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.
|Have (2)||, metalmagic|
|Want (2)||Msmall612 , Streyken|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Cytoplast Manipulator Discussion
7 months ago
Ay yo, this isnt the best list but it's what i've got being quick about it:
- Thran Dynamo
- Syr Konrad, the Grim
- Pyreheart Wolf
- Izzet Chronarch
- Helium Squirter
- Goblin Electromancer
- Flux Channeler
- Forerunner of the Coalition
- Dire Fleet Daredevil
- Dire Fleet Poisoner
- Deadeye Plunderers
- Crafty Cutpurse
- Brazen Buccaneers
- Contract Killing
- March of the Drowned
- Lookout's Dispersal
- Siren's Ruse
- Kefnet's Monument
- Talisman of Creativity
- Talisman of Dominance
- Talisman of Indulgence
- Arcane Signet
- Dimir Signet
- Izzet Signet
- Rakdos Signet
- Woe Strider
- Yahenni, Undying Partisan
- Exava, Rakdos Blood Witch
- Grim Haruspex
- Viscera Seer
- Drana, Liberator of Malakir
- Zealous Conscripts
- River Kelpie
- Solemn Simulacrum
- Puppeteer Clique
- Glen Elendra Archmage
- Dreadhorde Butcher
- Cytoplast Manipulator
- Toothy, Imaginary Friend
- Olivia, Mobilized for War
- Ravenous Chupacabra
- Domineering Will
- Last One Standing
- Decree of Pain
- Kari Zev's Expertise
- Chain Reaction
I know there are more INs than OUTs but i didn't want to just try to tell you everything to take out - it's your choices!
8 months ago
once you have that here are some of the crazy possibilities you can do with it:
on Kumena EDH
10 months ago
Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.
For the basics of a deck, I have some recommendations as for what may be excluded.
Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.
Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.
Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.
I'm not quite sure why Clear the Mind is in here.
Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.
Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.
You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.
As for the theme of the deck, I have some potential implementations.
Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)
Stonybrook Banneret spells itself out.
Cytoplast Manipulator is a splendid option for your counters theme.
As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.
At last, Vigean Graftmage seems perfect.
Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D
I do have my own list if you wish to peer upon it: The River Anew
10 months ago
I've been honing a marchesa deck for about a year, and the best cards I can suggest are the graft creatures you can run. Vigean Graftmage , Cytoplast Manipulator , and Novijen Sages are the best 3 (They keep counters on important things, and protect your commander). In the modular build specifically, some fantastic cards to consider are Treasure Keeper , Marionette Master , and Throne of Geth . I'd also highly suggest running some low-cost sac outlets to make sure nothing goes to waste Carrion Feeder , Viscera Seer , Goblin Bombardment , and Slobad, Goblin Tinkerer are the best ones lowest on the curve.
10 months ago
Thanks a ton for the feedback: there's some really great suggestions in there!
Pondering Mage - he's fun, but five mana is a little rough; I'm on the fence
Augur of Bolas - also a little nervous here because with not quite 1/5 instants/sorceries, it's not as reliable as the straight draw cards ... plus, I have to reveal what I draw (less ideal for say Counterspells)
Overwhelmed Apprentice - really neat ... but my opponents play a decent amount of graveyard recovery, so Millstone -ing them risks actually helping them ... but, even so, 2 mana for 4 Scry is definitely attractive; again, on the fence
Murmuring Mystic - how did I not know this spell existed?!? It's not quite a Talrand, Sky Summoner , but even so it's very nice, and I'm going to have to pick up copies for not just this deck but a few others; thanks :)
Vedalken AEthermage - already got 'em (he's just in a small "Search" section)
Disciple of Bolas also really great, need to get him
Finally, I own all four of those last cards, and it's funny because they were all in the final pile of cards which didn't quite make the cut, but almost did. Ultimately with all four it came down to "good, but other stuff seemed better" (ie. I couldn't decide what to take out for them).
Anathemancer - was very close (like card #101), but between the unreliability of not knowing how much non-basic land my opponents would have, combined with my general distaste for cards that only "do a few points of player damage" ... everything else just seemed better
Sage of Fables - is really cool, in combination with a small number of cards in the deck (eg. she's awesome for Cytoplast Manipulator ) ... but if I don't get those cards, she's just kind of weak sauce draw tech in a deck with 10+ stronger draw cards already
Tomebound Lich - I do need more defense, and deathtouch is great for that, but draw/discard is obviously worse than draw, and he doesn't fly which makes him a weaker defender
Dire Fleet Ravager - he seems great when I'm losing, but philosophically I try to build decks avoiding "I'm losing, save me" cards, and focusing more on "make sure I win" cards ;) It just felt like a lot of the time he'd be deadweight, plus he tends to speed the game up (life-wise), whereas this deck wants to slow it down and use time/life to build a "take over and win the game" board
So yeah, some really great suggestions in there, many of which I 100% agree with ... but with so many great wizards to choose from, finding what to take out to make room is always a challenge! :D
11 months ago
alexjustdoit I haven't played in a few months, but I remember it working pretty well! The only downside is that you can't use the ability after it attacks, but it combos well with cards like Cytoplast Manipulator that give out +1/+1 counters!
1 year ago
Thanks for the recommendation, I'll let you know how it performs!