Arcane Adaptation

Arcane Adaptation

Enchantment

As Arcane Adaptation enters the battlefield, choose a creature type.

Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

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Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Arcane Adaptation occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

UB (Dimir): 0.97%

Arcane Adaptation Discussion

Ize19 on Solaria

4 days ago

Ok, so I've been thinking about how to make this deck budget, since I've seen some interest in that, and my maybeboard has my answer. I don't think it's as good as this version, but it might still pull off the strategy.

In place of the Aether Vials, you'd put in Call to the Kindred, which provides both card filtering and a free uncounterable creature every turn. The best target for Call is a changeling, so since you wouldn't need Watcher for Tomorrow's filtering as much, you'd replace him with Universal Automaton. And of course, protecting the enchanted changeling would be high priority, so the Dispel in the sideboard would be mainboarded, replacing Arcane Adaptation.

Since Call doesn't come down until turn 4, you'd be more reliant on having an early Champion of the Parish and some Unsettled Mariners to buff and protect him, so it's not as reliable as the actual build, but it's much cheaper!

McToters on Naban, Dean of Irritation

1 week ago

Wow, this is super fascinating! I’ve never seen a mono-blue deck like this before. Naban is a great choice for a commander. Hopefully some of my advice will help! These are just my initial thoughts.

1) Hot Damn, 55 creatures! That’s the most I’ve ever seen in a deck. I can see how it works with your commander though. So that’s pretty neat you’ve been able to make that work. Props to you on that. I think you have some room to take a few out though and add some good game-changers in.

2) I see a pathway to a little more efficiency if you do take some creatures out and you put in cards like Sculpting Steel, Mirrorworks or Mirage Mirror to copy your Panharmonicon. If you do that you can add in Fabricate, Inventors' Fair, Reshape, and Tezzeret the Seeker. At least this is the route I would go because it heavily backs up support for Panharmonicon—the only other card that does what your commander does. I know you don’t want to make this an artifact deck but with those handful of cards you can have a faster way to get what you want out since you already have easy access to your commander. And in the event your commander is targeted too much you have an alternative to copying your triggers.

3) I think I you should add in Cloudstone Curio from your maybe board if you already own it or can afford it. Helps bounce creatures back to your hand to play again for value. Also, if you add in those cards from my second bullet point you’ll have another useful artifact to tutor for. Altar of the Brood isn’t even a terrible idea either. I kind if like that actually.

4) Most likely unnecessary but since you are going tribal, have you ever entertained the thought of using Arcane Adaptation? It would enable you to add in some bomb non-wizards that could still count as wizards. Probably something you may not want to do but seems like it could open up some different options.

Awesome deck! +1

ShreddedByCrows on Surrakar tribal challenge

1 week ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Neotrup on An Extremely Convoluted Circumstance of ...

2 weeks ago

In addition to Rule 11 of commander not allowing cards to be brought in from outside the game, Arcane Adaptation has no impact on cards you own outside the game, so Spawnsire of Ulamog's can't be used to cast Iona, Shield of Emeria:

400.10c Cards outside the game can't be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.

TypicalTimmy on An Extremely Convoluted Circumstance of ...

2 weeks ago

I'm wondering if this series of events allows you to cast banned creature spells in EDH, by bending a few rules to our advantage. Technically this applies to all formats in which the cards in question are legal for play within the constructed deck.

First up, we need either Conspiracy or Arcane Adaptation.

Next, we need Spawnsire of Ulamog.

If we name Eldrazi and pay into Spawnsire, can we now cast cards that are banned, such as Iona, Shield of Emeria and Griselbrand?

After all, we do OWN them (in our personal collection) and they are NOT in the deck? So, if they are outside the game, can we cast them with Spawnsire if we name Eldrazi?

Normally I'd say no, but per the rules:

  • Owner: The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.

  • 108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game.

  • 108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.10b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3.

  • 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends.

Now there is a bump in the road:

  • 400.10c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.

