Enchantment — Aura
As Metamorphic Alteration enters the battlefield, choose a creature.
Enchanted creature is a copy of the chosen creature.
Printings View all
|Core Set 2019 (M19)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Metamorphic Alteration occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Metamorphic Alteration Discussion
1 month ago
Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.
As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.
1.) River cards:
River of Tears not the best land you could find, but fits in there
Underground River certainly an essential
Bad River cheap fetchland fitting the theme
Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)
River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw
Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though
Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage
Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme
2.) Cave cards:
Cavern of Souls choose Surrakar and it becomes Surrakars' caves! / expensive though
Rhystic Cave fun land with flavour
Gemstone Caverns not sure if it fits the theme
Cryptic Caves card draw / works just fine with [card:Crucible of Worlds] if you go for it
Waterveil Cavern nice flavour / bad card but who minds?
Cavern Harpy really good interactions with Yarok, can be used for some etb-abilities abuse/combo
Ice Cave just a funny card I wanted to give a shot there, not sure if it's something worth
3.) Cloning your Surrakars cards:
Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned
Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration
Mimic Vat classic card, not the most flavourful
Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning
Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo
Metamorphic Alteration also a nice one
Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars
Unstable Shapeshifter funny card, a quality+ illustration
Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok
Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok
Supplant Form let's just assume for a while that this is Surrakar's magic lel
Dual Nature yeh it is slow, but it is strong / interactions with Yarok
4.) Tribal outlet:
Metallic Mimic one more Surrakar buffing your Surrakars, despite lacking a Surrakar-ish illustration
Herald's Horn will also work with Shapeshifter if you add some
Vanquisher's Banner I don't particularly like it, but still worth mentioning
Brass Herald good interaction with Yarok
Kindred Discovery good interaction with Yarok
5.) Yarok outlet
Panharmonicon I know your strategy is different, but I always find it more interesting when your commander actually is useful
Yarok's Fenlurker flavourful, fine card
Bala Ged Scorpion flavourful, ok/bad card
Bojuka Bog flavourful, fine card
6.) Other cards
Memory Plunder for the illustration
I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!
5 months ago
I'm thinking of removing Brainstorm , Leafcrown Dryad , Whispersilk Cloak , Sigil of the Empty Throne , Clever Impersonator , Rampant Growth , Explosive Vegetation , Growth Spiral , Long-Term Plans , Hubris , Enlightened Tutor , Nylea's Colossus and Finest Hour .
For Song of the Dryads , Kenrith's Transformation , Metamorphic Alteration , All That Glitters , Ethereal Armor , Argothian Enchantress , Arcane Signet , Darksteel Mutation , Frogify , Kasmina's Transmutation , Skyshroud Claim , Duelist's Heritage and Farseek
6 months ago
After looking at the deck, I do not think that I have enough instant/sorcery that I want to copy with Dualcaster Mage . I normally do not want to pay / and to copy a spell 4 times, think it’s a bit overkill. Thanks for the suggestions though. <3
6 months ago
6 months ago
8 months ago
If you controlled Arcane Adaptation naming Werewolf and Vildin-Pack Alpha , then cast Flicker on your Abolisher of Bloodlines , it would reenter as Voldaren Pariah Flip, then trigger Vildin-Pack Alpha 's ability and transform into Abolisher of Bloodlines , triggering it's own ability.
If you control Abolisher of Bloodlines enchanted with Metamorphic Alteration choosing Jace, Vryn's Prodigy Flip and tap it to draw a card and discard a card while you have enough cards in your graveyard, you will exile Abolisher of Bloodlines then return it to the battlefield transformed as Abolisher of Bloodlines (causing Metamorphic Alteration to be put into the graveyard, as the object it was enchanting left the battlefield). As it entered as Abolisher of Bloodlines instead of transforming into it, it would not cause it's ability to trigger.
9 months ago
9 months ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.