Spontaneous Mutation

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

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Set Rarity
Eldritch Moon Common

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Spontaneous Mutation

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.

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Spontaneous Mutation Discussion

Orion93 on sram

1 month ago

Sigarda's Aid, Authority of the Consuls, Glint-Nest Crane

Those are Sram Deck musts to begin with. Whir of Invention is unnecessary usually but as a 1 of to find an aetherflux reservoir I understand it. I would lose the Inspiring Statuary completely if your deck isn't going to change much from what you have listed here. It's not doing much for you. At all.

Why not try a few good aura spells? Conviction is great with ornithopter. Or run things like Ice Over, Spontaneous Mutation, and Tightening Coils for a control field.

You'll do well in standard. Your control is heavy but easy to play and can help buy time for your combo. Maybe try a couple Turn Aside in side board. Or Encircling Fissure as a white fog. There are better cards. Those are just easy to get.

dotytron on INVERTER OF LIBRARIES (read desc.)

2 months ago

i like the idea, i feel like Galvanic BombardmentInvasive SurgerySpontaneous MutationTake Inventory all seem to fit the bill decently here

euananddalesaccount on Millhouse Blues

4 months ago

Nightmare?

Awoken Horror  Flip?

Also, instead of Aether Meltdown, why not use Spontaneous Mutation instead? It's better in mid-late game, and 1 mana rather than 2.

OBDog11 on Tap it down (Gravity Bomb)

4 months ago

I'd like to make a few suggestions, as I have played this deck since I saw his video the day after it was posted.

  1. This deck is dead against control, and there is a card called Sphinx of the Final Word. It makes them cry, and should replace Spontaneous Mutation as a 2-of in the side. Mutation is helpful, but SotFW is vital against control.

  2. Niblis of Frost is great in here, so please run four in the main. It can replace one Grip of the Roil because it is fairly overpriced without surge, and you want to cast it during your opponent's draw step, which means you won't be hitting surge every time.

  3. The decision to switch Geralf's Masterpiece for Torrential Gearhulk makes sense, but masterpiece is strong in here. He will be made even stronger (as a three-of, which I will address later) if you add four Thing in the Ice  Flip because he will stay out when the Thing flips. I would replace all four Rush of Ices with it because sorcery speed is bad and the awaken isn't that helpful. Torrential is also fairly short on valuable targets in here, and isn't worth it to this deck. On top of that, getting to six lands does not happen every game, so it has potential to be a totally dead card.

  4. Void Shatter. Full four in the side replacing Spell Shrivel and Deny Existence. It is significantly better than both.

  5. Replace Disperse with Imprisoned in the Moon because it permanently stops them. Tapping for mana doesn't matter if you can turn their liliana into a literal waste instead of just delaying it. Also, flavor.

  6. Uninvited Geist  Flip is nice because it still gets through even if you can't keep all of their creatures down, and it triggers Nebelgast Herald. It should replace one Stitched Mangler, one Geralf's Masterpiece, and one Nebelgast Herald.

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

4 months ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

Shwang on

5 months ago

Looks like a neat deck! If you had an unlimited amount of money, I would add 3 more Lumbering Falls Also, you don't have too many ways of getting cards into your graveyard (just Grapple with the Past?), so I would consider replacing Traverse the Ulvenwald and maybe Spontaneous Mutation with cards that aren't dependent on the graveyard to be effective, such as Aether Meltdown for flash enchantment, or Primal Druid or Pilgrim's Eye for lands, or Eldritch Evolution for creatures.

Another thought is that Titan's Presence is reaaaalllly good. I would get 4x in there if possible. I have the same thought with Reality Smasher. I like the deck a lot! +1

Delta-117 on Mono Black Eldrazi-(3-0 FNM Seven Times)

6 months ago

Here were my game day results:

1-0 against U/B control. We only finished one match because it took me ages to get enough damage through. He had 4x Spontaneous Mutation, which he kept putting on my creatures. As well as Take Inventory, Thing in the Ice  Flip, Dead Weights and Jace, Unraveler of Secrets I somehow won with 1 health.

2-1 against Grixis control. The first match I win with 2 Reality Smashers, one I got from a Mirrorpool. Round 2 Torrential Gearhulk and some other cards like Ceremonious Rejection beat me. Round 3 was awesome! I played a turn 7 Void Winnower because of my Shrine of the Forsaken Gods when he had 6 untapped mana and he couldn't do anything to counter it so he literally conceded that turn as I already exiled 2 of his Torrential Gearhulks earlier.

2-0 against R/W vehicles. Kalitas, Traitor of Ghet was very useful in these matches along with Thought-Knot Seer and Bearer of Silence.

2-1 against R/W vehicles these matches were a lot closer and yet I won similarly to before.

Top 4 I lost my first match, 0-2 to the same R/W player I just beat 2-1. I kept a really risky hand after a mulligan and I quickly lost both due to issues with having little to no lands. First place went to the Grixis control player I beat 2-1 earlier. I really wanted that gameday champion playmat but I suppose I can try again with Aether Revolt.

My second gameday later today I did much worse, even though it was mostly the same players. Got 6th place.

0-2 against R/W vehicles, I struggled with lands again these games. This was the same player I mentioned I lost to earlier in the top 4...

2-0 against G/W humans. These matches were realitively easy although I almost died to a Sigarda though one match that hit me for 11 damage because of Hope Against Hope.

0-2 against Grixis control. This was another player, with a very similar Grixis decklist as the earlier one except with the addition of Dynavolt Tower which was such an annoyance! If he was countering my Reality Smashers with Ceremonious Rejection, he was instead killing them with Dynavolt Tower and the amount of energy he was generating. My Thought-Knot Seers exiled a few Torrential Gearhulks but always died soon after to Galvanic Bombardment, and Dynavolt Tower. I was at a loss as to what to sideboard against this deck.

2-0 against Grixis Emerge. Complete Disregard dealt with a lot of Scrapheap Scroungers, Smuggler's Copters, and Prized Amalgams. Kalitas, Traitor of Ghet was very useful.

I dispise R/W vehicles and Ceremonious Rejection now against this deck.

Force_of_Willb on Standardized Zombies

6 months ago

Cryptbreaker deserves a spot (maybe over Wailing Ghoul), the card draw, small lifegain, and turning excess lands into tokens is great against a variety of decks.

If you find you don't have a hand most of the time I would try running Geralf's Masterpiece over Advanced Stitchwing for the 5 CMC spot

Liliana's Elite if your doing a good job filling your graveyard

and if budgets not a concern then you need Relentless Dead

and as others have said with all the graveyard recurrsion Prized Amalgam

To abuse all the discard you are doing try out Gisa's Bidding / From Under the Floorboards for their madness options. could be good....

Cards you can remove to make more consistent: Spontaneous Mutation - Opt for Murder instead

Mortuary Mire < Cemetery Recruitment < Rise from the Grave don't need 8 copies of this type effect, Glisa and Relentless do this just as good, if you want card draw up Take Inventory to 4x or add cryptbreaker

Rise from the Tides - Unless you are getting 5 zombies its not worth it. The madness suggestions above may be better or improve the effect of Rise. Also lower Noosegraf Mob to a 0, 1x, or Sideboard.

Sorry for all the comments I am just passionate about Zombies!!! Good luck with your deck.

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