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| 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Migratory Greathorn
Creature — Beast
Mutate (If you cast this spell for the mutate cost, put this 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 mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Crow_Umbra on How many Mutate creatures for …
2 months ago
Hi there I saw your post earlier and finally have some time to reply. I used to play Brokkos, Apex of Forever as a commander a few years back. There are some parallels, but definitely will have a different approach given the access to Mutate in the Command Zone.
Given that consistent access to Mutate, I focused more on Mutating Brokkos onto a "host" that either had built in evasion, or had some combat damage trigger. I ran only a handful of other Mutate creatures, partially because I had Brokkos, but also because I felt that only a handful were worth running. I think the handful that I used were:
I think Mindleecher may have been in the deck for a bit. The other thing I did was run a couple of Blue clone effects in the deck to copy Mutate stacks. Mutate is in that tough spot of being a fairly cool mechanic, but also kinda convoluted and lacking support. Besides clones, I think that blink effects in blue could be useful as either interaction against opposing boards, or a means to protect and reset your mutate stacks.
I can link my old Brokkos deck if you'd like to take a peek. I haven't updated it in a couple of years though. When Kotis was spoiled, I thought he would be a good Host body for Brokkos if I was still playing it lol.
jsnrice on
Land fall
10 months ago
jtnwiz you're going to want Migratory Greathorn then you can mutate onto your Scute Swarm and other creatures.
GregariousG on
You Wouldn't Download A Spell | *Primer*
2 years ago
To Lastline77,
I’ve never liked the look of tags in my posted lists. I just use a separate Word document to making categories for ramp, draw, interaction, etc. That’s just easier for me. For me, deckbuilding is just as entertaining as playing. I really enjoy making a concept, playing it, and moving pieces around. I started a long time ago so I’ve gotten better, hopefully. After building , playing, and tweeking, I can just know what each piece is supposed to do and whether it is effective or not. I can walk you through my thought process for this Ivy build. When I saw Ivy, I knew off the jump that she would make a good tempo commander because of her low cost and copying ability. Because this was going to be Simic Tempo, I need a low curve. Thus, most of my cards should sit between and and very few high cost cards. If you look through my editing history, you can see the few amount of high end creatures and spells were continuously cut. As well, tempo decks want to draw a lot of cards. Because of that, I stacked the deck with Combat Research-effects and looked for new ones with each set. The ETB draw enchants are also good, which is why there are so many. At first, I had the stereotypical ramp package, with mana dorks and land fetches like Cultivate. However, I noticed that drawing cards is just as good as some of the classic ramp spells. For example, Enter the Unknown is probably one of the best ramp pieces in this deck. The ability to have an extra land drop per target for just . is busted. Thus, there is no point to have Three Visits when I can drop two or more additional lands. As well, ramp that copies, like Migratory Greathorn is just better than Three Visits because it can be copied. Besides card draw, this deck needs all of the interactions, aka counterspells and protection. This is one of the reasons why there is so much draw; this deck needs interaction. I always want a counter or protection in my hand. Two reasons. First, a tempo deck that gets interacted with early generally doesn’t do anything for the rest of the game. You want to control the pace as much as possible. Second, Ivy tempo is a major problem once it gets going and people will notice. That’s when the removal and the board wipes start to fly. However, this is Ivy tempo. With overwhelming card draw and interaction, you probably won’t care what the opponent is doing. Opponent going to Farewell the board. That’s great because you have Slip Out the Back to phase out or just a counter. However, you need that card advantage. As for switching out cards, this comes best through playing testing. For example, Double Major is in 50% of the 8,378 Ivy decks recorded by EDHREC. As of a few days ago, my deck was included in that number. However, Double Major has always been on the chopping block. Great on paper, awkward in play. This might not be true for others, but Double Major was rarely worth it. There are easier and more curve-friendly ways to get copies of Ivy. This was a long rant but I hope it kinda helped.
Mackie1728 on
Goose Mother Voltron
2 years ago
I put in some new stuff... i m also thinking about adding Fireshrieker for better attack, Parcelbeast for draw AND landfall (especially with the scry abilities) AND making Arwen or Goose even stronger and Migratory Greathorn for the same reason.
wallisface on
Mutate, Mutate, Mutate, Mutate
3 years ago
G1ngr the upsides for Parcelbeast include:
-
It can create a large defensive body on turn 2, which can be a problem for some decks to break through. Combined with a healthy amount of interaction, it can buy you a lot of time.
