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.
|Want (2)||CelticMike62 , kittenmilkshake|
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|Commander / EDH||Legal|
Arcane Adaptation occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
UB (Dimir): 0.97%
Arcane Adaptation Discussion
2 weeks ago
I declare them both and stack the triggers Varina first, then Zur so his resolves first. I tutor up an Arcane Adaptation naming zombie. How many cards do I draw/discard and how much life do I gain from Varina’s ability?
2 weeks ago
Hey, interesting concept, but your deck is kind of all over the place. All the combos are with Conspiracy, but Arcane Adaptation which is in the sideboard is the same effect, but a better card because less CMC and easier casting cost. I think you want Adaptation as a backup Conspiracy effect.
The game plan is to get an Adaptation effect to make all your creatures Zombies. Consider expanding on the current Zombie theme of The Scarab God, Door of Destinies, Lich Lord of Unx, Undead Alchemist, Gleaming Overseer, Liliana, Death's Majesty and Rooftop Storm? More Zombies that way you can have a more functioning deck without an Adaption effect. Play more Zombies and keep some good nonZombie creatures who then become better with an Adaption effect. Take more advantage of Doubling Season by expanding on the Zombie token theme?
Zombies to consider adding:
- Cryptbreaker: tokens.
- Grave Titan: tokens.
- Endless Ranks of the Dead: tokens.
- Ghoulcaller Gisa: tokens.
- Dreadhorde Invasion: tokens.
- Sidisi, Brood Tyrant: tokens.
- Cemetery Reaper: tokens.
- Sidisi, Undead Vizier
- Diregraf Captain
- Fleshbag Marauder
- Midnight Reaper
- Undead Augur
I offer more advice. Good luck with your deck.
3 weeks ago
Rith probably isn't the best saproling commander. I think you just lose too much value being unable to play AEther Mutation, Ghave, Guru of Spores, Slimefoot, the Stowaway, Sprouting Thrinax, and Supply / Demand. Lifegain always seems like a good idea, but it just adds in the extra step of having to find a way to win the game. If you load up on Blood Artist effects in black and WB, that gives you a better way to affect opponents than hitting a critical mass of creatures to deal 120 combat damage. You also miss Arcane Adaptation, Xenograft, and Conspiracy by not playing black and blue, which seem good.
As for general card replacements, the ramp package is where I see the most room for improvement that is easy on the budget. I highly recommend taking your cues from Dana Roach's EDHREC article on green land ramp.
In general, I would lean away from auras, with the possible exception of Verdant Embrace- there are a few cards like that missing, so I'd check out the saproling cards on Scryfall. That would also be the place to look for tribal cards, although you can also see the most popular ones on the general tribal page and saproling tribal page at EDHREC.
1 month ago
1 month ago
Okay, sorry for the super late reply. I had it all typed out and the damn site bugged out on me and I lost everything.
Commander / EDH
SCORE: 1 | 154 VIEWS | IN 1 FOLDER
So this deck is like a year old. I need to update about 1/3rd of the non-land cards in it.
The original concept was as follows:
- Use Changelings to bring out "Dragons" on curve
- Ramp and reduction to assist with costs
- Use token generators to flood boardstate
- Use Conspiracy, Arcane Adaptation, Xenograft and Day of the Dragons to force tokens into becoming Dragons
The issue is that it's slow. It needs more Dragons and protection. I plan on dropping the majority of the token generators, along with the last bullet point to simply add in more natural Dragons. Some I can think of off the top of my head are Venomous Changeling and Shimmer Dragon, as well as Birthing Boughs.
I'd like to keep Thopter Spy Network as the card advantage is very powerful.
I need to add in counter spells to protect me against wrath effects, as well as some light recursion tricks to help bring back anything that is picked off.
I also need to rework my draw potential, to keep pressure on the boardstate.
It's effectively a Dimir Aggro, which is hard to pull off. I do have this current deck in real life, so changing 15 - 20 cards isn't that big of a deal.
Anyway, the deck works under a three-pronged approach, which is how I build the vast majority of my EDH decks:
- Ramp / Reduction
- Play Dragons and attack
- Protect Dragons at all costs
Because of how Silumgar, the Drifting Death works, each combat step is effectively going to be a wrath. This means I don't need to add removal in here, because Silumgar himself does it for me. While Silumgar does have Hexproof, keeping him back on the sidelines is an easier way to ensure he stays safe.
Because I need to attack each and every single turn, I am constantly open to assaults. However, if played right the majority if not all creatures should be wiped off the board. In my experience, once a wrath settles into play, it is nearly impossible for any opponent to recover from, because at this point anything they play dies before they get a chance to use it. It becomes sort of a soft lock on the game, with the only way out being to remove my boardstate via wrath - which is why counter spells are important.
So I have a bit of work to do, but this is the older version.
It is a slower deck, so faster decks can generally out-pace it. In a 1v1, this spells the death of the deck. But in a 4-player pod, most of the time faster decks play slower as nobody wants to instigate the first move. In my experience, this gives me ample time to build a small army and swing for attacks.
Silumgar doesn't need to attack, which means once you drop the mana to bring him out, you generally wrath from that point forward.
1 month ago
1 month ago
So this deck is marked under 'help,' so I'll list my recommendations. Feel free to ignore any/all of them:
Some of your choices of countermagic seem questionable. Is there a reason you're running Withering Boon over something like Remove Soul or Essence Scatter? I guess the blue spells can be Pyroblast-ed, but I feel like not having to bolt yourself is worth it for the marginal added risk.
You may wish to consider running Preordain in addition to your Brainstorm and Ponder. Like in Legacy Delver decks, it isn't as good since you'd need to top both cards with the scry to guarantee a high CMC flip off Yuriko, but I feel like one-mana cantrips are likely good enough to run regardless.
There are some evasive creatures worth running in Yuriko because their ETB effects are good and ninjutsu bounces the creatures. I'm thinking of things like Baleful Strix, Snapcaster Mage (if you want to invest money), Trinket Mage (which can fetch Sensei's Divining Top, Sol Ring and any other 1-cmc artifacts you want to run), Spellseeker... If you want to go deep, Thalakos Seer works well with Ninjutsu, too...
You might also consider running Conspiracy or Arcane Adaptation. I like Arcane Adaptation a lot more (it costs less mana) but both are good, and if you need a third version Xenograft works. They'll make things like Gingerbrute trigger your Yuriko.
Some 4-cmc instant-speed card-draw seems alright; you leave up mana for a counter, and if you don't need it you get a draw. Consider things like Fact or Fiction, Chemister's Insight, Glimmer of Genius, Frantic Search, Gush, Thirst for Knowledge, Inspiration... They'll ding your opponents off a Yuriko flip and give you something to do with mana you don't need on their end steps.
Idk how competitive your meta is, but consider running Narset, Parter of Veils and/or Ashiok, Dream Render. These two hose card-draw and fetches/tutors, which are all very common as you go higher in deck power level. I especially like Narset, Parter of Veils with Windfall or Timetwister, but that'll depend on your particular moral compass.
Lastly, if you up the amount of artifact ramp in here you can lower the land count and make flipping a land off Yuriko less common. While it may be dangerous to go lower than 30 lands if you're not running things like Mana Crypt, Mox Diamond or Mox Opal (which you should run if your groups allows proxies), you may have luck running things like Talisman of Dominance, Arcane Signet or Fellwar Stone. If you don't land a turn-two general, these'll ramp you for the later game; and even if you do, flipping them off Yuriko's trigger is better than flipping a land.
Right. That's all I got -- let me know if you have any questions.