Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's converted mana cost.
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|Commander 2016 (C16)||Rare|
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|Commander / EDH||Legal|
Aura Mutation occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Aura Mutation Discussion
1 month ago
If you're concerned with overall CMC of the deck I would replace the Aura Mutation with Mythos of Nethroi and counter-balance it by replacing Armadillo Cloak with Dragon Fangs. You do lose the life-gain and it does give less power and toughness, but it's not a 1-time effect as you can always enchant your commander with it from the graveyard for free. Having consistent trample would really help your commander in being able to trigger his effect after all and you have plenty of other ways to give lifelink as well.
With that change the total CMC of your deck would stay the same as you're swapping a 2-cost and 3-cost for a 3-cost and a 2-cost.
1 month ago
Also remove Ring of Three Wishes for Increasing Ambition. You will have to spend 20 mana for the ring to cast it and activate it over the course of 3 to 4 turns to maximize its value. Increasing Ambition will cost you 13 total mana to both cast and recast it over a span of 1 to 2 turns. Both cards will find you 3 cards in your deck, so I think the Ambition is a strict upgrade.
1 month ago
For only one mana more, you can play Aggressive Mammoth instead of Thundering Ceratok. For two more mana, you can play Akroma's Memorial. For three more mana, you can play Craterhoof Behemoth and just win the game.
For only one mana more, you can play Aggressive Mammoth instead of Thundering Ceratok. For two more mana, you can play Akroma's Memorial. For three more mana, you can play Craterhoof Behemoth and just win the game. There's also Archetype of Aggression or Brawn if you want to go cheaper.
In terms of cards to cut, Emmara Tandris is really overpriced for the body and the ability. You are also playing a bunch of untappers which I don't quite understand, like Hyrax Tower Scout, Village Bell Ringer and Sparring Mummy. I see they work with Combat Celebrant, but that hardly seems worth a slot in your 99 and could be better served as some else. Marisi is a great card, but might not be good enough for this deck. Conclave Phalanx also seems pretty weak compared to other cards you could be playing. Spirit of the Hearth also seems a bit random. Elbrus seems fun, but not likely to do much. Removing these cards is going to help focus your deck with more synergy and also speed it up with more ramp.
I hope this helps.
3 months ago
Very cool! I have a similar Karona deck: Gift of War
You might like these cards: Assault Suit, Seed the Land, Darien, King of Kjeldor, Tahngarth, First Mate, Artifact Mutation, Aura Mutation, Infernal Genesis, Sword of the Animist, Moonsilver Spear, Armadillo Cloak, Alliance of Arms, Tempt with Vengeance, Flurry of Wings, Arachnogenesis, Forbidden Orchard, Angel's Trumpet
3 months ago
Ah, token decks are always a delectation to pilot! I have some recommendations, and thus you may heed as you see fit.
Now, in an aggressive swarm-style list, Druids' Repository seems all too immaculate. It allows for far too much ramp, far too early. Nature's Will fills a similar role. Growing Rites of Itlimoc Flip is another one that can send your board astir rather quickly, as well as drawing a card on entry (hopefully).
So, thirty-seven lands seems to be a rather high count. I would advocate for cutting one in place of a cantrip such as Once Upon a Time.
One more note: Dragonmaster Outcast is rather slow. It requires six lands, then the dragons have summoning sickness. If you are to make a cut, that's what I would recommend.
That shall be all from me, my liege. If you so wish, I have my own tokens list, as linked here:
May fortune betide you.
3 months ago
A couple things:
1) minus 30 points for having monocolor cards in your deck. (joking, of course)
2) are you sure about all of your rocks costing 3 mana? You should definitely be running Sol Ring and should probably be running the signets (Boros Signet, Selesnya Signet, and Gruul Signet) and the talismans (Talisman of Unity, Talisman of Conviction, and Talisman of Impulse).
4) while you have plentiful board wipes, some removal for noncreature permanents may not go amiss. Good ol' Naturalize, Disenchant, Nature's Chant, Return to Nature, Hull Breach, Artifact Mutation, Aura Mutation, are all pretty solid selections, but you should def look into multicolor creatures that can do the same thing.
5) some sac outlets would be awesome for this deck!!
3 months ago
If you're going to be fungi tribal, run Thelon of Havenwood as your commander.
If you're going to be saproling tribal, Ghave makes more sense, although you'll probably want to lean away from fungi and into Tendershoot Dryad, Verdant Force, Verdant Embrace, Necrogenesis, Verdeloth the Ancient, Aura Mutation, Death Mutation, Jade Mage, Nemata, Grove Guardian, Seed Spark, and Morbid Bloom.
If you just want pure power, Ghave combos by accident. I'm not sure how popular he is now, but he was considered cEDH at one point. Check out his EDHREC page.
4 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!