Trumpeting Gnarr

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Legality

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

Trumpeting Gnarr

Creature — Beast

Mutate (If you cast this spell for its mutate cost, put it ontop or underneath target non-Human creature you own. They mutate into the creature that is on top and that creature has all the abilities of every card that is underneath it.)

Whenever this creature mutates, create a 3/3 green Beast creature token.

wallisface on

1 year ago

My opinion of the strongest mutate cards, in order from best to worst (some of these won’t be in your colours, but it might be worth considering trying 3-colour if you have lands to support that)

  1. Gemrazer

  2. Parcelbeast

  3. Sea-Dasher Octopus

  4. Cubwarden

  5. Insatiable Hemophage

  6. Trumpeting Gnarr

  7. Glowstone Recluse

Anything not on that list is imo too weak to be worth running. I think a deck with mutate probably wants to be running both Slippery Bogle and Gladecover Scout so the opponent can’t kill the monster you’re building. Between them, the mana-dorks, and the mutate cards, that feels like you’ll be at 60 cards pretty quickly.

legendofa on my mutating pony [SUPER BUDGET]

2 years ago

midee I'm going support the Gladecover Scout (budget) and/or Slippery Bogle (more flexible). They're one mana and they always have hexproof, and the stats can get overwritten later by the Trumpeting Gnarr or Auspicious Starrix while retaining the constant hexproof. The Barkhide Troll is a good backup, since it includes the self-buff, but it can still be sniped by instants.

TypicalTimmy on Card creation challenge

2 years ago

Crystalized Evolution

Legendary Enchantment Artifact (Mythic)

Whenever a creature you control mutates, for each time it has mutated, if the creature that mutated on top or beneath it is , you gain 2 life. Scry 2 if it is . Target opponent loses 2 life if it is . It deals 2 damage to target creature if it is . And it gets +2/+2 until end of turn if it is .


Suppose you have a creature who has mutated 3 times. Then you get Crystalized Evolution out and mutate Trumpeting Gnarr onto it, either above or below.

Your creature has now mutated 4x and Gnarr is Simic, so you Scry 8 and it gets +8/+8 until end of turn.

Really amplifies the Mutate mechanic.


Wild

TriusMalarky on Primal Permutations

3 years ago

First, needs more 1 drops. I recommend going heavy into the 'ramp a stompy thing out t2' with a playset of Birds of Paradise. Not only ramps and fixes your mana very well, it also has flying and is therefore great to mutate onto.

Second, your manabase sucks. Zagoth Triome is mediocre at best. In Modern, you absolutely cannot be playing taplands anymore. It's too fast unless you're playing a more traditional control deck. Fortunately, there's a couple real cheap cards that will dig you out of this hole: Llanowar Wastes and Yavimaya Coast. $1-2 each, they should be a playset unless you're going with a higher quality manabase. Cut at least one Island and at least one Swamp to add these. There are also other better lands, but those should hold you over. You really should cut Triomes, though, and include either Fastlands(Botanical Sanctum and Blooming Marsh) or Checklands(Hinterland Harbor and Woodland Cemetery). Green t1 is going to be part of your gameplan.

Third, Parcelbeast and Migratory Greathorn are your absolute best t2 plays. Use them to start ramping, because in the end it's the mana you'll need.

Fourth, cut your enchantments and artifacts(except maybe Ozolith) for Sea-Dasher Octopus. Card draw is great, 2-mana mutate is great, it's all-around great.

Fifth, maybe try out Trumpeting Gnarr. Pretty fun card.

All-in-all, just needs an actual manabase and some curve tweaks, but the core of the deck looks at least functional(not super familiar with the modern meta atm, so I'm unsure if it'll actually do well). I like the idea of a lategame Starrix acting as a sort of Genesis Hydra. Going t1 Birds into t2 Greathorn, ramping into a t3 Gnarr and an easy t4 Starrix or Dirge Bat should be game over.

Oh, I forgot -- Starrix is good enough that you should go 4x. Archetype sucks.

Also, cut a couple cards for removal. While Starrix doesn't necessarily hit it, it skips it. Seriously, you can have any number of nonpermanent cards in your deck and it won't hurt starrix one bit. Most of our non-ramp non-land cards are large enough that hitting a handful of them should be worth it.

Sorry for long post, but I got exited over Starrix for a second. It's totally reasonable to play it t4 and get 3+ permanents off it. At least one of those should be a decent sized creature. Then, you'll likely have a couple extra cards in hand and mutating starrix a second time for 4+ permanents is back breaking for any strategy. You just need to make sure you have Parcelbeasts and Octopuses going so that you can keep your hand full -- because you'll have all the mana at that point.

rdean14 on Card creation challenge

4 years ago

Trumpeting Gnarr struck me as more than with its ability. I mean, creating 3/3 green Beast tokens isn't really a "Blue" ability, and it's not tied to anything to make it "Blue", like casting instants or sorceries, drawing cards, flickering, etc.

