Darksteel Mutation

Darksteel Mutation

Enchantment — Aura

Enchant creature

Enchanted creature is a 0/1 Insect artifact creature with indestructible and loses all other abilities.

Latest Decks as Commander

Darksteel Mutation Discussion

plakjekaas on Path to Exile or Swords …

4 days ago

TypicalTimmy a slight correction: you said Darksteel Mutation's target isn't a Commander anymore, but that's not true. The card is still your commander, and if you could load it up with +1/+1 counters, that would still count as commander damage. Which has been relevant for me more than once '^^

jamochawoke on Path to Exile or Swords …

4 days ago

The hell is with people's rudeness today? Not even just here, seems to be the theme of the day. Lol.

Unless they're playing in red or black, they're running enchantment removal, and black can just sacrifice the commander usually in the case of Darksteel Mutation (I've never seen a black deck that doesn't run some kind of sac outlet) and while it may be a real problem for red there are some options there that should be run like Chaos Warp and most red decks including the ones I run have some kind of cheap land destruction that would make Song of the Dryads a good target to get your commander back. In my red deck where colors matter I just change the color of the enchantment to blue and use a blue destruction spell like Active Volcano, Pyroblast, Red Elemental Blast.

Aside from a few slinger decks I'm usually running voltron or some other type of combat-based shenanigans (I love combat), and until I draw into my trample or flying cards that 0/1 indestructible is going to be a major pain in my ass for many turns. Usually people don't want to block with their commanders if your creatures have deathtouch or double strike or are running combat tricks or what have you but they will definitely block with this just because they always can. I also saw someone put that on their enemy's Voltron commander and they just went Voltron with that 0/1 with the added effect of it being indestructible when the board had already used up their Exile based removal and destroying that enchantment would make the Commander way worse. Hooray?

TypicalTimmy on Path to Exile or Swords …

4 days ago

I think the two best Commander removals in the game are Darksteel Mutation and Song of the Dryads. They remain on the battlefield, but they aren't Commanders anymore. Even enchantments that tap them down, they can still have activated and triggered abilities kick off. These two wholly shut them down. Unless your opponent has enchantment removal or bounce spells, they are screwed. There are other, more creative ways such as sacrifice outlets but in general, they need to get rid of the enchantment. And, in my personal experience, enchantment removal is the least common type of removal played - which is exactly why I prefer to go enchantment heavy. Makes my boardstate virtually untouchable in most cases.

metalflame on Sharuum the Hegemon

5 days ago

Darksteel Mutation could be swapped for the Suspension Field, or Counterspell.
Given the heavy ETB id say lean way into the white, and blue flicker cards. It will supercharge your deck. Its the best color for that effect too.

Niko9 on I'm either crazy Aura genius!

3 weeks ago

Nice deck! I love a good aura deck. It just feels very old school magic goodness, you know?

I can think of a few things from my white deck that may or may not help. Up to you, but I figured I'd mention.

Sejiri Shelter  Flip is a great MDFC that can take a land slot. It can save you creatures in a pinch or power through that Serra Avatar for a KO.

Blaze of Glory effects can be really funny/oddly powerful with protection and umbras. Things like Entangler Valor Made Real Guardian of the Gateless Give No Ground Palace Guard I kind of love valor made real. You don't always end up playing it, but when you do, it's a huge surprise. And you can even throw it on an opponent's creature if it seems like it will swing something big. One of my favs is to Darksteel Mutation one of my creatures if I don't need it for removal and then put an Entangler on it : )

Sevinne's Reclamation can get you back some of your auras and most important, it can get back Prison Term Darksteel Mutation and other removal enchantments back, which can really be powerful.

Cast Out is a little expensive, but it's really nice that it can hit a variety of things at instant speed. Exiling things to break up combos can be really useful. And cycling is kinda nice sometimes.

Might think of some other ones. My decks are packed up right now, but that's what I could think up off the top of my head. Not sure if it helps or not, but just throwing some ideas : )

Oh and Moon-Blessed Cleric gives you a tutor and a decent body to put auras on. Every time I play her I feel like she's way better than I thought she'd be.

Niko9 on Budget - Marisi, Breaker of the Coil - EDH

1 month ago

It looks pretty solid all in all, and the only thing that jumped out at me was Blade of Selves Because why not goad everyone at everyone when you can? It might not be super budget anymore, but it seems like it goes with the deck so well.

Oh, and there are a few other Pacifism type effects that have been printed in recent sets that are usually slight upgrades. Trapped in the Tower Bound in Gold Skyclave Apparition Fiend Hunter or there are the classic removal stuff like Darksteel Mutation or Generous Gift

Also, Unquestioned Authority if you want another Spirit Mantle effect.

Just a few minor tweaks because really, it looks quite nailed down. How much removal does Marisi draw? I feel like all of my commander decks would try to remove him as fast as I possibly could :) That might be the mark of a pretty sweet deck.

Phule451 on Trelasarra PLEASE HELP MAKE MORE COMPETITIVE

1 month ago

Tragic Arrogance is one of the best board wipes out there. Darksteel Mutation is a great way to deal with problematic commanders on the other side of the board.

Caerwyn on Kinship Question

2 months ago

I have a few additions to the above response--it answered your main question, but I wanted to make sure your question of "what exactly is a creature type?" was fully explained as well.

"Creature Types" are the subtypes relevant to Creatures and Tribal Cards (ex. Elvish Promenade). The 261 (as of the time of writing) different types of creature type are defined by Rule 205.3m, which is fairly lengthy so I have covered it by the spoiler block below.

As noted in the above answer, each of these exist independently from one another, so a creature that "Creature - Elf Warrior" is both an Elf and Warrior.

However, there are a few points I think are also worth mentioning:

  1. If your Winnower Patrol gains a creature type, such as with Angelic Destiny, then it will be a Creature - Elf Warrior Angel, and any of those three creature types could implicate Kinship. Or if it loses creature types, such as with Darksteel Mutation, it will only have the relevant creature types (Insect in this example).

  2. As noted above, Tribal cards also have creature type. Winnower Patrol's kinship ability will "see" Elvish Promenade because Promenade shares the Elf creature type, even though it is not a creature.

  3. Changeling is a characteristic defining ability that means the card has all creature types. Kinship will see a card with changeling, such as Woodland Changeling or Crib Swap.

Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Army, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Azra, Badger, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beeble, Beholder, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demigod, Demon, Deserter, Devil, Dinosaur, Djinn, Dog, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gargoyle, Germ, Giant, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Halfling, Hamster, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Insect, Jackal, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mouse, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Sculpture, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warlock, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
Load more