net more and more mana for the number of creatures we have. It’s a budget Gaea’s Cradle if you can get it to flip, but I don’t recommend sacrificing it, it’s always good to keep it around on the back side.

Aftermath Analyst is another heavy hitter in this deck, letting us mill and return lands to the battlefield. It’s a viable target for Eternal Witness or Noxious Revival.

Lands

The deck is heavy on lands, running 39 of them. But, I’ve tried to include ones that add value, not just basic forests. Field of the Dead is one of the most notable, letting us net zombies whenever we play lands. Additionally, Yavimaya, Cradle of Growth lets us tap our Evolving Wilds for green, which is pretty cool.

Vesuva is a copy effect, but it can target other people’s lands as well. Emergence Zone is an auto-include in most decks I build because it’s such a powerful effect, allowing you to respond to other players whenever you want. Imagine cracking it to cast Splendid Reclaimation right before combat, loading your board with Moloids.

Win Conditions

We win primarily with combat damage. Other lands decks like Lumra use Sunscorched Desert to ping off opponents, but that’s not super viable with what we have available (and without Lumra in the command zone). Finale of Devastation, Overwhelming Stampede, and Glacier Godmaw are all great ways to make your Moloids terrifyingly large in an attempt to win the game.

Strengths of the Deck

Hardly ever starved for mana

Plays with one of the most supported archetypes in the format, lands

Makes it easy to have a big board state by just doing lands stuff

Weaknesses of the Deck

A Bojuka Bog effect could set us back, big time

Without our commander, we slow down, but it’s still possible to win

Conclusion

Mole Man isn’t a super notable character in the Marvel universe, but he makes for a fun commander with a powerful ability. Pairing him up with the already busted lands-matter cards creates an explosive steamroller of a deck. You almost always have mana and creatures, and it’s easy to piece together something cool since your graveyard is easily accessible.

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