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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Igneous Inspiration
Sorcery
This deals 3 damage to target creature, player or planeswalker.
Learn (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
wallisface on Mutate, Mutate, Mutate, Mutate
7 months ago
You can’t have Muddle the Mixture in your deck if Jegantha, the Wellspring is your Companion, so one of those have to go (i don’t think Jegantha, the Wellspring is offering you anything useful so i’m not sure why he’s here, bit also if you’re running counter magic you’re better-off with Counterspell or Spell Pierce).
I still see no benefit to Igneous Inspiration and it should really be anything else.
I really think your mutate package should be including a playset of Parcelbeast… that card feels stronger than all these other cards you’re running - and might actually help ramp you somewhat.
Gidgetimer on Mutate, Mutate, Mutate, Mutate
7 months ago
On the subject of Vadrok + Double major, it does give infinite mutate triggers (assuming you have a non-human creature on the battlefield). With any of the non-creature cards not named Double Major in the graveyard it gives infinite damage.
- Cast Vadrok, Apex of Thunder via mutate targeting the non-human.
- Cast Double Major targeting Vadrok
- Double Major resolves making a copy of the Vadrok spell targeting the non-human and going to the graveyard.
- Copy Vadrok resolves giving mutate triggers.
- Steps 2-4 ad infinitum. You now will get multiple copies of Vadrok's mutate trigger and can cast the other non-creature spell between double major casts.
The way each other non-creature spell gives infinite damage is:
- Igneous Inspiration and Prismari Command deal damage.
- Solve the Equation fetches Prismari Command. Brings the mana needed up to 9.
- Field Trip learns getting Start from Scratch out of the sideboard. Then learns on the next loop allowing you to discard Start from Scratch.
The combo isn't really competitive Modern viable. But the tags say this is a casual deck, so it is a fun interaction.
wallisface on Mutate, Mutate, Mutate, Mutate
7 months ago
Some thoughts:
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Your mana curve is waaay too high. Typically Modern decks can't justify running more than 4 cards costing 4-or-more mana - you've got a whopping 12 (or 10 accounting for mutate costs). Yes you have some limited ramp and cost reductions, but not nearly enough to justify this very steep curve. Generally speaking, you want the Average CMC of a deck to be at-or-below 2.3ish... at the moment you're sitting at 3.3.
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The above problem is made worse by having nothing to do on turn 1 - meaning you're always starting a full turn behind your opponent, which is a really dangerous place to be. In particular, you should be at least aiming to replace your ramp cards (Paradise Druid Pollywog Symbiote, Field Trip) with 1-mana options, so that you can get to larger amounts of mana quickly.
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21 lands is too low. For comparison, Burn decks run 20, and only play spells costing 1-2 mana (and are happy being stuck on 1 land for a lot of the early game). Imo you want to go up at least to 23-24, possibly more depending what your end mana-curve looks like.
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A lot of your noncreature spells just don't do anything. Solve the Equation is a lot of mana when it's not really getting you anything specifically useful/game-breaking. Field Trip is too much mana for a ramp card when Rampant Growth and Utopia Sprawl exist. Igneous Inspiration should be Lightning Bolt (importantly the learn mechanic is pretty bad because all the Lesson cards are terrible - so don't play those Learn cards for that reason). Double Major is cute but you have nothing worth copying, and to cast it and a spell requires too much mana.
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You need a lot more interaction - at the moment your opponent is going to mostly be able to do what they want, which means you're losing every game where the opponent is faster than you - and you'll have to way to catch up if you ever fall behind. As mentioned before, Lightning Bolt would be useful here, but in general you just want more ways to mess with what the opponent is doing. Mutate in particular is very slow, so you need to waste a LOT of the opponents time to get it operational.
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Your creatures currently look very vulnerable to the opponents killspells - in particular when you mutate a few cards on-top of one-another, the opponent is costing you multiple cards for their one killspell, which will in a lot of cases just lose you the game. You need ways to ensure your creatures stay safe from interaction - my first thoughts would be running creatures like Gladecover Scout and Slippery Bogle to make your creatures almost-entirely immune to enemy interaction.
L0TTO on Gyruda's Experiment
2 years ago
amerika00 those are all undoubtedly good cards, but they all share a common problem for the purposes of this deck: They all have odd mana values. I could run them, but I would have to forego retaining Gyruda as a companion. I don't run Spikefield Hazard Flip, Opt , or either of the odd-mana value Izzet Learn spells ( Igneous Inspiration or Pop Quiz ), all for the same reason.