But here's the interesting thing:

Once you pay on Spawnsire of Ulamog, all creature cards you own outside of the game are now actively pulled into the game. The game is now looking for any creature card with the Eldrazi subtype. At this point, the game will consider ALL creature cards you own outside of the game to be potential targets, with only the Eldrazi ones because applicable targets. Once Spawnsire of Ulamog is looking at the cards you own outside of the game, Conspiracy / Arcane Adaptation should push the Eldrazi subtype onto them, since these are CARDS that you OWN.

There is one more thing to note, and it is also on Spawnsire's page:

  • 6/15/2010: In a casual game, the cards you cast from outside the game come from your personal collection. In a sanctioned event, those cards must come from your sideboard. Note that you can’t cast cards from exile this way; exile is a zone in the game.

So this would mean that in any sort of sanctioned event, this would not work at all. There is no arguing about this; The banned cards would need to be in your Sideboard from the beginning of the game, which they can not be. However, in non-sanctioned events, there is some large grey area as now it's anything in your personal collection.

So do you think this works? In a casual setting, does this bend the rules enough to bring banned Creatures into their respective formats?

Ravenrose on Gods of the Damned [Bulk]

2 weeks ago

I think the addition of the Arcane Adaptation + Liliana's Contract could be fun in this deck. It could bring something extra to this deck.

Raven Rose

MadCatMax on Yuriko Ninjas EDH - Tricks and Turns

3 weeks ago

Hello, I notice deck and we have competitive Yuriko group currently on discord

https://discord.gg/HTkMshZ

If your interested in joining and we can go over your list in detail

Already notice the inclusion of many trap cards like

Insidious Dreams

Arcane Adaptation

Sensei's Divining Top

Sakashima the Impostor

dingusdingo on Yuriko (Slowly making it more competetive)

1 month ago

Its cool you like building decks, but this is not really competitive. Its a good deck, and you've certainly got some of the correct tech in here, but it really is a waste of my time and yours when you mislabel shit. Its cool you're building on a budget, but don't tag it as cEDH. Simple as.

Land base is fine for budget. Obviously it extends with fetches and Underground Sea if no budget. Your mana rock base is pretty unfortunate too, as you don't have any of the good 0 or 1 CMC accelerators.

Running Labman + Pact as your wincon in Yuriko seems strange. Yes you're getting additional draws off Yuriko triggers, but why don't you build a different deck if you're interested in a pact combo? Especially since the partner commanders lend themselves so well to this strategy. You could be running Tymna the Weaver + any blue partner and be getting much better draws with better overall card quality. You're missing the Draco + Emrakul package that makes Yuriko an actual competitive deck, and you're missing all the topdeck manipulation pieces that allow you to wipe the board with Yuriko triggers. Your lack of ninjas also means you're failing to get all the Yuriko triggers you would want anyways, and the triggers you do get aren't going to be very effective.

Your creatures are all over the place. Even if you don't have the full ninja suite (they are really not expensive at all), you still need to prioritize evasive creatures to get Yuriko ninjutsu. Benthic Biomancer is a cut. Foulmire Knight is a cut. Universal Automaton is arguably a cut, but it is a ninja. If you aren't going to slot the ninjas, at least get evasive 1 drop creatures for ninjutsu.

You have almost 0 topdeck manipulation. Tutors that go to top are a must for Yuriko triggers. Personal Tutor Mystical Tutor Vampiric Tutor Imperial Seal . Even cantrips or draws that manipulate topdeck are going to be good here. Brainstorm is an absolute must, and its shocking you don't already run. Other topdeck cantrips like Ponder Preordain or Serum Visions can set up big Yuriko triggers, even if you can't afford the MVP Sensei's Top or Scroll Rack.

You run a lot of dead draws, like Arcane Adaptation and Unnatural Selection . If you just ran a ninja in those spots, you wouldn't need those cards. Even spamming your creatures into ninjas, you aren't going to get very good triggers off Yuriko because you run no high CMC bombs to take advantage of the triggers, and no topdeck manipulation. Its easier to kill off of 3 triggers that do 15 damage than it is off of 15 triggers that do 3 damage. You're far more likely to get 3 triggers in than get 15.

This is not a competitive deck mate. It has a long way to go. Thanks for posting, welcome to tappedout, tag your shit appropriately and we'll both have a more pleasant day.

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