Cavern Whisperer

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Cavern Whisperer

Creature — Nightmare

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.)

Menace *(This creature can't be blocked except by two or more creatures.) *

Whenever this creature mutates, each opponent discards a card.

MrKillStar on Konrads wrath

3 years ago

Hello there, fellowr Syr Konrad player!

You could check my own Syr Konrad, the Grim's deck: For the Void to see how I went with him, why did I chose the cards I chosen and maybe you'll see some cards you might like too. Some feedback and upvote would be very appreciated aswell! :)

First things first, type CMDR behind "1x Syr Konrad, the Grim" in your decklist to specify him as a commander.

Second, I would probably avoid discard cards like: Mind Rot,Cavern Whisperer when its not discard focused deck.
Same would go with Underworld Dreams.. yes, it can punish some decks for their big card draws, but doesnt really fit the idea of the deck that well. But you could always add Peer into the Abyss which pairs with Underworld Dreams really well.

Next cut would probably be some creatures that doesnt really do much and other cards:

1) Barrow Witches - your only Knight is Syr Konrad, which you will 99.9% times cast from command zone anyway.
2) Feral Abomination - for 5/5 deathtouch is kinda meh, something that generates tokens would be much better, with so many creatures, cards like Pawn of Ulamog and Sifter of Skulls are nice budget options (even when token creature dies, it goes to graveyard -> triggering Syr Konrad's ability, then insantly vanishes).
3) Squelching Leeches - this can grow fairly big if you play for a lot of turns, but without anything that ramps your Swamps out quick, its just slow dumb creature.
4) Vampire Opportunist - its ability is really expensive just to drain 2 life.
5) Im sure you could replace much more creature for something more usefeul, either a card draw, removal, sacrifice outlets or more token generators. 6) Merciless Resolve is worse version of Altar's Reap, which is now worse than Village Rites.
7) Pharika's Libation - Im personally fan of this removal, just because your opponent can choose what to sacrifice. Feed the Swarm is definitely a better option.
8) Kaya's Ghostform - Kaya's Ghostform is okay, cheap protection for only one . You could add more protection, like: Malakir Rebirth  Flip, which works even better, because its an instant speed "protection" and can also be used as a land if needed.
9) Evolving Wilds - no need to run this at all. You would be better to switch it either for an additional Swamp or some other utility land. Also Myriad Landscape is cheap budget option to ramp a bit, but its quite slow.

Some cards you could throw in:

1) Cabal Stronghold - budget version of Cabal Coffers, which can tap itself for and adds a decent number of black mana later on.
2) Crypt of Agadeem - with so many black creatures in your deck, this could ramp you a lot. Costs few dollars, but is definitely worth it in mono-black decks like yours.
3) Some mana rocks and spells to help you with ramp, so you won't fall behind that much should help for sure. There is plenty of mana rocks you could use, starting with Sol Ring/Mana Geode/Arcane Signet, also something like Bontu's Monument, Charcoal Diamond. There is also Culling the Weak/Dark Ritual/Cabal Ritual to give you some fast mana, on top of Bubbling Muck and Songs of the Damned. If you browse some other decks and the internet, you can find plenty of mono-black creatures and/or artifacts that can ramp your super fast.
4) Again, with so many creatures in your deck, try to get Morality Shift - which could easily take out all your opponents at once with Syr Konrad on Board. More creature returning spells from yor graveyard could be: Gravepurge/Forever Young and Death Denied. Gravepurge and Forever Young works even better with something like Bolas's Citadel, enabling you to cast those cheap creatures right away and possibly even sacrifice them, triggering Syr Konrad's at least twice each time.
5) In my opinion, super strong card like Tortured Existence. It can easily trigger Syr Konrad's twice, getting big creatures into your graveyard to reanimate them later, get cheap creatures back into your hand to re-cast them again, save some creatures from graveyard hate and works well with Desecrated Tomb. All that at instant speed, as many times as much you got to pay! And its really $cheap.

multimedia on Otrimi Plays Hard

3 years ago

Hey, nice budget upgrades to the precon: Sea-Dasher, Reconnaissance, Brokkos, and Triome.

Elusive Tormentor  Flip and Troll Ascetic are two budget creatures who you want to mutate with Otrimi. Tormentor for Insidious Mist when mutated with Otrimi makes a 6/6 hexproof, indestructible, unblockable, trample Beast. Discard a creature with mutate to flip Tormentor and recur that creature with Otrimi. The combination of hexproof and regenerate of Ascetic is powerful with mutate.

