Xenograft

Xenograft

Enchantment

As Xenograft enters the battlefield, choose a creature type.

Each creature you control is the chosen type in addition to its other types.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Xenograft Discussion

1empyrean on Working Around Volo

1 week ago

Xenograft doesn't work because it just adds a creature type on top of what your creatures normally have. Unnatural Selection works fine, but a card you might look at is Mistform Wakecaster .

GrimlockVIII on Working Around Volo

1 week ago

Aight, so I was thinking, what if you used cards like Xenograft and Unnatural Selection to turn your creatures into obscure, rare types for Simic (e.g. Vampire since you never really see that type in Green, Blue, or Colorless) so that way the next creature spell you cast is guaranteed to get copied by Volo, Guide to Monsters ?

SirFowler on Zubera Destruction

1 month ago

I really like zuberas. I made a modern deck and it was really fun, but there needs to be more zuberas. Any easy way to make zuberas are to use changeling creatures such as Amoeboid Changeling or Mirror Entity . Also I suggest running cards like Maskwood Nexus , Xenograft , and/or Arcane Adaptation so you don't have to rely on targeting your creatures in order to turn them into zuberas. I might have more suggestions later, but this is what I got right now. Hope this helps.

Tzefick on None

3 months ago

enpc What a snarky reply :)

If you're using tutors I think you can find better ways to win than this.

I might be slightly tainted by Commander's singleton format where you can max have 3x 1 CMC changelings and up to 9x 2 CMC changelings. And within Grixis that accounts 4x of the 2 CMCs and all 3x 1 CMCs. Also lowkey forgot that Modern Horizons and apparently also Kaldheim made a few new cheaper changelings. The originals from Lorwyn were generally a lot more costly.

Overall it would seem easier to just play Arcane Adaptation , Maskwood Nexus , Conspiracy , or Xenograft along with some token generators to overcome the mana reduction aspect. Even with max reduction we're still looking at spending 7 mana in a single turn, all of them colored.


As for my own view on the card: It is an interesting idea, to cheat the planeswalker limitations akin to The Chain Veil . However it would seem that in certain control decks, even in Commander, it could gather too much upside, especially in a single turn.

I know the general rule is that when two planeswalkers are sitting comfortably on the field, that player is generally winning. I would rue the day you see two planeswalkers on the field, then slap down a third and this, pump them full of loyalty counters and ult three planeswalkers, either for a direct win or to lock down the game into arch enemy mode.

I would like to see more restraint on this.

We already have The Elderspell to amass loyalty counters on a planeswalker to rush their ultimate. The problem is that it primarily relies on your enemy also playing planeswalkers to be a feel good spell.

Perhaps you could change the active ability to a triggered ability?

"Whenever an opponent casts a spell you may pay 2 life. If you do, put a loyalty counter on a planeswalker you control."

That would give the opponent a say in how many times it can be utilized. If they choose not to cast anything, they are not advancing their own board state.

--Or--

Perhaps you could put in a counter on the ability:

"Pay 4 life: Put a loyalty counter on target planeswalker you control, unless an opponent pays 4 life."

Then it becomes a battle of life totals. The payment from the opponent could be mana or a greater life amount than your payment.

--Or--

You could utilize counters to limit it. Put a triggered ability on it that puts counters on it, and you remove one counter along with a life payment to put a loyalty counter on a planeswalker. Then there's a cap you have to work towards.

It also makes the card less of an immediate problem, because it HAS to take time to build up.

You can play around with balancing the mana cost accordingly to reflect that it is not an immediate possible game ender.


As it is, I think it has too high a ceiling and could make do with a little restraint.

azja on Yuriko: the 忍者 code | Commander

3 months ago

Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:

  1. Bitterblossom : Earliest it can create a creature is turn 3, personally I found this too slow. I prefer to play an additional enabler instead, such as Ornithopter or Mausoleum Wanderer .

  2. Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.

  3. Ink-Eyes, Servant of Oni : Definitely one of the coolest ninjas, but just too slow in my opinion. Some ninjas you could replace it with are Throat Slitter , Fallen Shinobi , or Mist-Syndicate Naga .

  4. Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.

  5. Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.

  6. Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.

  7. Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.

Miscellaneous Suggestions:

  1. Universal Automaton : A very simple, yet effective ninja

  2. Deadly Rollick and Fierce Guardianship : Free removal/counterspell as long as you control Yuriko!

  3. Scheming Symmetry : Can win the game before your opponent draws the card they tutored for. Best paired with Blinkmoth Infusion and Draco if you decide to include them.

  4. Curtains' Call and Coastal Breach : I love the undaunted mechanic in Yuriko decks. Heavy hitters that you can cast for cheap.

  5. Force of Negation : Does a reasonable Force of Will impression to get your opponents who think you're all out of answers.

  6. Mox Amber : Acts as Mox Sapphire / Mox Jet as long as you control Yuriko.

  7. Sea Gate Restoration  Flip and Agadeem's Awakening  Flip: Although their abilities are not too relevant, lands that also deal damage with Yuriko are very powerful.

Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!

azja on Yuriko (Optimized) Primer

4 months ago

@Snake57 Sounds like you've got a good plan!

Thanks again for the feedback and suggestions! I really appreciate talking Yuriko with someone else who's super invested!

PlutoniumWedding on Supermander friends UNITE!

5 months ago

This is a really interesting deck idea and a funny way to use a somewhat niche commander.

  • Warning: Jank incoming

If you really want to make someone lord of the salamanders, you could Donate an Arcane Adaptation or Xenograft . Even better, you could use something like Puca's Mischief or Daring Thief to swap it for something nice of theirs.

plakjekaas on How's Kaldheim Looking to You? …

6 months ago

I think Maskwood Nexus is a mistake. Card restrictions for tribal decks are exactly what makes building a tribal deck fun, removing restrictions from a deck type that's shaped by them feels like a wrong turn to me.

We already had Conspiracy, Arcane Adaptation and Xenograft to help tribal decks of a specific tribe to fit in creatures from outside it. If Maskwood Nexus was that, but colorless, I'd be all for it, but the next step, the "Screw it, everything is all tribes now" breaks the game a little bit.

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