Progenitor Mimic

Creature — Shapeshifter

You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield except it gains "At the beginning of your upkeep, if this creature isn't a token, put a token onto the battlefield that's a copy of this creature."

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Progenitor Mimic Discussion

iamclintino on Jenara, Asura of Counters

11 hours ago

One thing I always add to anything that has a blue green combination is Progenitor Mimic . You can have it enter as either one of your creatures or one of your opponents creatures. Not to mention its gonna keep pooping tokens of that creature

mrweaselman on Blue and green deck

1 day ago

Really nice deck. I would recommend Progenitor Mimic to get tons of copies of some of your bigger cards.

Spootyone on Tariels shot straight through your heart

1 week ago

Alright Josef, here ya go.

1) Signets are one of the single best mana-fixing artifacts in the history of MTG. When running a heavy-curve 3-color EDH deck, they're practically an auto-include. If I'm running more than one color, I run them. No questions asked. The ability on T1 to go land, Sol Ring , signet is miraculous and if you've not done it yet you haven't lived. Mana Crypt and something like Mana Vault are practically as good as Sol Ring is, but have their own places. In a very hardcore competitive EDH deck, you basically want to running all the ridiculous mana rocks in the game. Basically. If you're focused on multiplayer (I'm assuming you are), the metagame tends to be a bit slower and more focused on politics unless you're playing against a bunch of Spikes. In these situations, ramp is less important. Take that into consideration.

2) When playing in multis, spot removal is essentially at its worst. But does that mean it's bad? Board wipes are the best way to stabilize in a multiplayer game for obvious reasons, but going back to the politics mindset means that killing everyone's stuff puts a huge target on your head. Alternatively, choosing to pick off key threats in order to make deals with certain opponents can be better -- especially if you have your own permanents on board (and you should with this deck).

3) You basically hit the nail on the head there. Ramp is basically the best way to assure early tempo in EDH. Again, though, speed is less important in multi where you may not want to be the first one to get to a great boardstate. Remember, that means you're playing 3 v 1.

4) Moving on, indeed.

5) EDH is all about playing ridiculously powerful cards to either have fun or to overwhelm your opponent with crazy synegies/value. If you're playing multi, you can typically do well using what is essentially a "good-stuff" deck. I would rather play synergistic and creative stuff than just good stuff, so that explains my cards choices in something like my Karametra deck, for example. It can simply come down to "who has the most absurdly powerful bombs" sometimes, or it can come down to "who constructed the most absurd board position." Knowing when youre going to face the first or the second is part of playing the game, and can only be learned through experience.

Now for the playtesting. It seems you only have a 99-card deck on the site, so you should look to rectify that obviously. For playtesting purposes, I just added a basic swamp to the build. Here we go!

Game 1

Riku wins the flip and is on the play.

Riku's starting hand contains Ponder , Gilded Lotus , Sol Ring , Mosswort Bridge , Volcanic Island , Sulfer Falls, and Terastodon .

Tariel's hand contains Diabolic Edict , Lightning Greaves , Devour Flesh , Entomb , Command Tower , Boros Garrison , and Vindicate .

Game one was very quick. Your opponent started off with a sol ring into an early Gilded Lotus and followed that up with a Terastodon when you had only just played yoru third land. Your lands were blown to pieces and you got elephant tokens, and then just as you were beginning to even have any mana again, Riku got off the combo of Biovisionary plus Rite of Replication 's kicker...all in one turn. You lost the first game.

Game 2

You are on the play

Your starting hand contains Sensei's Divining Top , Exhume , Sol Ring , Plateau , Mountain , Decree of Pain and Blood Crypt .

Riku's deck begins with Flooded Grove , Decimate , Rootbound Crag , Parallel Lives , Hinterland Harbor , Wooded Foothills , and Rite of Replication .

This game was different. you got out early with your Sol Ring into top and used the top thenceforth to set up your draws amazingly, as well as use cards like Buried Alive and Reanimate to get out Elesh Norn, Grand Cenobite super early. Riku tried to keep up with cards like Decimate , Beast Within , and Krosan Grip , but once the reanimation train started it kept rolling. Riku lost to taking to much damage, simply put. You won game 2.

Game 3

Riku is on the play

Riku's starting hand contains Taiga , Worldly Tutor , Simic Growth Chamber , Wooded Foothills , Ponder , Bribery , and Quicksilver Amulet .

Your starting hand contains Buried Alive , Boros Garrison , Demonic Tutor , Diabolic Tutor , Diabolic Edict , Bloodstained Mire , and Gisela, Blade of Goldnight . (you mulled to 6)

This was a bit of a nail-biter. Riku was able to get some early tutoring with Worldly Tutor , and Survival of the Fittest . Using this, he attempted to get out the combo of Biovisionary and Progenitor Mimic . Luckily for you, you had a Diabolic Edict to kill the visionary. After this, you played Buried Alive and tutored for a Reanimate . While the opponent was able to get a Terastodon out using a Quicksilver Amulet to destroy almost all your mana sources, it was not before you had an Elesh Norn, Grand Cenobite and Sheoldred, Whispering One on the field attacking with thanks to an Anger in the grave. At three life, riku top-decked a Cyclonic Rift to overload your board, but you top-decked an Animate Dead to reanimate his Terastodon and attack with haste for the win. You won game 3.

