Darksteel Mutation

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander Anthology (CMT) Uncommon
Commander 2013 (C13) Uncommon

Combos Browse all

Darksteel Mutation

Enchantment — Aura

Enchant creature

Enchanted creature is a 0/1 Insect artifact creature with indestructible and loses all other abilities.

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Darksteel Mutation Discussion

Cmasa435 on Don't Blink Me Bro!

6 hours ago

Basalt Monolith, Clever Impersonator, Augury Owl, Rishadan Footpad, Rishadan Cutpurse, Darksteel Mutation, Mystic Remora, Trophy Mage are all awesome in brago. Stax pieces like Winter Orb, Static Orb, Tangle Wire, and Stasis are perfect for brago also due to him being able to flicker your rocks to avoid you being locked down.

cdkime on Card creation challenge

3 days ago

Storm Vulture ; Storm Condor ; Storm Whippoorwill

Creature - Bird

Flying

1/2


Create a Black aura designed to remove a commander, without causing it to change zones (i.e. Darksteel Mutation or Song of the Dryads).

cdkime on Chiberia

1 week ago

I wanted to add a bit of an addendum to enpcs post. Darksteel Mutation and Imprisoned in the Moon are both effective at removing a commander semi-permanently (also Song of the Dryads, but thats the wrong colour). The enemy commander is not changing zone, so its controller is not afforded the option of returning it to the command zone.

Also, +1 for being shameless in your quest to reach 50 upvotes.

NV_1980 on Buttkickery Level: Jeskai

2 weeks ago

Hi toastySmorc,

I should have phrased that differently: you want Narset attacking asap. This is not easy considering her CMC of 6. So especially during the early stages of the game, you will want to ramp quickly and in order to accomplish that, it helps a great deal to be able to filter through your deck quickly to get the cards you need. So in these stages, Omen Machine is pretty much a dead-draw.

After you have Narset, it's ok to restrict draw; that does not hurt you as much as most other players. Still, I'm not sure it would be my weapons of choice. In my playgroup, it's pretty much standard to include cards that take away hexproof (everyone has at the very least an Arcane Lighthouse in their deck). What if someone manages to Lignify or Darksteel Mutation your Narset while you have Omen Machine out? You've pretty much killed yourself, then; especially because you have no other creatures to defend yourself with ...

bosny on Brago

2 weeks ago

Archaeomancer doesnt have enough targets to be worthwhile, which makes Eerie Interlude and Ghostly Flicker seem less viable as they only get one use. Reveillark also has too few targets. master of waves loses his creatures every time he bounces unless there is a pump spell in play like Angel of Invention or Elesh Norn, Grand Cenobite. cut Magus of the Moat, yur flyers aren't enough to win the game. i cut Peregrine Drake for Cloud of Faeries in my deck, i found it did a lot more for me to drop it earlier on, especially with Azorius Chancery, Temple of the False God and Coral Atoll. Darksteel Mutation is worse than Journey to Nowhere or Oblivion Ring as they can really lock out opponents' commanders by getting repeatedly bounced. not a lot of colourless sources for Eldrazi Displacer - cut it or add mana rocks. I would add about 4 lands (40 lands minus one per 2 mana rocks 2 mana or less is a good general rule).

Other than that, there are a lot of high-costed cards - I would have a lower curve, with game-winners at the top.

Lastly, figure out what your win condition is. Your deck should go all in on that. My guess is you want to produce a bunch of tokens and have them beat face. If you can pump them, that would help a lot. I would get a tutor for Cathars' Crusade (something like Idyllic Tutor or Long-Term Plans) and if I had one card to suggest it would be Elesh Norn, Grand Cenobite.

Hope this helps!

zendrix1 on Zur constellation edh

2 weeks ago

I think Sphinx's Tutelage is odd here. You don't have any other mill so its unlikely to do anything except annoy someone and doesn't work with your Necropotence because you stop drawing cards.

Next I would play more lands personally. I like to run 35-37 depending on how many mana rocks I'm playing.

I'd replace Azorius Keyrune with Azorius Signet.

Cards like Diplomatic Immunity (Zur's ability lets auras he tutors up attach to him even if he has shroud!), Steel of the Godhead, and Shielded by Faith are great ways to protect Zur so you can keep attacking with him every turn.

Lastly, there are a ton of cards you could use like a toolbox against certain strategies that are giving you trouble like Darksteel Mutation, Nevermore, Karmic Justice, Rest in Peace. and Imprisoned in the Moon

cdkime on Pillow Fort Grand Arbiter Augustin IV

2 weeks ago

Copy Enchantment works wonders in pillowforts, as it is essentially an extra copy of whatever you need--it is particularly effective when it copies sphere of saftey.

I run Sigil of the Empty Throne in a pillowfort/Voltron deck and it has proved particularly deadly.

For removal, Darksteel Mutation and Imprisoned in the Moon will both neuter an enemy commander, without sending it back to the command zone for easy recursion. Detention Sphere and its ilk are also quite good, and work well with some of your other enchantment synergies.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

3 weeks ago

Awesome. Thanks for the amazing game reports. Opponnents getting salty is why I think that the deck belongs in a large and rotating meta. Familiarity breeds contempt. Getting beat this way sometimes is fun. Getting beat just about every game is not fun.

As for possible early commander aggression, I would suggest the Vow cycle. I prefer Vow of Malice, since giving them intimidate when they can't attack you is great, but giving them first strike with Vow of Lightning, or vigilance with Vow of Duty, since both can be used against you by enhancing their ability to block, is not as great. You could also consider Darksteel Mutation, even though it makes part of their offense ineffective for use against your opponents. Any of these are pretty good, and could replace or be added to Swords to Plowshares, Path to Exile, etc... as spot removal. I have tried all of these, but my meta did not have super fast voltron decks, and I wanted to have the versatility of the spot removal that I currently use for taking out strong utility creatures or commanders who have an effect on the game that is not related to combat. I will continue to think about the super fast voltron decks. Usually my Maze of Ith, Kor Haven, Spires of Orazca, Delaying Shield, Solitary Confinement, Forcefield, Delirium, Backlash, Fog suite, spot removal suite, Threaten effect suite, Rattlesnake suite, and suite of cards to encourage them to attack elsewhere all keep my losses to voltron under control. That being said, the only real contenders in that category in my meta have been Omnath, Locus of Mana and Gisela, Blade of Goldnight, and they are not super fast.

I personally love the interaction of Selfless Squire with another Fog. They feel safe after the Selfless Squire has already hit the board, and they swing at you with everything. Fog, they are tapped, and you can swing for more than they did. You can sometimes bait people into overcommitting by dropping Selfless Squire to prevent even a modest amount of damage when holding another Fog. The usual game plan for someone who you think holds a Fog but doesn't have much to retaliate with is to attack into them. They need to be forced to play it, then you alpha-strike. That is what most people do against this deck when they get to know it. They force the Fog, then alpha-strike. I can often bait them into overcommitting by dropping the Selfless Squire against a moderate attack. Usually this makes a 10/10 Squire or more. When they see that big beater and what they think was a wasted Fog, they decide to take me out before that Squire can get a chance to get bigger. They figure that they can withstand that 10+ damage, even if I survive, so they swing with everything trying to take me out. Then I drop a Batwing Brume or something, survive, and they are tapped out. I get to swing into them for sometimes more than 40. Crazy turnaround.

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