Cytoplast Manipulator

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal

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Set Rarity
Dissension Rare

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Cytoplast Manipulator

Creature — Human Wizard Mutant

Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

, : Gain control of target creature with a +1/+1 counter on it as long as Cytoplast Manipulator remains in play.

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Cytoplast Manipulator Discussion

flapjackwars on A Song of Loyalty and Betrayal

2 weeks ago

This is definitely the best Marchesa deck I've seen on the site (besides my own, of course, hehehe). I think a low-curve deck is the best way to play Marchesa and you've clearly got that here. I'm just gonna shotgun some suggestions from my personal experience with the deck.

First off, you have no graft creatures, and I strongly urge you to try them. At least replace Olivia, Mobilized for War with Vigean Graftmage, which does the same thing without having to discard cards, and has crazy upside. Assemble a sac outlet, a value creature, Marchesa, and a grafter, and you can sac the grafter and value creature on your turn, return them on end step, then repeat the process on each opponent's turn. With your amount of tutors, Vedalken Graftmage should probably be good enough since it's the lowest CMC grafter, but Cytoplast Manipulator or Helium Squirter might be worth trying as well.

Please play Bribery. Protean Hulk is legal and you will take it and that will be the whole game.

Trinket Mage is a house, and he comes with plenty of options. You even own a Mana Crypt, so I feel as though you have no excuse. I understand the 3 drop slot is crowded but Trinket Mage for Mana Crypt is a net 1 mana play, and he can also find Skullclamp and Sensei's Divining Top. Basically, recurring it will quickly leave you with a ton of mana and cards. I also play Heap Doll and Arcbound Worker which look poor but the Doll can recur itself alongside Marchesa without a sac outlet and you currently lack grave hate, and the Worker can recur a value artifact creature on each player's turn like a graft creature would.

Dark Confidant and Grenzo, Dungeon Warden are strong 2drops that also synergize pretty well with Marchesa. I'd rather play a Confidant on 2 than a Signet, that's for sure. On that note, I've tried most of the 2drops you're currently playing, and been disappointed with Lightning Mauler, Signets, Lightning Greaves, Nightscape Familiar, and Blood Artist. The mana cards are nice but if you have another 2drop it's usually better to play that and then the rocks are not great for the rest of the game. Meanwhile, haste enablers are basically just inferior graft creatures, and while they're nice for curving out, I think playing a value creature or sac outlet on 2 is far better and worth going all in on.

Reality Shift and Arcane Denial are nice and cheap but I prefer my interaction to cost 0 mana with stuff like Snuff Out, Submerge, and whatever free counterspell floats your boat.

Necropotence feels a little unnecessary when you can just draw a billion cards anyway by assembling the Marchesa engine. Though it is a damn good card, and nice to have when the Marchesa thing gets broken up.

Phyrexian Metamorph is the second best clone, and a 3 mana clone is usually real damn good. Phantasmal Image is great and while Metamorph is a bit worse, it's still quite solid.

Big Game Hunter is probably the best removal guy. I like drawing a zillion cards then casting him for B in my cleanup step. Fulminator Mage is another utility 3 that can really come in handy, and it recurs itself alongside Marchesa without the need for a sac outlet.

Play Mindslicer. It's a great way to beat combo and battlecruiser alike. You'll rebuild from it better than anybody else. Well, sometimes the graveyard decks will get you, but they might not be well set up enough by turn 4 to do anything.

I feel like the wheels sorta come off here when you get above 3 cmc. Murderous Redcap does combo but is a dead draw too often otherwise, and the same is true of Kiki-Jiki, Mirror Breaker. Kiki is trying to do what your deck already does, and does it slower. Kiki can recur an ETB once per turn cycle while a graft creature usually gives you 4 (1 for each player in the game). Treasonous Ogre is cool but red mana isn't terribly useful and Ashnod's Altar is more efficient ramp. Definitely consider Ashnod's Altar and Phyrexian Altar, they're more explosive sac outlets than Yahenni and Bloodthrone Vampire (though admittedly somewhat more vulnerable). River Kelpie is too much to pay for a Grim Haruspex effect, Grimgrin is quite slow and it sucks having to wait turns and then pay so much for a sac outlet, and Zealous Conscripts is strong but I've often found I'd much rather cast Treachery or Act of Aggression (which is also instant speed removal). Time Warp is great but feels rather out of place and I like to be flashy and go for the big Temporal Trespass. Getting a value creature on board and having a 3 mana time walk is pretty nice when trying to recover from getting your field picked apart.

Mikaeus, the Unhallowed actually sucks because of the "non-Human" clause. Double recurring is sweet value but graft creatures also let you recur your creatures a ton while also protecting themselves AND marchesa.Also, I've found that you don't really need a combo finisher. Just getting your engine online is usually enough, and when it isn't, kill them all with Flayer of the Hatebound damage. Then again, I understand if your local meta makes a combo finish necessary.

Blasphemous Act is quite often a 1 mana Damnation. Curve Vigean Graftmage into Aura Thief into Marchesa (grafted) plus Blasphemous Act and steal all the enchantments and kill all the dorks, woohoo!

