Rapid Hybridization

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Tokens

Rapid Hybridization

Instant

Destroy target creature. It can't be regenerated. It's controller puts a 3/3 green Frog Lizard creature token onto the battlefield.

Price & Acquistion Set Price Alerts

C15

GTC

Ebay

Rapid Hybridization Discussion

Rahvin_dom on Adelize, The Wizard Wind

4 days 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.

DeanoM50810 on Tasigur Graveyard ETB Good Stuff

1 week ago

Your curve seems very high; how does this deck perform in the early-mid game? I run a Sidisi deck that's somewhat similar to yours (I focus more on token duplication and slight Zombie tribal instead of ETB's specifically though) and I think the deck might perform much better if you add more removal, self-mill, draw and ramp in the 2-3 slot and cut down on your bombs. That way you'll be able to ensure that the board state doesn't spiral out of control before you can land stuff like Hornet Queen or one of your combos. Here's my list for context. Sort it by CMC and you'll see what I mean.

In terms of specific card recommendations, Hermit Druid is pretty ridiculous in 3 colour decks, especially since you're only running 9 basics; it'll most likely throw a bunch of cards in your graveyard early-game while helping you stabilize your land drops. Pongify and Rapid Hybridization are fantastic removal at any point in the game while being more "fun" than typical removal (I don't run them in Sidisi because 3/3's can block and kill her; instead I run Reality Shift and also Beast Within solely due to how versatile it is).

I'd swap cards like Regal Behemoth and Zendikar Resurgent for more early-game ramp like Wood Elves, Sakura-Tribe Elder, Krosan Restorer and Farseek. Victimize is premium recursion, especially since a lot of your creatures are disposable due to having ETB's.

Other than that, you might see some specific cards in my list that you like the look of. I try to restrict myself by not running any tutors or infinites and I find that no two games with the deck are ever the same, which I really enjoy. Hope that helps.

babushkasara on COPYPASTA MILLER

1 week ago

Lazav is a super cool commander to build around and I like where you're going with the deck. However, you've got a really high average cmc with VERY little ramp. You've also got very little card draw in the two best colors for it.

Ramp:

Card Draw:

Removal:

Cards I'd take out:

  • Coercion - that's a lot of mana for EDH single target discard
  • Take Possession - 7 mana...

A good counterspell for this type of deck is Perplex.

If you're interested, I've got a Dimir Mill deck Oona, Queen of the Mill and an Esper 'steal your stuff' deck Sphinx-Demon-Wizard Tribal - Yennett that might be able to give you some more ideas. Also I think you have two copies of your commander in there?

babushkasara on COPYPASTA MILLER

1 week ago

Lazav is a super cool commander to build around and I like where you're going with the deck. However, you've got a really high average cmc with VERY little ramp. You've also got very little card draw in the two best colors for it.

Ramp:

Card Draw:

Removal:

Cards I'd take out:

  • Coercion - that's a lot of mana for EDH single target discard
  • Take Possession - 7 mana...

A good counterspell for this type of deck is Perplex.

If you're interested, I've got a Dimir Mill deck Oona, Queen of the Mill and an Esper 'steal your stuff' deck Sphinx-Demon-Wizard Tribal - Yennett that might be able to give you some more ideas. Also I think you have two copies of your commander in there?

SynergyBuild on Lets make Rashinal decisions

2 weeks ago

Yes, I apologize, I think you misunderstand. I said I was upset over your previous comment on the Tier list, not that I was upset at you. Semantics.

You don't run Mental Misstep, a cEDH staple, Blink of an Eye, a second Into the Roil, Snapcaster Mage, a classic that though Mission Briefing beats, I think would be better with both, Arbor Elf, Priest of Titania, and Boreal Druid for more mana, with Bloom Tender & Devoted Druid as other possible additions.

Gitaxian Probe, a free cast on your turn, Rapid Hybridization, a second Pongify, Repeal (I am a personal fan of this, bouncing Mox Diamonds and Chrome Moxs to make them use another card and I replace mine is really nice, while triggering Rashmi.), High Tide to make more mana, Enter the Infinite, the best wincon in this list, Sapphire Medallion, a huge boon to this deck, giving you tons of mana, and Unsubstantiate as another counterspell that has a lot of versatility.

I'd also drop Spell Snare

slayingmatt1234 on Edric's Rogue Squad

2 weeks ago

Hey Man, I love making decks and I'd be glad to help out! Here are some suggestions: First, try to see if you can get more unblockable creatures with relevant creature types. Usually these are rogues so that you can use Notorious Throng and faeries because many of them are rogues and you can use cards like Spellstutter Sprite which also counters spells. Some elves along with Eladamri, Lord of Leaves works too, though I know that's out of your budget. Some creatures I see you don't have are Nightveil Sprite, Triton Shorestalker, and Jhessian Infiltrator. Also shoutout to Trygon Predator which removes stuff as well and Faerie Conclave which is a land that can become a relevant creature, which is very handy in case you run into a lot of boardwipes. Beastmaster Ascension is another win condition you can throw in. Coastal Piracy and Bident of Thassa are redundant effects for edric. Beast Whisperer is also a good draw engine. You also might want to change some of your removal spells as well. Counters like Mana Leak aren't so good in commander. Besides other counter spells, you can also use Rapid Hybridization, Beast Within and Reality Shift and the downsides don't mean much when all your creatures have flying! I also found some cheap dual lands to consider: Yavimaya Coast, Temple of Mystery, Thornwood Falls, Alchemist's Refuge. Finally, In terms of cuts, in addition to slowly improving your unblockable creatures when possible, I would remove some cards that aren't so in tune with your game plan. How often are Mind Control and Allosaurus Rider going to be useful in your deck? Sorry for the wall of text. Hope this all helps!

seshiro_of_the_orochi on $50 simic menagerie

4 weeks ago

Maybe use Pounce instead of prey upon. The instant speed makes a big difference. Less creature dependent possibilities would be Rapid Hybridization, Pongify or Beast Within.

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