Anthroplasm

Anthroplasm

Creature — Shapeshifter

Anthroplasm enters the battlefield with two +1/+1 counters on it.

(X), Tap: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Urza's Legacy (ULG) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
Penny Dreadful Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Anthroplasm Discussion

TortillaConfetti on Varolz, the necrotic shaman

6 months ago

Anthroplasm y Sage of Hours con el Necrotic Ooze en campo, turnos infinitos xD

iNinjy on Towers Unleashed

7 months ago

In terms of +1/+1 counter theme, Novijen, Heart of Progress , Biogenic Upgrade , and Lifeblood Hydra are all good cards.

Anthroplasm is a weird one that you can make as big or small as you want depending on available mana.

Bred for the Hunt is good card draw if everything has counters anyways.

Gilder Bairn is like Vorel but untaps to double counters.

Momir Vig, Simic Visionary is a resuable simic-creature tutor

DarkHero on Mairsil, The Pretender Things That ...

7 months ago

Doing a little Brewing with Mairsil, the Pretender because I love commanders that let you use cards that don't see a lot of play. I've definitely come across some interesting stuff.

I'd like to share some of the interactions and also inquire about what others are thinking as far as efficiency and fun, or any other combos/interactions not mentioned.

  1. There are ways to get around the "only once per turn" wording. This is probably the most confusing piece of decks based on this Commander. The most obvious choice is Quicksilver Elemental , allowing you to pay to essential get a new instance of an ability. I am lead to believe that flickering Mairsil will also reset this rule. But if this is wrong or there is a way to make it more clear (OR OTHER WAYS TO DO IT) please share.

  2. AEtherling , Torchling , and Morphling are just about mandatory for protection and evasion.

  3. Untap effects are powerful, making Pili-Pala combos a thing, but I'm not sure what makes the most sense here. And finding a home for Horseshoe Crab .

  4. Skill Borrower can basically be a Mairsil Lite

  5. Loot Effects are excellent because Mairsil doesn't care if the target are in hand or in graveyard.

6. Pack Rat can be used to create copies of Mairsil, which one will die, but it can be used to evade and get additional uses of abilities.

7. Vector Asp ...

8. Anthroplasm + Sage of Hours in cages makes for extra turn shenanigans

9. Soul of New Phyrexia + Nevinyrral's Disk in cages creates one sided boardwipes on a stick.

10. The Chain Veil ? Could Grixis Superfriends be a thing with a combo here? If anything you get the ability without the drawback.

11.And this is the big one. Mirror-Mad Phantasm . So the wording here is different, "a card named..." means we won't replace the name with Mairsil, so we will rummage through our deck looking for another Phantasm, that isn't there. So we are able to put our entire library into the graveyard. From here we can use a combo based around Narcomoeba , Bloodghast Fatestitcher , Dread Return , Laboratory Maniac , and flashback Deep Analysis for the win. It's a little janky, but it is essentially a 2 card combo with a little support.

12.Aside from that, Necrotic Ooze would love all these activated abilities in the graveyard.

Again I'm looking to provide some clarity, for others and myself, on good ways to take this commander. If anything I've shared is wrong or there are better ways to do it, please let everyone know!

BMHKain on A Primordial God needs your ...

10 months ago

@bushido_man96: Yeah, I know how it's like myself. Kind of. For me, anyone asked the question "How is you're (Insert section of a family tree.)?", & resonds with "I ate them." are just monsters to me. I too think Family is important as well.

Now, about the Part of the cost; should this also include stuff w/ abilities w/ in it? I personally think Walking Ballista , & Hangarback Walker are just fine here; though the Hydras; I guess they're worth cutting. But what about your suggestions for Krakilin & Anthroplasm ? Are those worth cutting? I'll see what else I can cut for the other things...

bushido_man96 on A Primordial God needs your ...

10 months ago

Ok, here we go...

Hexdrinker is cool, but...eventually, you can't even target it. And it doesn't have trample. Possible cut. Why Knowledge Pool ? It just seems weird. I'd cut it. And Gelatinous Genesis . And I'm on the fence about Orochi Hatchery . Not sure you need it.

You should run a Rogue's Passage so you can push one of your big fatties through. Some X creatures you don't have in here: Anthroplasm , Kraklin, and Verdeloth the Ancient . Verdy would be very worth running, I think.

That's the best I can do for now.

Here are two Kruphix decks to mull over, as well:

Kruphix deck for bushido_man96; Kruphix, God of Card Draw

carlmoores on Mairsil's Jail for Combos

1 year ago

For replacing the infinite mana combos I have a few suggestions.

1: Mirror-Mad Phantasm and Laboratory Maniac .

