Creature — Beast
Mutate (If you cast this spell for its mutate cost, put it ontop or underneath target non-Human creature you own. They mutate into the creature that is on top and that creature has all the abilities of every card that is underneath it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Migratory Greathorn Discussion
3 weeks ago
Peoyogon hope i understand how to respond on this site.
Seismic Stomp seems good i had also thought to put in Temur Battle Rage but it will be use only for one half (most of the cratures already have trample). another card that i found usefull is Migratory Greathorn, with only 3 mana you can have a basic 3/4 ready to hit (thanks to mutate) and two landfall triggers (turn land + mutate one)
3 weeks ago
I don't love:
Acidic Slime Even with the low power high-ish cmc synergy, I don't think this gets there.
Polukranos, Unchained this seems like it just doesn't do enough, even with the free reanimate.
Satyr Wayfinder Makes you hit your land drops & fills your yard.
Migratory Greathorn All the cheapish mutate seem great as an additional way to trigger your general.
Syr Konrad, the Grim I like this guy. He does a ton of damage.
Sawtusk Demolisher Similar to Greathorn.
Eladamri's Call I love this in most w/g creature-centric decks.
Heroic Intervention Also much cheaper now. Nice to have up after getting a mutate.
Austere Command Really just need a few wraths. This could be subbed for any number of options.
Animate Dead Some cheap reanimate spells seem good.
1 month ago
Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.
Today we will be viewing the wonderful (and sometimes controversial) world of custom cards. Custom cards are one of my favorite MTG activities. However, it is often difficult to design a custom card well, and this is why some people do not like custom cards. These people see custom cards as a waste of time and they think people make the most broken cards they can whenever they can just to show off. While this may be true of some custom card designers, it is certainly not true of all if not many creators. Many custom card designers are there to create fun cards, and try to keep them balanced. Of course, it may combo with this card or that, but this phenomenon happens all the time in real R&D (think Faeburrow Elder infinite combos or that god-awful Cauldron Familiar combo) so it is really not a viable reason to not like custom card design. However, there are a few people who devote much of their time to custom card design. TappedOut has an incredibly large thread known as the “Custom Card Challenge” which actually first introduced me to the idea of custom cards. Now I’ve been doing custom cards for over a year and I have to say it is a really sweet experience. However, there are some things you have to remember when designing a balanced custom card. These will be discussed below.
The first element of a balanced custom card is average mana investment. This is the average amount of mana one would pay for a certain ability, power, toughness, et cetera. For power/toughness, the general rule I go by is this:
The sum of the power and toughness divided by 2 is the mana cost. Toughness carries significantly less weight than power on this note, which is why Aegis Turtle exists but we have never seen a 1-mana 3/1. Additionally, as the mana cost gets higher, the mana cost will often be lower than the P/T. Vorstclaw is a good example of this phenomenon, but many green rares also fall under this rule. These include Gargos, Vicious Watcher, Aggressive Mammoth, Gigantosaurus, and Elder Gargaroth. While on the topic of the first three, another rule I hold by is this:
The more colored mana a creature has, the better its P/T can be for its mana cost. This is why cards like Niv-Mizzet Reborn are not analyzed as deeply, because the chances of having true rainbow by turn 5 or less is low enough so as not to break parity with the rest of the board.
Flying also contributes to mana cost. In fact, I have a pretty routine list of abilities and their average contribution to mana cost:
+1 mana: flying, menace, skulk, “: Add one mana of any color”, and double strike
+½ mana: the rest of the abilities, including but not limited to trample, first strike, reach, and vigilance
These are just examples of how much mana one might routinely put into these abilities, but what about other abilities? Well, that’s up to you. Activated abilities are more about balancing the mana cost of the ability itself rather than adding mana to the CMC, and triggered abilities are more subjective. In general, adding two mana for card draw is decent but not overpowered.
We’ve only been talking about creatures, but what about instants/sorceries? In general, here are the rules for balanced variables:
Lifegain: an average of 3 life per 1 cmc is fine, lower cmcs can have a lot (like Chaplain's Blessing). Card draw: one card per 1.5 cmc is general, adding other effects to a single card draw is acceptable (see Preordain). A general formula for drawing X cards is . Destroying creatures: 1 per 3 cmc, cmc decreases as more creatures get destroyed. Conditional effects based on P/T or cmc are usually 3 cmc while conditional effects based on color are usually 1 or 2 cmc, such as Deathmark or Doom Blade. Damage: Usually 1.5-2 damage per mana spent is pretty good. Artifact/enchantment removal: In general, removing one of the two specifically is one mana while removing either is 2 mana. I hope this clears things up about what mana costs typically apply to custom cards.
Now, custom abilities. Designers can often fall into the trap of designing custom abilities that are either way too complicated or way too pointless. I’d say that for a custom ability you should always at least try to envision how it would play out in a deck. If the ability dominates or just has no effect, cut it. An example of an effect that just feels meh is first strike. First strike was intended to be a decent ability for creatures to have. It can come in handy for some games (for example, Grim Initiate is a powerful common creature partly because of its first strike) but the higher P/T you have the less impressive first strike seems. However, first strike has its applications. Combined with deathtouch your creature becomes nigh untouchable. Glissa, the Traitor and Pestilent Kathari have these two abilities together. Combining a custom keyword/ability with another is often a unique way to bring life to a custom card. Custom abilities such as thoughtlink (whenever this creature deals combat damage to a player, draw a card) are interesting and replace text that already exists (in this example, on cards like Curious Obsession and Sixth Sense). Meanwhile, there are many abilities with quite a bit of text that while incredibly difficult to understand at first glance make for really interesting gameplay. One such example from the main game is Mutate, featured on cards like Nethroi, Apex of Death and Migratory Greathorn.
