Metallic Mimic

Legality

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

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Metallic Mimic

Artifact Creature — Shapeshifter

As Metallic Mimic enters the battlefield, choose a creature type.

Metallic Mimic is the chosen type in addition to its other types.

Each other creature you control of the chosen type enters the battlefield with an additional +1/+1 counter on it.

Price & Acquistion Set Price Alerts

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Metallic Mimic Discussion

Rahvin_dom on Adelize, The Wizard Wind

1 day ago

I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.

Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.

You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.

You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.

If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.

Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."

Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.

Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.

Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.

Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.

You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.

Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.

You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.

Bloodytrailz on Marchesa, On the way to the top!

3 days ago

WunderlichDrums

This section is copy/pasted from Lokotor's guide on why he doesn't like Herald of Secret Streams >>>

Making most or all of our creatures unblockable seems great, we can get in for a ton of damage or even knock someone out. But truth be told it’s not that important. If you attack and they do block you’re coming out ahead on the trade 9/10 times and so there’s not really much downside there, you’ll have a clear board the next turn probably. And we’re practically immune to board wipes, so we don’t have to worry about that the board getting too full to attack through either. I’d rather run Damnation in this slot given the choice since it’ll be a lot more effective at solving this problem.

As for Profaner of the Dead, you are right about ETB effects, however bounce+counterspell is a thing for any major threats. And what you can do with marchesa+a counter on profaner is sacrifice profaner of the dead during a players turn, it returns to play at their end step (thanks marchesa) and then bounce all of their stuff at end step... leaving them completely vulnerable to the whole table for a full game round. With Profaner+Marchesa+Mimic/Sage you can do this on EACH players turn and that's where the real magic happens.

Also, I had an epiphany about Trophy Mage last night, it's even better than I thought, it fetches our 14 artifacts AND our 3 artifact creatures at 3CMC or less, one of which is a major combo piece Metallic Mimic, another which is a free to sacrifice creature Arcbound Worker and a card draw engine Baleful Strix.

Impaler shrike is basically a better/cheaper CMC mulldrifter with Marchesa. Sower of Temptation i'm not 100% sure I'll slot in yet, but it's still a definite consideration, just not sure what I want to cut in it's place yet.

I'm still interested in Teferi as well, giving all creatures flash and slowing our opponenets to sorcery speed is just so tempting... that triple blue though is a bit hard to swallow in a deck that's main color is black.

Right now the 2 cards I'm looking at for the cut list the most are land #36 and Rakdos Cackler... the cackler serves a good purpose of being sacrificable every turn on it's own but now with Trophy mage being able to pull out Arcbound Worker (effectively being the "2nd copy" of a free to sacrifice creature) the cackler might be on the chopping block for a creature that packs more of a value engine.

ChaosJester on seshiro_of_the_orochi

6 days ago

Thx for answering dude. Unfortunately, there is only this card. Fortunately, we have cards like Adaptive Automaton and Metallic Mimic for a basic construction. Then we could use Gilded Lotus for the needed three Mana and Paradox Engine?? What do you say? Any further ideas?

SoapyCilantro on Naya Dino

1 week ago

thesupergaylesbotranny , this looks pretty fun! Have you thought about Metallic Mimic or Adaptive Automaton? It'll give your dinos an extra kick! I also really like Beastmaster Ascension it's pretty nasty if you can get the counters.

Since you're very creature heavy have you considered Unclaimed Territory, Ancient Ziggurat, or Cavern of Souls ? You can cut some of the dual lands for these, but still be able to have the red and green for your other spells.

Might not need it but I would def add some more creatures with either reach or flying!

Wizardhat91 on How to protect Thraben?

1 week ago

My thoughts at a glance on adjustments: I'd cut 2-4 Benalish Marshals, 1 Heretic Cathar, and 2 Avacyn's Pilgrim, and add 2-3 Kytheon, Hero of Akros  Flip, 1-2 Hanweir Garrison and 2-3 Razorverge Thicket and/or Inspiring Vantage. I like Gideon, Battle-Forged as a beater or to make Hanweir Garrison indestructible for attacking.

I figure, especially at just 16 lands, Benalish Marshal is gonna be somewhat unlikely to pull through for you in a 3-color deck without mana dorks. I think that at 19-20 lands you wouldn't really get flooded, and you might get a fourth land drop to put out an extra creature on turn 4, which is good tempo.

Signal Pest, Metallic Mimic or Adaptive Automaton could work well here too.