Hexproof is key and it's wanted because it protects the creature you're mutating to from targeted removal before it mutates and then after it protects the mutate pile so you can safely mutate again. Swiftfoot Boots can equip to any creature you control giving it hexproof.

( > = could replace)


The manabase of the precon is not good and you haven't changed it much. The color fixing is not good enough to be able to consistently cast Otrimi. Needing three different colors and having 11x basic Forests is going to be problematic without more color fixing.

On a budget, a manabase change to consider is to add the Bounce lands: Simic Growth Chamber, Dimir Aqueduct, Golgari Rot Farm in place of other lands that ETB tapped. With Bounce lands have to return a land you control to your hand (bounce) and they interact well with a basic land to bounce. They help with color fixing since you tap them for two different colors of mana.

More Signets can help with faster ramp and color fixing. Arcane Signet is great, but there's three other budget Signets to consider adding: Simic Signet, Golgari Signet and Dimir Signet (Ravnica version). A Signet is helpful since any basic Forest or any other land can be used to make two different colors of mana.


Shared Summons is a budget instant creature tutor that can put any two creatures into your hand. Jarad's Orders is another creature tutor that puts a creature into your hand and any other creature into your graveyard such as one with mutate to recur with Otrimi. Primal Empathy can be repeatable draw source or repeatable source to make Otrimi bigger. Season of Growth can be another repeatable draw source, any time you cast a creature for it's mutate cost targeting a creature to mutate.

Good luck with your deck.

abby315 on Meren to Nethroi

3 years ago

The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:

Biogenic Ooze Blade Splicer Master Splicer
Maul Splicer
Sensor Splicer
Noosegraf Mob
Chittering Witch
Creakwood Liege
Akroan Horse
Pentavus
Deep Forest Hermit
Deranged Hermit
Nut Collector
Duplicant
Geist-Honored Monk
Ghave, Guru of Spores
God-Eternal Oketra
Hornet Queen
Izoni, Thousand-Eyed
Tendershoot Dryad
Trostani Discordant Trostani's Summoner

Most of the above cards create creature tokens, so you'll probably want the usual: Doubling Season, Anointed Procession, Parallel Lives if you include a lot of them.

Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:

Arboreal Grazer
Birds of Paradise
Devoted Druid
Incubation Druid
Faeburrow Elder
Custodi Soulbinders
Embodiment of Agonies
Fertilid
Golgari Grave-Troll (also a great include because Dredge can fill your GY)

And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:

Cubwarden
Auspicious Starrix
Cavern Whisperer
Gemrazer
Dirge Bat
Mindleecher
Migratory Greathorn
Necropanther
Sawtusk Demolisher

...all seem like good includes.

Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.

Have fun!

DoIStillLoveIt on The Inescapable Grave

3 years ago

This is exactly the kind of deck I was thinking of last night, definitely borrowing your list to playtest on Cockatrice. Seems like Skullbriar got a massive upgrade with keyword counters.

What are your thoughts on some of the other keyword counter cards? I realize Blood Curdle is not a great rate for a kill spell, but it is an instant and gives evasion to Skully? Duskfang Mentor and Hornbash Mentor both bestow useful evasion counters and +1/+1 counters. Unbreakable Bond seems solid as a way to get back a stacked, dead Skullbriar and give him lifelink.

Also, mutate seems like an interesting option for non-human voltron. Specifically, Dirge Bat, Cavern Whisperer,

triproberts12 on Mutate/Infect deck ratios

3 years ago

Unlife, makes sense. The mana sources might be a bit conservative for an aggro deck, and I probably don't have much room for self-mill. I think that this deck might rely a little more on Otrimi than the typical Mutate deck, ironically enough, though. A 6/6 Trampling body for 4 mana is about the best Mutate outcome for an Infect deck. It's kinda weird, because I've been listening to set reviews and whatnot, but while Parcelbeast and Sea-Dasher Octopus might be some of the best options in a non-Infect deck, mutating either on top of a Cystbearer is a worse end result for the deck's strategy than something derpy like a Cavern Whisperer. I feel really weird thinking of Flensermite being better than Blighted Agent or Spinebiter on account of the same reasoning.

SirQuixano on List of all infinite combos 2.0

3 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