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Being only 2 mana, it is a very mana-efficient way to trigger all of a creatures existing mutate triggers.
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Migratory Greathorn only triggers when you mutate, whereas Parcelbeast can trigger every turn regardless of whether you have the ability to mutate. Additionally, late game Migratory Greathorn becomes a significantly worse draw due to only being able to grab lands (which you should no longer need) whereas Parcelbeast can still draw you other more relevant cards.
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Dreamtail Heron, being 4 mana for a very average card, doesn’t even feel remotely comparable imo. If it had a similar cost to mutate then it might be worth considering.
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Being an instant speed ability lets you hold up mana for interaction like Counterspell without getting blown out. Being only 2 mana also lets you cast it without your mana being “shields down” so you can protect your board better.
In any case, i’m not suggesting Parcelbeast is a must-include - it does have its own set of issues. But I really think you need to gear the deck towards a more tempo-focused strategy. The build is too slow to outrace any aggro/combo deck, and too vulnerable to cope with control or highly interactive builds. It feels to me your best niche is to try and focus this build into out-valuing the opponent over time - and that involves dragging a game out for as long as possible while oppressing the opponent and gaining incremental card-advantage.
G1ngr on
Mutate, Mutate, Mutate, Mutate
3 years ago
Thank you guys for the suggestions! One note on the Migratory Greathorn combo, I was being a lil silly, and said that Double Major was important to it. It's not. You just need to play a Pollywog Symbiote turn 2 or three and have either a Migratory Greathorn and Double Major in hand, or just 2 Migratory Greathorn in hand. Obviously turn 3/4 isn't the fastest ramp ever, but in total it is 3 mutate triggers and any new mutate will add 2 more triggers on top of that, letting you functionally play 3 lands every turn. However this is a terrible combo with the way the deck is built right now. I will edit the quantity of basic lands and Migratory Greathorn in a lil while. I gotta go to school rn tho.
wallisface on
Mutate, Mutate, Mutate, Mutate
3 years ago
G1ngr if you're planning to Double Major Migratory Greathorn, you still need 5 mana to do so, which isn't really achievable for you until turn 4 at the earliest realistically (your odds of reaching either 3-lands and 2-rampers, or 4-lands and 1-ramper by this turn are still kinda low). That's already too slow. Keep in mind that if you cast Migratory Greathorn and Double Major it, it only gives you 3 lands - which is a lot, but also not great considering the large amount of effort and mana its costing you to have this effect.
The big issue with Double Major is that its just a lot of extra mana you need and your deck is already too highly mana costed to cast most of the cards normally. casting it on Auspicious starix involves needing 8 mana which isn't something I see you achieving realistically at all - and the payoff isn't particularly powerful considering the hoops you have to jump through to do it.
I have no idea how you're expecting to go infinite with Vadrok + Double major, and I also think maybe you're reading Double Major as doing something that it isn't. Can you give a fully-written example of what interactions you think are taking place here, because I'm getting the feeling you're doing some steps that shouldn't be happening.
G1ngr on
Mutate, Mutate, Mutate, Mutate
3 years ago
Some minor counter-notes. Paradise Druid (less so than polly( and Pollywog Symbiote can easily combo with Migratory Greathorn and double major for fast(ish), 8 mana(over first 3/4 turns) for 6 or so lands, so you'd be up ~4 lands in most context. If I were to refine this deck I'd probably focus on that aspect, since this ideally would be a hard ramp deck into auspicious starixx and high cost other cards and ramp cards.
Auspicious starixx with double major is worth playing (play ur whole deck!)
also, while pretty complicated and kind of non-functional, Double Major with Vadrok, Apex of Thunder and a damaging spell, possibly Lightning Bolt or Lava Spike (probably lightning bold cuz cheap removal) can easily finish games or one shot depending on circumstance. The interaction here with the stack is pretty archaic, and the sources I drew from when building this were to say the least, unreliable (I was told you could infinite with Vadrok + Double major)
I do agree on moving focus away from my ramp sorc. tap lands, and tutors, since this deck could play early really well with some 1 cost instants and creatures. Also, draw is a problem for this deck as it is. If you don't pull a ramp combo or winning combo you basically just lose. I struggle to figure out how the heck draw and card management spells work, just as a being, so if you want to help more thank you.
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