Mesmerizing Benthid

Mesmerizing Benthid

Creature — Octopus

When Mesmerizing Benthid enters the battlefield, create two 0/2 blue Illusion creature tokens with "Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step."

Mesmerizing Benthid has hexproof as long as you control an Illusion.

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Set Rarity
Ravnica Allegiance (RNA) Mythic Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mesmerizing Benthid Discussion

shadow63 on Oops mill is back

1 month ago

I think you need a few more.creatures maybe Hypnotic Sprite it doubles as an extra counter spell too. Or Mesmerizing Benthid is a board in a box. Overwhelmed Apprentice helps further mill when it comes into play. You could try Persistent Petitioners . But your best bet is probably Wall of Lost Thoughts

TuckCity99 on Mono Blue Tap Control

7 months ago

Update:

Added 1X Mesmerizing Benthid Added 1X Augur of Bolas Removed 1x Sphinx of Foresight Removed 2x Tempest Caller

Benthid was much more helpful than Sphinx, Tempest Caller was slow relative to Watertrap Weaver and I felt another Augur would help substantially early game.

SynergyBuild on Nissa's Finale (War of the Spark)

8 months ago

When Finale of Devastation fetches a creature with the x being 10 or more, such as Mesmerizing Benthid , the creature's enter-the-battlefield effect goes on the stack as the spell is resolving, and since the spell needs to fully resolve before other abilities or spells resolve, only the Octopus will gain +X/+X and haste, and the two 0/2 Illusions will only enter after their trigger resolves, which is after the +X/+X and haste effect will be given.

This also means opponents with instant speed removal, such as Cast Down or Despark can respond to the enter-the-battlefield trigger on Mesmerizing Benthid by killing it, before you control an illusion to give it hexproof.

CrowMutini on Card creation challenge

9 months ago

Lightbomb Benthid

Enchantment Creature- Octopus

Whenever an illusion you control dies, you may exile target creature you control, then return that creature to the battlefield under your control.

Whenever an Illusion enters the battlefield under your control, deal 1 damage to any target.

4/6

For Mesmerizing Benthid

ANOTHER ONE

triproberts12 on

9 months ago

Wow, dude. You might be the very first person I've advised to remove lands from their deck. 42 is plenty, even for a big creature deck with Exploration and Burgeoning. Add in a little more early ramp in those spots. Sakura-Tribe Elder and Farseek come to mind. T

he other thing to keep in mind if you're new to commander is that 99-card singleton vs 60-card decks with 4 copies of staple cards behave very differently. You're only 50/50 to draw two creatures in the first 6 turns. Foster and Heirloom Blade might be good, in addition to a few more leviathans. Deep-Sea Kraken is a great early drop that should be out with haste by turn 5. Mesmerizing Benthid and Elder Deep-Fiend are octopi that can slow down opponents. Tromokratis is just a pain for any deck running utility creatures. Nimbus Swimmer can get hilariously large with your ramp package.

I think the counterspells that untap lands are clever, for sure. I might also consider Frantic Search for the same reason. If you really want to double down on the flash subtheme, then Leyline of Anticipation and/or Vedalken Orrery are good. Although, if you want to remove Simic Signet , as well, having very few artifacts or enchantments (that don't win on the spot, anyway), means that Bane of Progress and Wave of Vitriol are both pretty great.

Cyclonic Rift is just a straight-up staple, so make that a stretch card when you want to put more into the deck. As for tribal stuff, this might be a stretch on your budget, but Herald's Horn and Urza's Incubator are where it's at.

Bounty of the Luxa hasn't been all it was hyped up to be when it first came out. I'm not a fan of Foil , since the part of the game when you've got 4 mana but don't have extra untapped lands is pretty narrow.

Beyond that, I would check out the sea-creature tribal EDHREC page for Arixmethes. Looks like about 30 people have built decks under that theme, which is lower than I expected, although the decks from the main page might be built as such but not labeled. There's also a quirk of tribes with high CMC and low numbers tend to not meet the EDHREC critera for the site's algorithm automatically labelling it as a tribal deck.

Skippyeights on

11 months ago

I have been brewing a deck for a while based on the Helm of the Host / Timestream Navigator combo, but while there are definite similarities, there are also major differences. I don't know if any of my ideas will be helpful for your deck, but maybe something will work for you.

The big difference is I have splashed red, primarily so I can include Rhythm of the Wild . First, it allows you to give your Navigators haste so you can, in a pinch, drop one and use it immediately (which is also necessary when used in an alt combo discussed below). It also prevents your creature being countered which boosts the effectiveness of Frilled Mystic s--they will counter a spell...unless your opponent casts an enchantment burner as well as their own counterspell. Finally, giving haste or +1/+1 counters can beef up your mana dorks, make them usable the turn they are dropped, or in the case of the Incubation Druid automatically give them the tap-for-three ability.

The second big difference is I am including Prime Speaker Vannifar to pull the Navigator from the deck. What I don't like about Vivien is she doesn't dive deep plus she telegraphs to your opponent what card you pull. She also becomes an immediate target and can get burned fast. Vannifar is a much less impressive target, especially if you don't have many high CMC creatures to sac. If Vannifar is hasted via Rhythm of the Wild, you can use her immediately, sac a mana dork and pull a hasted Navigator. I you don't have a Helm ready, you can use this combo to create a limited loop that will last as long as you have 1 CMC creatures, by which time you have hopefully gotten your Helm of the Host repeater operational. Using Vannifar also means you only have to play two Navigators. She can also convert your Frilled Mystics (or any other 4 CMC critter) to Biogenic Ooze s or Mesmerizing Benthid s

Because I am playing Vannifer, I have a much higher percentage of 1 cmc creatures. Even without Vannifar, this could be helpful because it helps you Ascend faster, plus some of the creatures have an additional use. Siren Stormtamer is a cheap flyer that can also help protect your creatures when you start to activate/cast your combo. Wall of Vines gives you some protection vs weenie and token decks. Fanatical Firebrand (if you are playing red) is early damage and can take out key weenies. Benthic Biomancer can draw cards. Sparring Construct becomes a +1/+1. Get a Beast Whisperer in play and you can really burn through your library.

A few question I do have for you...What percentage of the time do you pull off the combo? How often do you cast the heavies before the combo? If you have few pre-combo heavies, you could maybe thin them a bit in favor of some counter magic and/or green removal or graveyard retrieval.

One final suggestion: Siren's Ruse . It can save a key creature, can double your Mesmerizing Benthid illusions, and can make Frilled Mystic counter another spell.

Good luck with your deck. It looks very viable now and has certainly given me things to think about for my still-brewing monstrosity.

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