|Commander / EDH||Legal|
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|Commander 2016 (C16)||Mythic Rare|
|Dragon's Maze (DGM)||Mythic Rare|
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- Can flickering a card with echo avoid echo?
- Will a Pack Rat token made by a rat brought back by a whip of erebos have haste?
- Can Progenitor Mimic be a land generator?
- Progenitor mimic will become a land if copying an animated land, correct?
- Can I choose to copy Clone by Progenitor Mimic to get infinite cloning?
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, create a token that's a copy of this creature."
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|Have (30)||rebelteddybear , Fiolek , zachi , Psycheretic , gildan_bladeborn , Pelli , TheRealPeaches , Forkbeard , Mortiferus_Rosa , redlegs_17 , ZombieFood , Lindough , KipIsKosher , Auriel , MonoRedBomb.Com , MrCrazzyc , Regulus1010 , Famicomania , cryptoplasm , MagnaAura , bakunet , Vasbear1 , killstars , Relevantworm , Skulldrey , , rockleemyhero , mziter501 , orzhov_is_relatively_okay819 , ShishkyBob|
|Want (2)||fireborne1986 , Riders_of_Brohan|
Progenitor Mimic Discussion
4 days ago
Thanks @toastySmorc! I think Explore is more fitting than Rampant Growth because it draws triggering Lorescale Coatl as well as assisting me with ramp... I do really like the option of Progenitor Mimic though. That can a pretty cool option to think about.
5 days ago
This is a really interesting deck idea. Progenitor Mimic maybe?
6 days ago
Alright, lemme hit a few notes here for the sake of discussion; Keep in mind that I'm only sharing my opinions and wholeheartedly appreciate everything you have to offer. Here's some respectful rebuttals for discussion:
Progenitor Mimic is more for copying things like Master Biomancer, Reclamation Sage, and stuff like that. Clever Impersonator is used on stuff typically not mine, mostly a value play to copy enemy fatties, artifacts, or planeswalkers (and actually won me the game i mentioned above by doing the latter).
Trinket Mage is in mostly to get the Ring or the Top, but i see your point. Initially I was thinking of something like Woodland Bellower into Trinket Mage into one of the abovementioned, just a little value play to pump my board, but that all doesn't feel in line with the counters strategy, but rather more of a control'y type maneuver.
Death's Presence is on a very short list of cards i have on hand, itching hard for a spot in the deck - but the reason it didn't make it is because of how situational it is, needing a creature to die, and a creature to absorb the counters, what feels like a flimsy situation in some games. Master Biomancer just felt more useful as a creature on board for less mana and a more consistent effect.
Lorescale Coatl caught my eye as well, and has been removed from the list as it really is just too slow (not that this deck is very fast to begin with).
I had considered Tuskguard Captain, but it's so much more effective to have flyers than tramplers, and having a guy that i need to tap to add counters to itself seems FAR too cumbersome.
With this deck hosting 30'ish creatures, and almost guaranteed a blue player at every table, i feel the need to make my creatures uncounterable, over untargetable. Nothing feels worse than trying to play a big dude just to have it countered and your turn wasted. Archetype of Endurance is in and out of this deck as much as any card, but it was easier for me to justify Asceticism (not that redundancy is a bad thing), it just feels flimsy to drop 8 mana into a creature that will more-than-likely face a Counterspell.
Young Wolf is a turn-1 play to get me on board. i have no intention of placing counters on it before its first undying trigger (think early chump blocker). Zameck Guildmage is little more than a draw engine, I'd rarely ever consider its first ability, I just want to keep cards in my hand.
I recognize the need for ramp, I just hate drawing those cards late game. Likewise, spending too much time ramping early tends to cost valuable early tempo and by half a dozen turns i have mana, but I've fallen well behind on board and am now at the mercy of my draws (or maybe I've just had some very unlucky experiences).
1 week ago
first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.
now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.
i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.
Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.
Lorescale Coatl, since your carddraw is limited this card is too slow.
Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.
Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.
Zameck Guildmage: probably too slow.
lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.
this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.
Ropis on Blink Rhino
1 week ago
I run a Roon deck and some cards I like that you don't have listed are:
2 weeks ago
ALSO! I don't know if your friends play it in your meta, but Homeward Path ruins your strategy, so I suggest Field of Ruin, Strip Mine, Ghost Quarter and/or Acidic Slime which fits the birthing pod strategy.
And another thing I forgot, since you play Keiga, the Tide Star and you play clones, I suggest Progenitor Mimic. Target Keiga, and every upkeep you clone it, sac one of the clones due to the legendary rule and its effect triggers. Essentially, you get to gain control of a creature on your every upkeep! Super sweet!!
3 weeks ago
Chameleon Colossus, Metallic Mimic, Moonglove Changeling, Phyrexian Metamorph, Progenitor Mimic, Sentinel, Taurean Mauler are all better then the shapeshifters you have in there and Obelisk of Urd, Door of Destinies
3 weeks ago
mars2059 Not as often as I would like. it typically gets taken down quickly due to the potential quick win.