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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Beast
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.)
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
4 days ago
From a competitive modern standpoint, all of the following cards have super-impressed me and felt a lot stronger than they first appear:
Of course, every card is bad in the wrong deck, and these are no exception. Most of these cards do feel like they require more support than the average competitively-played card, but i’ve certainly found them all to pull their weight above-and-beyond what i’d initially expected.
2 weeks ago
I find my Sarulf runs much better with as few permanents as possible. You can use mutate creatures, such as Gemrazer and Sawtusk Demolisher as enchantments on Sarulf, and maybe something big enough you probably won’t be exiling such as Ghalta, Primal Hunger since your commander himself should make dirt cheap to cast, but beyond that I find a combination of ramp, removal, and protection for Sarulf will suit you best. Deathsprout is a great card I could recommend. Ranger's Guile is great because it can protect your commander, making him bigger.
4 months ago
From a competitive modern perspective, i’m surprised the following cards don’t get more love/hype:
5 months ago
You can link cards by enclosing them in double brackets.
The original and copies will each be targeting a different non-human creature. You will choose over or under for each. Your mutate stacks will each trigger their mutate abilities and each of the copy Gemrazer spells will resolve into a token and the mutate stack will be a token if it is put on top.
Final note: Radiant Performer is a human and therefore not a legal target for a mutate and will not make a copy for itself.
5 months ago
Hey, well done first attempt on a budget.
Something to consider is taking more advantage of Ukkima being unblockable for repeatable draw when it does combat damage to an opponent and the draw takes no additional mana which is key. These kind draw options could replace some of the mutate creatures since they're only consistently going to trigger once when you mutate Ukkima.
Yes, you could mutate Ukkima again, but you don't have enough mutate creatures for that to consistently happen and most mutate takes a lot of mana which is really not worth it. You're more likely to do combat damage to a player with Ukkima then to mutate since all you have to do is attack. Some mutate creatures are better than others such as Sea-Dasher Octopus and Gemrazer.
- Keen Sense --> Mindleecher
- Curiosity --> Pouncing Shoreshark
- Sea-Dasher Octopus --> Dreamtail Heron
- Mask of Memory --> Cavern Whisperer
- Whispering Madness --> Auspicious Starrix
- Reconnaissance Mission --> Souvenir Snatcher
- Gemrazer --> Insatiable Hemophage
To take advantage of mutate with Ukkima you really want ways to return Ukkima to your hand since that will also return all the mutate creatures if they're mutated to Ukkima such as Crystal Shard. This lets you cast all the mutate creatures again to get the mutate effects again. I don't think it's worth including these effects, but they're options to make Ukkima better with mutate. Repeatable draw gives you more card advantage without having to jump through hoops or spend a lot of mana.
It's helpful in Commander when you have at least 10 draw sources and at least 10 ramp sources to make gameplay smoother. I tend to have more than 10 sources of each of these, but start with 10. Sources that are repeatable are most important. Some more ramp could be added replacing some of the lesser creatures.
- One with Nature --> Vorapede
- Incubation Druid --> Master Thief
- Farseek --> Masked Admirers
- Fertile Ground --> Treeshaker Chimera
- Woodland Chasm --> Jungle Hollow
- Rimewood Falls --> Woodland Stream
Woodland Chasm and Rimewood Falls are budget lands that Farseek can search for, it can also search for Sunken Hollow. It's nice when 2 mana land ramp can get a dual land rather than just a basic land.
Masked Admirers is draw and it can be repeatable, but it's draw one card the first time for 4 mana and then combined for 6 mana each time after which is very lackluster. Treeshaker Chimera is also draw, but it's also 7 mana who wants to attack and hopefully die to draw, that's too much to draw three cards.
You could expand on the theme of +1/+1 counters with Forgotten Ancient. Who repeatedly puts a counter on itself each time any player casts a spell and then at your upkeep you can move any amount of counters from it to other creatures you control. The act of moving counters is the same as putting the counters on other creatures which triggers Simic Ascendancy.
- Forgotten Ancient --> Glowstone Recluse
Good luck with your deck.
7 months ago
StoryArcher Infect lists i’ve seen generally haven’t had issues running 2-3 colours, so unless you’re doing it for budget reasons, i’d strongly suggest running more than 1 colour.
I notice you suggest Karn's Bastion as a reason to go one colour - imo that card doesn't provide nearly-enough upside to justify running it in place of additional colours.
Gemrazer will turn one of your infect lads into a 4/4 trample-infect lad, and so has multiple uses as sideboard-tech.
7 months ago
The point of going mono-green is to straight streamline the mana.
Gemrazer looks very interesting - I'm not familiar with the card... does it work the way it seems like it works?
7 months ago