Overall, I really enjoyed having the chance to pilot both of these decks. I loved how both were able to combo out super easily due to the number of tutors available to them (yours especially). I fact that I was able to get an Elesh Norn, Grand Cenobite into the grave and then onto the field every game before you died is insane. The only game you lost was one where your opponent had access to an absolute ton of mana due to having a hand of mana rocks. Hopefully this is reason enough for you to start running more of them if you have them available. Run a Rakdos Signet and (if you can) a Mana Crypt . If not, Mana Vault is good as well. I think Fiendslayer Paladin is a bit lackluster here, along with Guttersnipe and Serra Avenger . There are better early threats. Like Serra Ascendant for example! (this card is actual BS on T1). Bloodsoaked Champion might actually even be better as a sac outlet here than other creatures (unless I'm missing a better one off the top of my head). And I love the interactions between Buried Alive and Anger . Soooo good.

I hope you enjoyed!

I only did a 3 game writeup for the time being due to time restraints. EDH matches tend to take much longer than standard because of all the interactions and just due to the nature of the game. I know I offered a 5 match game so if you feel shorted I can do the other 2 matches at another date (next week). From now on I think I'll have to limit EDH matches to best of 3...

Tobl on You Can Lead a Hydra to Water

2 weeks ago

Oh, I love this deck. Admitted, I had ridiculus luck drawing in the playtest (and the opponed not at all), but I managed to get Vorel of the Hull Clade , Prophet of Kruphix , Kalonian Hydra and Progenitor Mimic out early, leading to a 128/128 Kalonian Hydra as well as two 16/16 clones attacking on t8.

bonemerrill69 on G/U Vorel of the Hull Clad (need help)

2 weeks ago

I'd start by cutting some of the slower stuff. Helix Pinnacle Ring of Evos Isle Ring of Kalonia . Rite of Replication is an awesome card, but doesn't seem relevant to the theme. Same with Progenitor Mimic . Just throwing out thoughts.

Traveler247 on Roon of the Hidden Realm: Transcendent Rhino

3 weeks ago

@Enyeto: I took a look at your deck, and it's important to note that we have very different builds of flicker (for reference, my build: Phelddagrif Can Blink Too!). Mine is control, and yours is more tempo/shenanigans. As far as the effectiveness of my deck, it's definitely effective. I built Roon to an almost competitive tier, and then replaced the infinite combos to make it more casual, but it's still deadly.

Anyhow, when you evaluate a card like portcullis or Parallax Wave, you have to understand that we are targeting different creatures. I found that Body Double , Clone , Craterhoof Behemoth , Elvish Piper , Elvish Visionary , Grand Abolisher , Progenitor Mimic , Restoration Angel , Rune-Tail, Kitsune Ascendant , Sigarda, Host of Herons , Terastodon , Thragtusk , Trostani, Selesnya's Voice , and Trostani's Summoner either weren't powerful enough, were too slow, or didn't go in the direction I wanted. That's nearly half of your creature base. You specifically don't run Eternal Witness , Archaeomancer , Gilded Drake , Nevermaker , Solemn Simulacrum , Wood Elves , Farhaven Elf , and Venser, Shaper Savant all of which range from insane to powerful upon entering the battlefield. So the reason those two cards were underwhelming is simply that you don't run a creature base that makes them good. This isn't to say that your creature base/build is bad, it certainly isn't, it just doesn't work for these two cards which are absolutely fantastic in many other builds. With regard specifically to Portcullis, you said that you're beating down with 2/2s, but that isn't the point. The point of Portcullis is to stop anything from happening until I'm ready for it to. And with regard to Parallax Wave, you cited ETB effects such as drawing a card and fetching a land; however, imagine destroying an artifact or enchantment, bouncing a permanent (or even better, putting it on top of their library), getting back a card from your graveyard to your hand, stopping a balefire dragon from hitting you, and searching a land. This is typically what Parallax wave does for me for 4 mana.

With regard to Angel of Finality/Rest in Peace, it depends on your deck. My deck uses a lot more graveyard shenanigans than yours, so I don't want to play Rest in Peace. For you, RIP is definitely better. Personally, my meta contains several decks with very powerful graveyard shenanigans (including my Child of Necromancy deck) and more with somewhat less powerful graveyard interactions, like this one. Graveyard hate is absolutely essential. However, it's usually just one player at a time, so Angel of Despair allows me to keep my graveyard while still having almost as powerful an impact on my opponents.

Lastly, clone effects. Clone effects are, obviously, very powerful. A friend of mine plays a deck that contains nothing but clone effects, and it is a lot scarier than it sounds. Personally, I only run the few best clone effects I could find: Clever Impersonator , Phantasmal Image , and Phyrexian Metamorph . As you get into others there are just better options of cards to run.

Anyhow, as you said, no disrespect, your have put together a solid casual list. I maintain; however, that you are right about Parallax Wave and Portcullis in your deck, but that they are amazing in other Roon decks, and that if you change your creature base you should re-visit them. And sorry this was so long. I actually enjoy writing, so my comments tend to get lengthy.

Also, here is a Roon primer I wrote a while back (it's a bit outdated):

Dagron on 2014-10-02 update of 1,000 Counters

4 weeks ago

Time Warp is mainly useful with Primordial Hydra though by the time I actually bring it out I've pretty much won. Progenitor Mimic is great with Master Biomancer but with the high cost I could stand to take it out. I could probably add another Gyre Sage , especially with Kiora's Follower . If I'm worried about control then I might could sidedeck in Mizzium Skin and Dispel . Price

Low Avg High Foil
$2.0 $2.57 $8.0 $12.91

Cardhoarder (MTGO) Price

Normal Foil
0.42 TIX 10.0 TIX
Power / Toughness 0/0
Color(s) Blue Green
Cost 4GU
Converted cost 6
Avg. draft pick 4.28
Avg. cube pick 3.97


Format Legality
Standard Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal

Printings View all

Set Rarity
Dragon's Maze Mythic Rare

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