Here's a Companion version:

Iker of the Many-faced Stampede (No regular casting cost)

Legendary Creature - Beast

Mutate

Companion - Each nonland card in your starting deck has an alternative casting cost.

Whenever this creature mutates, create a token copy of target creature you control, except it's a green Beast with base power and toughness 3/3.

3/4


Okay, so #43 post was mine, and I'm repeating the challenge. To be clear:

  • Specify which Commander you're thinking of
  • Make sure that Commander is a sentient species (Human, Vedalken, Vampire, Kor, Gorgon, Angel, etc.)
  • Make sure the Companion is a nonsentient species (Frog, Fish, Horse, Insect, etc.)
  • Birds, Cats, Foxes, Snakes, and some others are represented in both forms in various planes, so keep that in mind. Like the Leonin cats of Dominaria versus the Ikorian cats or Amonkhet cats.

ItJustMightWork on Sultai Mutate

4 years ago

Hello, this looks like a really fun mutate deck. I think the deck looks pretty cool, but I would have a few suggestions. It seems like your payoff, Trumpeting Gnarr, doesn't come out until turn 3. Maybe including Arboreal Grazer or Gilded Goose to be able to ramp into it turn 2 could make the deck stronger, as it gives you the additional mana and give you a body to mutate onto. While Thwart the enemy seems like a cool combat trick, I think maybe you could change out a few copies for some early ramp.

Another idea would be Thassa's Oracle over Jace, Wielder of Mysteries. Thassa's oracle wins sooner than jace, plus getting it early can help set up draws and give a body to mutate onto.

Hope this helps, this deck still seems pretty cool.

heftyschlumpf42 on WISHing for a good Mutate deck

4 years ago

Hi, thanks for the shell. I´m still playing with the numbers and some other creatures.

I added:

2x Trumpeting Gnarr

1x Pouncing Shoreshark

1x Archipelagore

1x Auspicious Starrix

Sharky can win you games on the attack with its flash 4/3 body and bounce but i don´t really know if ei like him enough to warrant him in here even as a one off. Starrix and Archi win the game mostly the turn they hit and only generate more value the longer they stay unanswered. Gnarr generates a lot of meat in a size that matters with 3 power. I really like him.

Things i cut:

2x Agents - i feel they just dont belong here without a way to bounce them

1x Parcelbeast - 2 seems like enough this deck ramps so much they seem overkill for the ramp and not needed for the mutate as they do nothing on their own. Might cut completely

1x Pollywog - They are great, but with looting, fetching lands and drawing / Illuna 3 seems enough

1x Sea-Dasher - Same reasoning as Pollywog above. I might add the 4th again though.

I´m debating changing the sideboard to a wishboard and the borrowers + 1 (shoreshark maybe) to fea of wishes.

SirQuixano on List of all infinite combos 2.0

4 years ago

(Spoilers for Ikoria)

Well, with Ikoria and Mutate being a thing, Kiki-Jiki, Mirror Breaker gets even more infinite combos, so I'll try to list all the new ones (19 of them spoiled so far). Essentially, mutate a nonlegendary creature ontop of Kiki-Jiki, have it copy itself, its copy also has Haste and the copy ability, so rinse and repeat for infinite. If you do this before your untap step, the tokens will be untapped then, although it takes a turn from the mutate usually. There are still other cards that can do stuff with untapped tokens or infinite etbs.

For the Nonenglish Spoilers, I'll just use their number. Sorted by Color Identity.

R- Kiki-Jiki, Mirror Breaker + Cloudpiercer/Everquill Phoenix

RU - Kiki-Jiki, Mirror Breaker + Archipelagore/Dreamtail Heron/Pouncing Shoreshark/Souvenir Snatcher

RG - Kiki-Jiki, Mirror Breaker + Auspicious Starrix/IKO #64/Gemrazer/Glowstone Recluse/IKO #165

RW- Kiki-Jiki, Mirror Breaker + Huntmaster Liger

RB - Kiki-Jiki, Mirror Breaker + Cavern Whisperer/Chittering Harvester/Dirge Bat/Insatiable Hemophage/Mindleecher

RUG Identity, RG and/or RU to pull of combo - Kiki-Jiki, Mirror Breaker + Trumpeting Gnarr

RGB Identity, RG and/or RB to pull of combo - Kiki-Jiki, Mirror Breaker + IKO#178

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