Fathom Mage

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 Rare
Gatecrash Rare
Promo Set Rare

Combos Browse all

Fathom Mage

Creature — Human Wizard

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Whenever a +1/+1 counter is placed on Fathom Mage, you may draw a card.

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Fathom Mage Discussion

DrLitebur on Atraxa the Magnificent

2 days ago

Maze of Ith for Mystifying Maze, simply because it doesn't have a mana cost, and won't allow your opponent to get any ETB effects, should it have it.

And I know why Zameck Guildmage is in there, but I honestly think it could be used for a better slot, like Fathom Mage, or Avenger of Zendikar, or Experiment Kraj. All of these are great cards to help out your deck.

Last but not least, a Deepglow Skate is bonkers in any build like this. Also, think Lighthouse Chronologist.

Karzalar on Super Friends Commander/EDH

5 days ago

Hmm. Seems like a good base for an Atraxa Superfriends.

But you'd need more removal (not only creature), ramp and draw.

Removal : Beast Within, Anguished Unmaking, Utter End, Cyclonic Rift, Scour from Existence.

Ramp : Astral Cornucopia and Everflowing Chalice are all-stars in ramp (as said before), since they go up as the game goes on with Atraxa. Cultivate and Kodama's Reach helps out with color-fixing, but since you're not running basics... Farseek, Sylvan Scrying and Nature's Lore are better.

Also, Exploration and Burgeoning are excellent early game ramp cards.

Planeswalkers : Nissa, Vastwood Seer  Flip, Sorin, Grim Nemesis, Gideon of the Trials.

Draw : Mind Unbound, Fathom Mage. Put a counter, draw. Simple yet efficient.

Protection : Ghostly Prison, Privileged Position, Sphere of Safety, War Tax.

If you're not on a budget, Doubling Season.

Now, if you want advice on what to remove for those cards.

Enchantments : 7 cards.

1x Citadel Siege1x Dictate of Karametra1x Oath of Ajani1x Oath of Gideon1x Oath of Liliana1x Sandwurm Convergence1x Spreading Plague

Sorceries : 4 cards. (Trying to accelerate the deck by removing some 7+ CMC cards)

1x Deploy the Gatewatch1x Hallowed Burial1x Praetor's Counsel1x Primal Surge

Planeswalkers : 1 card.

1x Kiora, Master of the Depths (too creature-centric)

Creatures : 1 card.

1x Isperia, Supreme Judge (comes too late in the game)

You can switch as you like. Hope this advice can help!

Gidgetimer on Nightmare +1/+1 counter scenario

6 days ago

Forgot to list Corpsejack Menace is in effect for the evolve and graft triggers. For optimal play you would have stacked the triggers so that they resolved:

Evolve from Plaxcaster making Fathom Mage 11/11

Graft onto Master Biomancer making him 10/12

Evolve from Biomancer making Fathom Mage 19/19

Graft onto Corpsejack Menace making it 14/14

Evolve from menace is not going to resolve because he is too small for the intervening if clause to allow it to.

Graft onto Fathom Mage making it a 27/27.

It seems that both you in your OP and I forgot biomancer on your Cytoplast Manipulator so that is another 8 counters on the manipulator in your op and another 40 in this optimal case. So Manipulator optimal case now is enters with 12+1 doubled doubled to 52 counters on it and then grafts for 1+1 doubled doubled to 8 for a total of 60 power. It also triggers evolve for 8 total counters on Fathom Mage when it enters as the 52/52.

