Maybeboard


My current Mutate deck themed around running basically every mutate card I can as well as every godzilla art that has a decent amount of synergies with said deck.

Typical gameplan is to get a Hexproof or Indestructible creature on the battlefield to mutate Ghidorah onto. This is made even better if any of the cards that copy Ghidorah on the stack (Ivy, Tawnos, Littjara) or one that doubles the activated abilities (Roaming Throne) since that will give you even more nonland permanents out of the deck.

Usually, if I hit a Mutate card, I will send it to hand instead of battlefield unless I already have access to several mutate cards or just have a need for more board presence. The more mutate cards you stack onto Ghidorah, the more effects each one will set off each time and each mutate card you cast gives you a "free spin" to find one of the heavy hitters.

The main heavy hitters you want to see are:

Auspicious Starrix - Casting this for mutate gives you many many permanents including lands letting you extend very far and often lets you out your entire deck on the field in one turn.

Temur Ascendancy - Giving all the creatures you hit off for Ghidorah haste lets you swing in for an unexpected win at times.

Zendikar Resurgence - Doubling your land mana and giving you more card draw is a great extender.

Zopandrel, Hunger Dominus & Unnatural Growth - Doubling your creatures power and toughness each combat means every creature you get pushes hard on the attack and can lose a threat on defense if you hold back. Zopandrel can also easily become indestructible.

Hadana's Climb - Getting several +1/+1 counters is already a good start, but flipping into a land that lets you get +X/+X can push you to win with commander damage.

The Skullspore Nexus - Doubling a creatures power is already good but the board wipe protection you get from the Dinosaur Fungus token is nothing to scoff at.

Brash Taunter - If you can make your commander large enough, you can have the Taunter fight it while it's still massive and throw that damage at an opponent, potentially letting you take out two opponents in one turn.

City on Fire and Fiery Emancipation - These triple the damage you deal, so if you get Ghidorah to 7 power or more and aren't blocked, that's an easy 21 commander damage to start with (just remember that if blocked, you only triple the unassigned damage). There's also a neat interaction with Brash Taunter since when it fights Ghidorah, hell deal Brash Taunter 3x damage (9x if you have both cards out) and then Brash will 3x/9x that damage again when he throws it at an opponent.

Koma, Cosmos Serpent - A tough serpent to beat, making 3/3s every upkeep can already build you a wide board over time but it can also allow you to shut down creatures so they can't attack you or turn off permanents that have troublesome activated abilities.

Crystal Shard - This can be a threat to players who tap down all their mana before your turn as well as protection for your stack of mutate cards on your commander or, in a pinch, a way to get started again if your draws are stalling you out since you could bounce your commander and all of its components back to hand and recast them all to get more permanents from your deck.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Become a supporter of TappedOut and hide ads for only $3/month!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Created with Highcharts 9.3.3Card costs (outer) Land mana (inner)
Created with Highcharts 9.3.3CreatureCreaturePlaneswalkerPlaneswalkerLandLandEnchantmentEnchantmentArtifactArtifactInstantInstantSorcerySorcery
Created with Highcharts 9.3.3Converted mana costMana-curve3.0%3.0%1.5%1.5%1.5%1.5%6.1%6.1%1.5%1.5%1.5%1.5%3.0%3.0%3.0%3.0%1.5%1.5%1.5%1.5%4.5%4.5%10.6%10.6%12.1%12.1%7.6%7.6%4.5%4.5%1.5%1.5%3.0%3.0%1.5%1.5%1.5%1.5%3.0%3.0%9.1%9.1%1.5%1.5%3.0%3.0%1.5%1.5%1.5%1.5%3.0%3.0%4.5%4.5%1.5%1.5%01234567805101520

98% Casual

Competitive