Darksteel Mutation

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Darksteel Mutation

Enchantment — Aura

Enchant creature

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

TypicalTimmy on All Will Be One

3 weeks ago

DemonDragonJ in reply to you Utter End, Anguished Unmaking and Assassin's Trophy, there is also Despark as well as Go for the Throat. Not to mention your Path to Exile, Swords to Plowshares, Darksteel Mutation, Song of the Dryads, Polymorph, Beast Within, that one blue destroy spell that makes it into a 3/3 green Ape...

Like, probably a dozen low-mv kill spells in these four colors.

Phule451 on [Primer] Helming the Host of Heaven: A Giada Guide

1 month ago

While I get the non-flying aspect I'd still highly recommend Irregular Cohort as with your commander out it gives you a 3/3 and a 4/4 for four that then boost any other angels you play by +2/+2. And since so many of your attackers are in the air, Darksteel Mutation is a great way to remove a problematic threat.

TypicalTimmy on Card creation challenge

1 month ago

There are plenty of reasons to sacrifice your own creature. For example, it will remove a pesky Darksteel Mutation. Likewise, Feldon of the Third Path can make tremendous work out of something like that.

Similarly, if you have a 0/1 plant token from an Avenger of Zendikar, you can drop a single token and effectively have no meaningful change to your boardstate.

Also, notice how it says you may exile five cards from a graveyard, but it never specifies yours. You can now exile the best cards from an opponents graveyard. For example, suppose they are using a Strip Mine combo. Now you can exile Strip Mine and end that nasty gamelock.

There are plenty, numerous reasons to choose the second option.

But no reason to be snarky about it ;)

Guerric on Faeries

2 months ago

I'd also add that you have great artifact and enchantment-based removal like Darksteel Mutation and Imprisoned in the Moon. I've found this super powerful in my Tuvasa enchantress deck, and prefer it to spell removal in the case of all but the most efficient cards (such as Swords to Plowshares and Path to Exile). These are especially good when you can use them at instant speed, which you can here with Leyline of Anticipation and Vedalken Orrery. One that I'd recommend that works even without these out is Stasis Snare, as you can flash it out at instant speed. I'd also add Coastal Piracy as a replacement for one of your less impactful draw spells. I'd personally replace Windfall unless you are running it to disrupt your opponents' tutoring, in which case it makes sense to keep it in. If you are just using it as a draw spell though, something like Piracy would be a good replacement.

This looks like a great deck and I look forward to hearing how you destroy your opponents with it!

SynergyBuild on [EDH][Primer] Sythis Enchantress Prison

2 months ago

General thoughts:

I find a lack of Blind Obedience quite interesting. You seem to run Authority of the Consuls, which is similar if a slightly edited variant of BO without the artifact hate, but having the consistency to not make Concordant Crossroads nearly as symmetrical seems important.

Wheel of Sun and Moon is a very powerful effect, however it seems strange to run in a list that can quickly ramp and empty its hand as well as a deck with access to Rest in Peace and Ground Seal.

Nature's Chosen is a beast with Cloudstone Curio loops and can oftentimes be looped to untap Sanctum Weaver or other mana producing effects very easily in a way that wins much quicker than Crossroads loops and often not need as many pieces nor as risky of effects.

Green Sun's Zenith seems quite better than Sylvan Tutor, and can be looped to allow you to never deck yourself in the case of Argothian Enchantress or Setessan Champion which is also great utility worst case.

Regrowth doesn't make much sense to me here, your deck has multiple pieces of hate for this card and little to no utility with it.

Song of the Dryads seems like a better variant on Beast Within or Darksteel Mutation combined into one. Just an effect that is able to add enchantment types to your list and replace some of your non-enchantments with the only cost being sorcery speed and the additions being commander hate and card draw.

Krosan Grip, Beast Within, and Generous Gift all are quite expensive for the effects they give, Path to Exile as well seems a little off for this list. I'd try to use threats in the form of Seal of Cleansing/Seal of Primordium/Journey to Nowhere/Parallax Wave which are not only tutorable, Hall of Heliod's Generosity's recursion, etc. all works on them, and many of them support an Opalescence combo strategy, with two of them being infinite combos with it and the other two being able to stop a sweeper from killing your field by removing your own Opalescence.