Kinkybobo on Nightmare +1/+1 counter scenario

1 week ago

I have 3 total questions concerning two turns I took, the description is kinda complicated so bear with me. This actually happened last night in a commander game with friends and we weren't entirely sure we got all the interactions correct so I thought I'd ask here: I played Genesis Wave for a total cmc of 9 mana, so I revealed the top 6 cards of my library which were Master Biomancer , Corpsejack Menace , Fathom Mage , Doubling Season , Hardened Scales and Plaxcaster Frogling in that order ... My friends and I were completely horrified by what I'd just done. In trying to figure the situation out we broke it down something like this: we immediately set Master Biomancer to the side and said everything else would ETB with two +1/+1 counters already on themselves, I knew specifically that Corpsejack Menace 's ability doesnt work on itself when Master Biomancer enters at the same time and thus assumed the same would be true for Doubling Season and Hardened Scales so we didn't worry about doubling anything or adding +1s. Then it got tricky. When Fathom Mage entered we figured it gained two counters from Master Biomancer and thus entered as a 3/3 on its own. Fathom Mage then "saw" Master Biomancer enter alongside it as a 2/4, evolved into a 4/4, then saw Plaxcaster Frogling enter as a 5/5, (three +1/+1 counters from its own graft and two from MB) evolved into a 5/5 itself, then saw Corpsejack Menace enter as a 6/6 then evolved into a 6/6 itself, so i drew a total of 5 cards and didnt even think about trying to graft anything with Plaxcaster Frogling just to avoid further confusion. I felt we had resolved it correctly but I wanted to confirm that we got it right. So my first two questions are: 1. Did we? and if not how should it have resolved? and 2. Could I have grafted a +1/+1 counter from plaxcaster onto something else in that instance? for sake of explanation my graft target would have been Corpsejack Menace if it was at all possible. My last question has to do with my next turn. I played Cytoplast Manipulator with everything else still on the field. It entered with two +1+1 counters of its own, doubled to four by Corpsejack Menace then to eight by Doubling Season then received one counter from Hardened Scales doubled to 2 and then 4 respectively for that interaction, then I grafted another counter onto it from Plaxcaster Frogling which double doubled to four and then it received another counter from Hardened Scales which double doubled to 4 for that interaction resulting in twenty total counters being placed on it, causing Fathom Mage to evolve once more into a 7/7. So my last question is: Did I resolve playing Cytoplast Manipulator correctly and should it have entered as a 20/20?

aholder7 on Simic Infinite Counters Combo deck ...

4 weeks ago

One thing I want to make sure is covered. The Leech Bonder combo as I see it can only move counters around (albeit with Hardened Scales it can make more +1/+1 counters) but it can not get rid of them. Sure you can put your -1/-1 counters on your opponents creatures but eventually they will die. So how do you get infinite mana from this? With scales and already having a +1/+1 counter you could get the counters to cancel out. But now we need a lot more moving pieces.

For your infinite +1/+1 counters it's important to note that even with Hardened Scales you do still need at least one +1/+1 counter to start. Sage of Hours doesn't bring any in and I don't recall seeing any spells that target him in your list. Fathom Mage can get one assuming you play another bigger creature after (not terribly hard but not necessarily a given).

StoryArcher on Simic Infinite Counters Combo deck ...

4 weeks ago

Qolorful,

I appreciate you taking the time to offer input. The primary reason that I didn't include Fathom Mage was a combination of its redundancy with Sage of Hours (infinite turns will give infinite draws, along with a host of other things) and the fact that I think I really need those slots for the cards that will aid in consistency and answer things that might stop my combos. Can you make any suggestions on that front?

StoryArcher on Simic Infinite Counters Combo deck ...

4 weeks ago

Good day, all. I have a core concept that I'd really like to turn into a competitive Modern deck if its possible.

(EDIT: if you wish, you can view my updated deck here - Simic Counter-Combo)

These are the primary cards:

Combos:

(Leech Bonder + Paradise Mantle + Hardened Scales + Fathom Mage will allow infinite draws as well, but I'm not automatically including it due to its higher casting cost and the fact that it would be a bit redundant with the Sage of Hours combo.)

So here's my quandary - how to turn that core of 20 cards into an effective and competitive deck strategy. I started off with the following:

Let's say I go with those - that leaves 12 slots. At the moment, some of the options I'm eyeing hardest are:

For card draw/counter creation (3):

For protection/disruption (8):

And then there are the 'X-Factor' cards, cards which could accelerate the combo like Summoner's Pact or give me alternate win conditions, like Helix Pinnacle or Sphinx's Tutelage. At this point I'm mentally dealing with a bit of 'option paralysis', so any and all help in sifting through the possibilities would be more appreciated.

WiltLeafElves on Angelic Devotion

1 month ago

You said your problem was lack of synergy and consistency, and i'll address those:

At least, with your neat organization, you show that you only have 2 sources of card draw, and I think adding more would give you more consistency.

Adding cards like Rhystic Study and Ob Nixilis Reignited can draw you cards, as well as taxing your opponents, or being able to destroy creatures.

If you bought the atraxa precon, Fathom Mage works really well with atraxa, and your deck should be able to easily trigger fathom mage, which will draw you at least a card a turn, and definitely more.

If you want another way to end the game with your angels, you could use Triumph of the Hordes. That lets you easily take out a single opponent, and you only have to do 10 damage (or a bit more, depending on what your playgroup decides on).

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