This one you need to be holding counters for, so it's de facto more complicated then I prefer. Basically you use the stack with this one so sequence is everything. 1: Play Lab Man 2:Activate a draw a card caged ability or play a card draw spell 3: In response, activate Mairsil's caged MMP ability and shuffle Mairsil into your deck 4: Put your entire deck into your graveyard since a card named "Mirror-Mad Phantasm" is not in your deck (the wording on the ability reverts back to "mirror-Mad Phantasm" as soon as Mairsil leaves play, even though the ability is on the Stack. 5: The card draw resolves and you win because you have no card to draw and Lab Man is on board.

The additional advantage of running the Phantasm is that he acts as a risky AF version of Traumatize ing yourself if you cast him and activate. You may reveal him ten cards from the top, but also maybe 80 cards from the top.

2: Sage of Hours and Anthroplasm infinite turn lock.

Technically not game ending and slightly mana intensive but once you have demonstrated that unless the opponents can remove Mairsil you have established a lock all but the most stubborn opponents will scoop.

3: Necrotic Ooze + Phyrexian Devourer + Triskelion / Walking Ballista The Diversion.

Technically not a Mairsil combo but synergizes with many cards you will be running anyway, specifically Buried Alive . I have found this combo makes the deck far more deadly because it 1: Doesn't rely on the Commander and 2: Is incredibly hard to interfere with. If you need an explanation of how it works, ask and I'll elaborate but it's a pretty well known combo that appears in a lot of decks. I definitely recommend running Chainer, Dementia Master and possibly some GY recursion like Reanimate and Animate Dead though if you're going to run this.

On the subject of the wheels and Niv-Mizzet/ Locust God/ you forgot Nekusar. You could just do that as a different deck TBH.If I was going to play one, and you should be hard up for slots by this point really so I would only pick one, I'd go with Locust God as he provides chump blockers and if removed can be caged. Also, most smart players will remove Nekusar on sight.

As for counters: Perfect. Turn Aside and Negate are exactly the type of cards I'm talking about.

You're right. Most of the cuts have to do with the fact they're infinite mana enablers but not much use besides that. As for the two you specifically mentioned, Deadeye is just a personal bias. I think his CMC is too high in a deck where mana, especially blue mana, is such a precious resource. He's amazing when you can get him online (though not perfect, he doesn't do anything against board wipes) my concern is getting him on board able to protect himself AND Mairsil from one removal spell is 8 mana. Think of it this way, if Deadeye Nav said "to cast this card tap all your lands and skip this turn you may not cast instants or play abilities until your next turn" would you play him? I imagine the answer is no, but that is pretty much his casting cost in a deck where keeping a few lands open as much as possible is so important.

As for the poltergeist, your protection via caged effects should be limited to the littlest slots possible, this deck is trying to accomplish alot and 100 card syndrome hits is hard and even though Cavern Harpy and Thalakos Scout are 100 times better as caged protection, even that is not the best case scenario. This deck CAN live without Aetherling, but it is arguably the most important card in the deck. Protecting Mairsil doesn''t amount to much if you aren't caging things while you do it. I'm looking at Poltergeist and going "That slot could be a Corpse Connoisseur that gets me Aetherling or a combo piece" (This is where your deck durdling comes in)

Finally, here's my suggestions to add in terms of creatures and I'll give each a quick purpose blurb

Thalakos Scout : Said already Corpse Connoisseur : Tutor, chump blocker, tutor again Eater of the Dead : Untaps. Eats recursion targets in GY decks. Dralnu: Recycles boardwipes, tutors, card draw Magus of the Wheel : Obvious Notion Thief : Robs opponents of card draw, draws hate, combos with any wheel Pestilent Souleater : Mana free Infect as a backup plan. Traumatize : Mass cage targets if not running the MMP/ Lab Man combo Telepathy Knowledge is SO powerful in Mairsil Azami, Lady of Scrolls : Card draw that doesn't need Haste. Galecaster Colossus : Also cheats Haste, faux-removal. Crypt Rats Faux board wipe. Lim-Dul's Vault Cheap faux tutor Glacial Chasm Stalling tactic. Hard to remove, one card pillowfort

Anyway, that's all I have for now. Once again, check out the MTG Muddstah video's featuring Harry's Mairsil deck, you'll find it very enlightening. Hope you start enjoying the deck more and let me know how it works out if you stick with it.

SynergyBuild on Should I Pretend This Or That?

1 year ago

My take on Mairsil doesn't run the comboes you do at all. I go:

Buried Alive into Sage of Hours, Anthroplasm, and AEtherling, next turn drop our favorite big-boy Mairsil, exile AEtherling, then procede to flicker him to exile the rest and win is what I have been doing. I sometimes entomb a Mirror-Mad Phantasm to go all Hermit Druid all over my opponents, flipping Narcomoeba, Fatestitcher and Gravecrawler just to Dread Return a Phyrexian Delver into Kiki-Jiki, Mirror Breaker, copying Phyrexian Delver into Deceiver Exarch or Pestermite

You know, whatever works!

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