Mutagenic Growth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mutagenic Growth

Instant

( can be paid with either or 2 life.)

Target creature gets +2/+2 until end of turn.

PhyrexianPraetor on Hot Potato!

1 week ago

I like what you got here. The only things I can suggest are the following.

1) run four copies of Lightning Bolt. It acts like removal and gives you the ability to hit your opponent’s life total directly. I personally feel Kazuul's Fury  Flip, Mutagenic Growth, Kazandu Mammoth  Flip and Wayward Guide-Beast aren’t needed unless you run three or more copies of each.

2) cards like Ancestral Anger, Audacity, Charge Through and Crash Through allow you to get past walls of creatures with trample and also draw you a card, which can make your deck more consistent.

I think the ideal list for you would be this.

4 Akoum Hellhound, 4 Brushfire Elemental, 3 Lotus Cobra, 3 Atarka’s Command, 4 Lightning Bolt, 3 Temur Battle Rage, 4 Crash Through, 4 Enter the Unknown, 4 Explore, 4 Skyclave Pick-Axe, 23 lands

amarthaler on Pauper Murmuring Terrors

1 month ago

Removed Open the Omenpaths, Betrothed of Fire, Wrenn's Resolve and Mutagenic Growth.

Added Mob Justice and Snap.

Moved Weather the Storm to mainboard and balanced some card numbers.

K4nkato on Tinkerbell says “No”

4 months ago

Some thoughts:

Moved Foil to one of my flex slots. Faeries is a deck that unique uses hidden information and cards in hand to force opponents to make uninformed decisions. The threat of Mutagenic Growth turns obvious blocks into potential risks. Brinebarrow Intruder and Saiba Cryptomancer make attacks and removal much more difficult for your opponent. Counterspell gatekeeps when your opponent can commit to an action. Foil adds an extra layer of stress by threatening an opponent even when you’re tapped out. The high MV and expensive alternative cost are notable downsides, but Faeries draws more cards than any other deck in the format. 3-for-1 trades are unprofitable for most decks but Faeries is fast enough and disruptive enough to make it work.

I only recommend running one copy of Foil. The card’s value comes from its scarcity. Opponents who play around Foil are intentionally slowing themselves down and making sub-optimal decisions to fight a card you might not have. Opponents who ignore Foil open themselves up to getting caught by it. This adds another layer of decision making for your opponent, increasing their odds of making a mistake. The more opportunities you give your opponent to mess up, the more games you can win to pilot error.

Foil occasionally puts you in a very difficult spot in mana-screwed games. If you have 2 Islands in play and 1 Island in hand + Foil, you have to ask yourself if you should keep the land for a free counterspell or play it for more mana. I welcome the difficult decision, but this opens you up to mistakes as well. It’s worth practicing these corner cases if you want to play Foil, but I think the risk is worth the reward.

Smoke Shroud is a promising card I decided to cut. This aura allows you to turn Ninja of the Deep Hours into the most jacked Delver of Secrets  Flip you could imagine, but there aren’t enough discard outlets for it. You never want to play it & Faeries doesn’t really mill or discard outside of Foil and Moon-Circuit Hacker. 5 situational sources just isn’t enough to enable this card. I’ll say though, if the Faerie mirror ever becomes a matchup in need of breaking, I think this card will do it. It’s very difficult to permanently answer and forces your opponent to block unprofitably.

I’m debating Force Spike over Spell Pierce in my flex slot, but only because I genuinely don’t know how good Force Spike is.

K4nkato on Tinkerbell says “No”

4 months ago

Changelog: Added 1x Saiba Cryptomancer (the nerdiest magic card name ever. Excelsior!)

1x Smoke Shroud

2x Snaremaster Sprite

1x Faerie Seer

Cut

4x Faerie Miscreant

1x Mutagenic Growth

Iehovah on Pauper Red go BRRR

4 months ago

Although I haven't played much pauper, a quick search led me to some card for you to consider. Ancestral Anger might be worth running over Crash Through, Mutagenic Growth always pairs well with Kiln Fiend, and Renegade Tactics might be worth considering for the sideboard.

psionictemplar on

5 months ago

As a person who plays mono red prison I can tell you that 4 gemstone caverns are normally too many. I would cut one in favor of another ritual (probably Pyretic Ritual to help ensure the possible turn 1 moon/fable. Mazemind tome also feels slightly out of place since since your early game revolves around creatures and speeding up higher costing things. Do you really want to be taking turns off to scry? I'm not saying it wouldn't be useful at some point but the early game isn't it. I would trim some copies to avoid having them as early. I know this may sound crazy, but perhaps replace 1-2 mazeminds with Mutagenic Growth. The reason I think this might be viable is that people will often keep questionable hands with removal to fight ragavan. As such you might get lucky and be able to blow them out with a suprise pump spell. Not to mention that the only common removal that will kill your dragon is fury and being able to pump against it seems real good to me. Especially if you are playing against the beanstalk decks who's other removal is solitude and leyline binding (which dragon has protection from already).

As far as the sideboard goes, I would up the dismember count, drop the pillage and defense grid and maybe trim on chalice. I'm not sure what you're looking to combat with it. My suggestion is to add a couple Obsidian Charmaw as a way to slow down things like tron, or dirupt 4/5 color decks that really rely on leyline binding. Plus it's really fun to copy with a flipped fable since you are just putting them down a land instead of replacing it like a field of ruin would. Anyhow thats my main thoughts and I hope they might help you. (One small note: You have Koth listed in your deck description when he's not in the deck...not majorly important but I thought you might want to edit that out.)

legendofa on Will Phyrexian Mana Return?

1 year ago

The way I mentioned it in my first response up top. It gave colors access to effects that don't even pretend to respect the color pie. Cheap removal, reliable creature filtering, and free counterspells were the worst offenders, but Mutagenic Growth and Noxious Revival are honorable mentions.

legendofa on Oh, Rotty!

1 year ago

How hard is it to reach delirium? There's a bunch of instants, a few sorceries and fetch lands, and let's say a creature dies once in a while. If you're not hitting delirium regularly, I would switch DRC for another Season of Growth and just draw past the cards you might not need.

My next thought is to either cut the Bloated Contaminator for another Dreadhorde Arcanist, or add more cards that grant counters of one kind or another. Dromoka's Command is solid, and you come up with any Snakeskin Veils, those would help a lot.

The typical play pattern I see is T1 Venerated Rotpriest, T2 pump and attack for damage and poison, T3 either Arcanist or Feather, the Redeemed, then just keep casting spells after that, attacking where you can. If that sounds right, then maybe look for some more hexproof-y protection-y spells like Apostle's Blessing, instead of just making your creatures bigger with Scale Up and Mutagenic Growth. I know those mostly from infect decks, where the goal is to get 1-2 creatures as big as possible, to deal as much infect damage as possible.

A T1 Glistener Elf, T2 Scale Up into Vines of Vastwood into Mutagenic Growth is very different from the same thing with a Rotpriest. With the Elf, you might have just won. With the Rotpriest, you just dealt 12 damage and gave three poison counters. Serious damage, but you're probably not going to do it twice in a row.

So I guess my suggestion (probably biased by my preference for control over aggro) is to focus mostly on keeping your creatures alive so they can be targeted by spells, choose the right time to attack, and let your poison counters do their work. Now that I think about it, some spells that grant vigilance might help, too.

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