Shapers' Sanctuary seems quite weak in my opinion, just feels low-value considering how few of your creatures can be targeted/would be targeted anyway given your abundance of shroud effects.

The fetchlands in this number makes both your own Root Maze and Suppression Field field feel as though you are unprepared for your own hate. Maybe take out a Prismatic Vista or some enemy fetchlands?

Guerric on No Pain No Lifegain

3 months ago

Hi again! I might also add a bit more removal to the deck, since it is something that white does so well and will allow you to keep your opponents under control. While you have path and swords, Generous Gift is a premium white removal spell that can take out anything, including problematic lands like Cabal Coffers and the like. Oblation is sorcery speed, but can take out any non-land permanent, and I've found it to be really good. Winds of Abandon is also a good card because it can be either targeted removal or a boardwipe with the overload mode. You do have to be careful with the latter since you can potentially ramp your opponents a lot, but oftentimes you just need to remove blockers to win, and this is basically white cyclonic rift in that particular moment. Fateful Absence is a great new removal card from the new Innistrad sets, and good old Disenchant can efficiently remove artifacts and enchantments. Darksteel Mutation is sorcery speed, but an efficient way to sideline annoying commanders.

Wuzibo on Questioning the Iona Banning

3 months ago

"The only colorless removal i've tried to defend". I've already brought up scour. There are only two colorless removal spells. Introduction to Annihilation and Scour from Existence.

I'd defend running Scour from Existence too. You're paying 2 extra for instant speed and giving nothing in return.

There is nothing else to defend. That's why i haven't defended anything else. So that has no bearing on its feasibility.

It also isn't "to board against one commander." They're cards you can use in literally every game because they can exile any target permanent. Run graveyard hate? why do that when i can run permanent hate that gets the job done and offers more versatility? What actually sounds like the more "unfeasible" strategy, there? Running graveyard hate that is kind of just a dead draw vs a non-graveyard deck, or running a spell that does what the yard hate would do which i can also use to answer any threat on the board? It could always be blue artifacts. They don't care so much about getting stuff out of the graveyard. This answers their Darksteel Forge. This answers an enemy Zurgo Helmsmasher on your turn. This could answer Iona. This could answer emrakul if they were legal in the format. It's even a way to deal with a Bound in Gold or Darksteel Mutation. It's good vs every indestructible commander and every protection from colored commander. It even deals with stax. What's important too is that it has a permanent effect and it is not a permanent. Grafdigger's Cage can be blown up or countered, just like Relic of Progenitus and Rest in Peace. However, the colorless spells can only be countered. There's nothing to blow up. Scour can even deal with Urborg, Tomb of Yawgmoth to stop a Sheoldred, the Whispering One, or a Rogue's Passage. Sure ghost quartering them would be much better, but if you drew one and not the other, and that's what's killing you...

You framing this as something people run just to deal with iona is wrong. That would be like saying people only run RIP for the Helm of Obedience combo. That's not true at all.

Wuzibo on Weakest Mono Color

4 months ago

TypicalTimmy "win by turn 8" Oh yeah. Thats how purphuros works. Ideally cast turn 2.Turn 6 he's killed everyone. Thats why I only did krenko for a couple games and then made it a purphuros deck instead. All the same stuff works in it, basically, but it was faster, and that's what it had to be. Hidetsugu was the same, cast turn 3 or 4, by turn 6 or 7, everyone's life total is 5, and i have tokens so im swinging to win and lava axing someone for the meme.

However, my point about "how does a monored player respond to someone putting Darksteel Mutation on their purphuros?" still stands. Sometimes, you just really need to get rid of an enchantment, and the fact that red can't get rid of enchantments while every other color can makes it feel weak to me. Maybe that matters a lot more if you're trying red artifacts, but that might not be as viable as i think.

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