Overall, custom cards can be built very well or they can be the ultimately powerful entities many people believe them to be. Personally, I see nothing wrong with designing a 13/13 with flying, trample, infect, menace, rampage 10, and afflict 10. If you’re designing it for play, obviously this will not make the cut, but there is no issue with people letting loose and designing an insanely broken card every once in a while. My version of this is redesigning powerful cards. Everyone has something different that
Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO seshiro_of_the_orochi, a fabulous custom card designer from whom I have learned much about balancing custom cards. See you next time where we will talk about an issue in cEDH that plagues the whole format! See you then!
3 months ago
I would personally run Nethroi, Apex of Death. Nethroi has lifelink which can be fun to pump up with auras, but Nethroi's reanimate ability can be seriously powerful at enchantment reanimation if you build your deck right.
Auramancer, Griffin Dreamfinder, Monk Idealist, Restoration Specialist, Trusty Retriever, Acolyte of Affliction, Golgari Findbroker, Lurrus of the Dream-Den, Eternal Witness, Felidar Guardian. These make excellent targets to recur enchantments and auras with as you could recur 4 to 5 enchantments every time Nethroi mutates.
Do keep in mind a few card draw enchantment creatures also have 0 power making them free to reanimate too. Creatures like: Argothian Enchantress, Mesa Enchantress, Verduran Enchantress, Kor Spiritdancer.
Also if you run out of enchantments to recur I'd recommend running these enchantments as they're easy to both put into the graveyard and obtain value off of them which is what will make this strategy even stronger: Sinister Concoction, Seal of Primordium, Seal of Cleansing, Soul Snare, Weight of Conscience, Aura of Silence, Font of Fertility, Sterling Grove and Unbridled Growth. Sigil of the Nayan Gods and Cast Out also work if you only intend to cycle them.
3 months ago
Once you ramp to the Umori, there's really no reason to need more as thats the top of your curve. I think you'd rather T1 Grazer > T2 Greathorn (mutate) > T3 Biogenic Ooze
Gemrazer would provide another T2 threat after a T1 Grazer, since your 3 CMC slot is lacking.
4 months ago
First, needs more 1 drops. I recommend going heavy into the 'ramp a stompy thing out t2' with a playset of Birds of Paradise. Not only ramps and fixes your mana very well, it also has flying and is therefore great to mutate onto.
Second, your manabase sucks. Zagoth Triome is mediocre at best. In Modern, you absolutely cannot be playing taplands anymore. It's too fast unless you're playing a more traditional control deck. Fortunately, there's a couple real cheap cards that will dig you out of this hole: Llanowar Wastes and Yavimaya Coast. $1-2 each, they should be a playset unless you're going with a higher quality manabase. Cut at least one Island and at least one Swamp to add these. There are also other better lands, but those should hold you over. You really should cut Triomes, though, and include either Fastlands(Botanical Sanctum and Blooming Marsh) or Checklands(Hinterland Harbor and Woodland Cemetery). Green t1 is going to be part of your gameplan.
Fourth, cut your enchantments and artifacts(except maybe Ozolith) for Sea-Dasher Octopus. Card draw is great, 2-mana mutate is great, it's all-around great.
Fifth, maybe try out Trumpeting Gnarr. Pretty fun card.
All-in-all, just needs an actual manabase and some curve tweaks, but the core of the deck looks at least functional(not super familiar with the modern meta atm, so I'm unsure if it'll actually do well). I like the idea of a lategame Starrix acting as a sort of Genesis Hydra. Going t1 Birds into t2 Greathorn, ramping into a t3 Gnarr and an easy t4 Starrix or Dirge Bat should be game over.
Oh, I forgot -- Starrix is good enough that you should go 4x. Archetype sucks.
Also, cut a couple cards for removal. While Starrix doesn't necessarily hit it, it skips it. Seriously, you can have any number of nonpermanent cards in your deck and it won't hurt starrix one bit. Most of our non-ramp non-land cards are large enough that hitting a handful of them should be worth it.
Sorry for long post, but I got exited over Starrix for a second. It's totally reasonable to play it t4 and get 3+ permanents off it. At least one of those should be a decent sized creature. Then, you'll likely have a couple extra cards in hand and mutating starrix a second time for 4+ permanents is back breaking for any strategy. You just need to make sure you have Parcelbeasts and Octopuses going so that you can keep your hand full -- because you'll have all the mana at that point.
4 months ago
Unlife Hey thanks for taking the time to comment, I appreciate that. The ramp is okay, i know it looks a little dry but you'd be surprised how smoothly it runs (most of the time). So in addition to the lands: Hadana's Climb Flip & Journey to Eternity Flip turn into good lands, albeit later. Titans' Nest really helps out as well with an Animar-esque effect. Leyline Prowler, and the two rocks make 41- which is the minimum actual sources I would run.
The rest of the deck works well with keeping your opponents slow with mutate attrition effects- and can pick up the slack with Migratory Greathorn (often every turn) Migration Path, Mythos of Brokkos can fetch any land if needed- Pollywog Symbiote helps early on too. Not to mention the card draw effects are decent and mostly repeatable. Parcelbeast has become one of my pet cards in the deck.
And it's not a very mana costly strategy, especially since Brokkos effectively avoids taxes.
I might try Etrata- looking for effective win cons once I have Brokkos out. Usually making him hexproof/indestructible is good enough for my meta.
4 months ago
Have you looked into Parcelbeast? I think he is a much better alternative to Migratory Greathorn with a lower mana cost and doesn't need to mutate to get a card. Let's you draw threw a little quicker too.
If you want to sink the money I would recommend spark and check lands. Works better with Parcelbeast than Greathorn and is more consistent mana wise.
A personal favorite of mine is Essence Symbiote. Boosts any creature that gets mutated including itself, and gives you life.