Arcane Adaptation

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arcane Adaptation

Enchantment

As Arcane Adaptation enters the battlefield, choose a creature type.

Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

kamarupa on Grave Collusion 5.0

4 months ago

Thanks, psionictemplar. I actually played my paper version of this deck for the first time in over a year last night and got 2 wins in 3 games in 1v1v1 multiplayer. I was SO freaking close to being able to steal multiple Siege Rhinos from one of my opponents but, unfortunately, I wasn't able to get an Agadeem Occultist down soon enough. By the time I did play one, I was already going infinite so I milled both opponents out before the Occultist recovered from summoning sickness. It was a super fun win, regardless. My friend that plays Siege Rhino has gotten so good at bouncing it, returning it from his graveyard, and even pulling it back out of exile that stealing it is probably the only way to really stop him from abusing it, so I was really hyped to have the chance; it just didn't work out.

There are def issues with this deck - 1) 4 colors means unstable mana-base, even with expensive lands. There's almost no fixing it. I have some builds that exclude white, but I decided Hall of Heliod's Generosity was useful enough (opponents like to remove Arcane Adaptation) that it was worth hurting the manabase - I could change my mind on that 2) the combos work best together because they rely on Allies to trigger, leaving little room for utilities, etc 3) the MV of many Allies at 5 makes the deck fairly slow in such a fast format. - All that said, I'm curious what non-budget suggestions you might have. Also, I love getting +1's, so if you don't have any suggestions, maybe that means you think it could deserve a +1? Regardless, thanks for taking a look and for you comment! Cheers!

sylvannos on Bloomburrow

10 months ago

Valley Flood Caller

This definitely goes infinite with something, right? This is like Pestermite with half of the Splinter Twin already built in. You can probably do something silly with Heritage Druid, Glimpse of Nature, and Arcane Adaptation. Then do something with Raise the Palisade to act like a Paradoxical Outcome combined with Wrath of God.

BobFromAccounting on The Colors Out Of Space

11 months ago

Maskwood Nexus and/or Arcane Adaptation. Now all your creatures are spawns or scions as you choose.

ToastedBagl on The Saga of Tom Bombadil

1 year ago

Arcane Adaptation could turn your praetors into gods to fetch them with The World Tree. Same with Conspiracy.

Resurgent Belief would add an endgame opponents would be afraid of.

Aether Snap would reset your saga counters.

Cleansing Meditation would be helpful in the mirror or just generally helpful against enchantments.

nhhale on “As ETB” vs. “When ETB”

1 year ago

I’ve noticed that certain cards say “As this permanent enters the battlefield, do XYZ” (XYZ usually being “pick a creature type”). Arcane Adaptation is one such card. Is this a triggered ability? Can it be copied (for example, to cause Arcane Adaptation’s static effect to apply to more than one creature type)?

Juicy_J82 on Bruvac's Millibuster

1 year ago

This looks like a sweet deck to play, and I forgot completely about Terisian Mindbreaker--I will have to give that a spin in my Circu deck.

In your defensive card explanations, I wanted to clarify one rules piece before it would come up for you at a LGS or anything. Fog Bank's ability isn't able to stop all trample damage. For instance, if a 6/6 with flying and trample is blocked by Fog Bank, the trampler only needs to assign damage equal to Fog Bank's toughness and then the rest could hit a player or planeswalker.

It's probably too fringe, and I've never built with Persistent Petitioners myself, but I always wondered if Arcane Adaptation would be fun with something like that so that all your creatures were Advisors. Anyway, +1 and a nice build!

DreadKhan on Sauron The Grixis Lord

1 year ago

If you want to keep your budget fairly low, there are the signets (Rakdos Signet, Izzet Signet, and Dimir Signet) and the talismans (Talisman of Dominance, Talisman of Indulgence, and Talisman of Creativity) to start with, but Grixis has access to a really good new option, Relic of Sauron, which I think is great. I'm not sure if it's really a good card, but Firemind Vessel exists. There is also Myriad Landscape, which can find a colour you don't have yet (and gets 2 of that colour). An option if you keep your fairly high (which is fine btw) land count would be to replace a land with Temple of the False God.

Since you actually need to ramp a few times from 3 mana to cast Sauron, you might run something weird like Dreamscape Artist, that can help get you to Sauron mana to get your deck online, including fixing your mana. It's incredibly janky, but Apprentice Wizard can help cast Sauron's colourless cost.

I could be wrong, but I think Arcane Adaptation is usually better than Xenograft. I think Maskwood Nexus is also better. I think you could find much better cards than Ugluk, including many that are lower to the ground. Foray of Orcs is not very high impact for the mana when there are cards that can just remove any creature for less mana, or cards like Fateful Showdown for similar. I would even play Fire Covenant over it. Torment of Golum sounds to me like an outright bad card, ymmv, but I think you can find something that works similar for less. I'm also unsure if Surrounded by Orcs is worth casting, adding only 3 power isn't very impressive, and if the army dies you lose the buff forever.

You can certainly shave some lands if you add more ramp sources, though I wouldn't go below 36 lands with a 6 mana Commander that needs 3 colours to cast. You can sneak that lower with a better mana base, but that increases the cost. If you lower your land count to 36, you could also look at the Guild Bounce lands, Dimir Aqueduct, Rakdos Carnarium and Izzet Boilerworks, each of these is a dual land that is cheap and helps you hit more land drops. They aren't great if you have lots of 'Enters tapped' lands, but without mostly Basics they are solid in a 3 colour deck. Guildless Commons also exists, but in a 3 colour deck I'd be more leery of it.

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