Lastly, Abyssal Gatekeeper is nice for similar reasons to Nevermaker, since it can be instant-speed removal on board when needed. However, I just cut it from my build, because you just can't cast it until you have everything else in place because people love to 2 for 1 you by killing it which will kill anything else you've played, so I recommend against it.

I feel like this is the most well-built Marchesa deck I've seen so far and you have a good understanding of how best to use the commander, and that understanding will advance once you cast a Vigean Graftmage.

greatdevourer on Tips for Momir Vig? 1st iteration

3 weeks ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

Sarkhan_Dragonclaw348 on HydrAtraxa

3 months ago

If you're going for unlimited draw, include Laboratory Maniac (or a graveyard-purging card) so you can capitalize if your hand is discarded. Some Commander decks can kill your hand pretty easily, so the best idea is to have a good backup plan. (Your Library of Leng is good, but more would help--or just more card draw.)

Those creatures are going to need protection. As much as removal is nice, your creatures are going to do a better job removing things. Walking Ballista or Triskelion would work great as a removal-based creature. Instead of removal instants, make sure your creatures won't die. E.g. Lightning Greaves, Asceticism.

A good value card is Phenax, God of Deception. It might sound weird, but think: you've got a ton of high-toughness creatures, and that ability will ruin the day of a control player. Maybe not the best in all situations, but still good. Value cards with different quirks include Life's Legacy and similar cards, Cytoplast Manipulator and others, and Gigantoplasm (any clone-based creature can copy your Master Biomancer and make things incredibly OP very quickly).

Hooded Hydra combos well with your Champion of Lambholt, and together, they work well with Life's Legacy and/or Greater Good.

Board-wipe options include Yahenni's Expertise and Languish, which don't hurt you but hit lots of others. Similarly, Rishkar's Expertise does great drawing you cards and letting you cast them. I like Kydele, Chosen of Kruphix for the same reason. And she's a good partner with Reyhan, Last of the Abzan, who would work well in the deck too.

I'm rambling now. I'll stop. Good luck with your deck! This is my favorite type of strategy, so I like to think I know a lot about it.

Karns_Pyromancer on The Game of Thorns

3 months ago

As I recall, Cytoplast Manipulator is the only one worth mentioning.

Sage of Fables is also nice.

Old Marchesa is a lovely general, allowing you to build around a lot of themes. Aggro/poison is where I went.

ETB creatures looks to be your shtick though. Grave Betrayal & Cauldron of Souls both add to that hilarity. At this point, we start talking about a combo-esque deck and I don't know if that's where you want go.

krob19 on

4 months ago

12/31: Beastmaster Ascension and Saproling Burst out, Chimeric Mass and Cytoplast Manipulator in. I should have read Vorel's ability better, where it says he works on lands, creatures, and artifacts but NOT enchantments. So these two were obviously pretty bad inclusions. I've taken them out in favor of two other cards Vorel works with and I've wanted to play.

Samuel-Frederick on The wise chose their own fate

5 months ago

Hey there The7thBobba. Sage of Hours is a tough card to build a deck around, especially mono blue. For me I think the deck is too thinly spread out, it really wants some focus. It's almost impossible to play a fast build with the two creatures you want to base it around of course, so I'd look to control a little more, and allow yourself the time to really trigger and grow these creatures.

Without knowing quite where you want to go with the deck, I'm not sure what to recommend really, but I'll throw some suggestions in the pot to give you a few things to have a think about.

Quickly first of all is just a nice little controlling card for triggering multiple herorics, Triton Tactics. Slows your opponents down, keeps your guys alive, and triggers your creatures.

Just a few creatures that come with their own tokens, so they are they to grow or to move onto others. Epochrasite is a card I simply adore, so awesome, and gives you three counters which is nice, and cheap to get down so a nice early blocker you actually want to die. Triskelion is a little high on the ol mana front, but comes with counters, can be used as removal of course which makes giving it counters situational and powerful. Then the absolute Pentavus of counter creatures, is Pentavus himself of course. Comes with counters, makes blockers, lovely job. Then we have Vigean Graftmage, a grafter and untaps your counter guys. Then of course Cytoplast Manipulator, a grafter that steals guys! Don't feel you need to run a whole load of heroic creatures because it is actually wasted, you don't run enough cards that target, and you'll always choose certain targets over other. So try running just a couple of heroic guys (your main men), alongside grafters, and other guys who come with tokens.

So, to grow the tokens, one way and one I love is to proliferate. So you have Contagion Clasp which is awesome cheap removal and recurring proliferation. Thrummingbird is a nice cheap creature, and when you put a counter on it, it will start to grow itself as well with every hit. If you want some counters then Steady Progress is nice, otherwise you're better off with Tezzeret's Gambit. For the counter itself you have Fuel for the Cause.

Then you have the two HUGE counter generators, these guys will let you go mad with your Sage and all your creatures. Inexorable Tide, and Contagion Engine. These are massive cards! The Engine also helps control the field, together your Sage is given extra turns all the time.

So I'd take a little step back, look at what you want from the deck, and experiment with a slightly different take. Something to think about!

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