Creature — Mutant
Activated abilities of creatures you control cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Biomancer's Familiar Discussion
23 hours ago
Unless you're literally only trying to combo or somesuch, there really is no reason not to use cost reducers with Kenrith. I would consider my Kenrith deck's best card in the 99 to be Biomancer's Familiar, and have been able to consciously tell the power level difference in having or not having Zirda in the deck.
The fact that "only" a few cards benefit from them doesn't matter when one of them, you always have access to, and his cost-reduced abilities are incredible.
1 day ago
Nice deck! Your curve is medium (avg 3,54) and you produce enough mana with treasures and rocks to compensate for it, so the land count should really be fine. I'd consider adding the remaining 5 Shock lands (like Steam Vents) instead of the taplands you mentioned and you should be good. The only problem you incur in by not having any basic lands is that an occasional Path to Exile, or similar effect, will have you fail to find a basic land in your deck. If the aforementioned circumstance is a worry to you, just add 1-2 basics over the triomes and you're good, else ingore it completely. If you notice a lack of mana in the next few games, consider adding 2-3 lands and try again. It's absolutely not straightforward to round down exactly how many lands a deck needs, take your time. Another set of good lands would be the Battlebond lands, i.e. the ones that enter untapped if you have at least 2 or more opponents, like Bountiful Promenade
As a small addition to my comment: have you considered cards like Brudiclad, Telchor Engineer and Reflections of Littjara? They seem like a good fit in your deck over some cards like Hoarding Ogre and Skullport Merchant. Moreover, another good effect to have would be all the activated ability cost reducers like Training Grounds, Biomancer's Familiar and Zirda, the Dawnwaker, to really enable Kenrith to do a lot more.
2 weeks ago
4 weeks ago
New cards arrived today - woot!
Only a handful of replacements
Joining the team (from my MTGA Brawl deck)
Nothing crazy as I'm trying to keep this deck fun with a chance to win out of no where. Hence the decks name :)
Any ideas are welcome!
1 month ago
1 month ago
I am very confused by this deck. It has a lot of good cards, but I can't make heads or tails of the strategy. I don't think the Eldrazi are a good fit here, simply because you don't have enough ramp to consistently get them out. If you want to run a bunch of really big cards with high CMC, you might consider cards like Fist of Suns or Jodah, Archmage Eternal. You probably want to run both Zirda, the Dawnwaker and Biomancer's Familiar to get a discount on Kenrith's abilities. I can't figure out what Freed from the Real and Pemmin's Aura are in there for. Is there a combo I'm missing? I guess they combo with Bloom Tender for infinite mana, but you probably want more cards that make 2+ mana to make them worth the space in the deck. I also don't think you're running enough 2-drop or less instants to make Isochron Scepter work most of the time.
Lastly and most delicately - do you own all these cards? If not, which ones do you and don't you? Do you have a budget for your deck or for additional cards? What cards you do and don't own and your budget will make a difference on what recommendations I make.
1 month ago
1 month ago
You might like these too: Illusionist's Bracers , Training Grounds , Biomancer's Familiar , Azusa, Lost but Seeking , Exploration , Burgeoning , Sakura-Tribe Scout , Skyshroud Ranger , Walking Atlas , Budoka Gardener Flip, Llanowar Scout , Summer Bloom , Trench Behemoth