WanderingSpirit on Go Not to the Elves for Counsel

1 week ago

Thanks for the feedback, ZendikariWol! Metallic Mimic is something to look into.

I don't run Coat of Arms because I don't really token much with the deck, and there are definitely others who do in my meta. Thay'd benefit more than I do using it.

I never even knew Kindred Summons existed! That's gonna take some testing for sure.

Mentor of the Meek would probably do some real work! Definitely gonna nab one.

As far as Nissa, Genesis Mage's role, she isn't ramp at all, but an engine. Her first ability is all Stax. It enables mana elves to tap again, additional Parlays from Selvala, Explorer Returned, and untaps lands to cast whatever gets drawn. If I'm using her - ability, I've probably already got the win. I don't run planeswalkers expecting to actually get their Ult off, but if someone actually lets Nissa stick, I will definitely punish them with a Genesis Wavex10

Give it a playtest, you might find it fun!

ZendikariWol on Go Not to the Elves for Counsel

1 week ago

Okay sorry if I'm not a ton of help here, I don't play elves with white.

Metallic Mimic and Coat of Arms would be nice to pump your guys up. Consider Kindred Boon for protection and certainly Kindred Summons. Sundering Growth isn't huge power but pretty nice. Mentor of the Meek may be worth it, despite the bad creature type.

Nissa, Genesis Mage is pretty terrible, I think. A simple Signet would serve you better for ramp, and for the ult, well, Kindred Summons.

WunderlichDrums on He who controls the Spice controls the Spice Girls

1 week ago

LOL, yeah, I ask a lot, all at once. But damn really? That's interesting..same name, lots of similar cards...But ok.

Yeah, makes sense. Metallic Mimic does some work..indeed.

I like River Kelpie because he draws when other people do graveyard stuff. True, but in a heavy creature meta Clique is pretty good. Not Amazing!, but pretty good.

Yeahhhh, I would definitely give Vigean Graftmage another try. When he comes out people always anticipate what's gonna happen and then you see the "oh, ohhh, Ohhhhhhhh" face after they read it lol

Completely agree! Razaketh is great, it's one of the non-free sac outlets that I actually loved in this deck because the 2 life can matter...but yeah, 8 AND triple Black can be difficult. Or, you're just playing that and doing nothing else that turn which feels bad.

Thanks man, I appreciate that :)

I just checked out the list you posted and I like the changes you've made: Phantasmal Image - not a change, but clones are awesome and I might add him. Imperial Recruiter - tutors are always great. Chasm Skulker - I had it in my first build, cut it, and now I realize just having blockers in this deck is awesome because your life gets dangerously low sometimes. Chaos Warp - great in general Last One Standing - seems really good, cheaper boardwipe. Ever backfire though? Midnight Reaper - def have to try this out, I just put in Harvester of Souls after having it for a while and this seems like a cheaper version. Shifting Shadow - seems like a powerhouse if no one catches on and removes it lol I've wanted to add this for quite a while. Glen Elendra Archmage - awesome with Mikaeus lol I'm sure you know. Nicol Bolas, the Ravager  Flip - I'm not a huge fan of that 7 mana cost to flip honestly, but, the effects do seem somewhat worth it. Sakashima the Impostor - I would have thought this is really good in Marchesa..no? Anger - I can understand that. I sometimes forget you need a mountain. Zealous Conscripts - I actually also took this out from my starting build. It didn't do much for me when people play small creatures and often just drew hate since people thought I ran the Kiki combo... Scourge of the Throne - I actually really like this card, but haven't played it much to have an opinion on it, but when I have, it hasn't done the amount of work I expected it too sadly. Consecrated Sphinx - seems great. I may test this out, I need more draw in my list. No Rune-Scarred Demon? - have you ever tested him out? I like the way it plays most times.

LANDS: I need a Hall of the Bandit Lord though, seems good.

Have you considered Forge of Heroes and Tarnished Citadel? Forge seems pretty good and I'm debating citadel, cuz 3 damage per colored mana seems like it might be pushing it.

Good on you for putting every fetch land though! I haven't invested That much money into my Marchesa landbase, but I should. Personally, personally, I don't think the OG duals are worth their cost in any deck lol - maybe when they were cheaper and I got a scrubland for my Teysa deck at $60, but now each being minimum $100?.. meh.. But I know everyone has different opinions on them.

Overall though, I really like the look of your list - it seems solid!

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