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Munsters (Mutating Monsters)

Commander: Rule 0 Mutate Theme/Gimmick

lil_cheez


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(WIP) Surgeon Commander commands this Mutate "tribal" deck!

No humans allowed!
...unless they are already dead. Spirits are fine!

Deck Breakdown per categories (card by card coming soon):

I was big on the idea that silver-bordered cards should not be used in a usual black-bordered game, but the years passed and I changed my mind. Still, I am not a fan of cards that are too crazy, but Surgeon General Commander is perfectly fine. It is an expensive mana dork and cantrips. It is simple and clean, and will not break the game in half. That said, the deck is heavily counting on it, and I choose to keep the power level low using auras and Disturb creatures to abuse the cantripping even more. If for some reason it is not allowed, any non-human five-colored commander would do the trick, but then I'd recommend to take off the auras and add some real card draw and removal. Jegantha, the Wellspring could do the "mana dork" thing, Kyodai, Soul of Kamigawa is a decent mutate target, etc.

I tried to keep the land base simple and within a budget. I know I can do a little better, but I am running with that for now.
A recurring theme on this land base is that I try to balance the tempo of the lands with the disponibility of colors.

Aether Hub: One-time for any color of mana, if you don't need it right now it generates colorless mana all day long. It enters the battlefield untapped, so no tempo lost. I run also Attune with Aether that can fuel it for two more uses, wich is kind of neat.

Ash Barrens: Grab the basic that you need, if you don't need it, it comes into play untapped. Memorize how many basics you are running to not discard it for nothing!

Blighted Woodland: it is a Wastes stappled into an Explosive Vegetation. Sweet.

Command Tower: Obligatory piece in any WUBRG deck

Evolving Wilds/Terramorphic Expanse: Get the basic you need. A little tempo is lost but the fixing is decent.

Exotic Orchard: Most of the time this is Command Tower #2

Guildmages' Forum: I'm not a super fan of these filter lands but they help; this one here has an occasional upside, I have a bunch of multicolored creatures.

Krosan Verge: You can sac it to get two lands. They don't need to be basic; I run only one nonbasic forest:

Murmuring Bosk: Fetchable, triple colored painland. Seems good to me.

Myriad Landscape: Similar to Krosan Verge, a little slow but transforms one land in two.

Path of Ancestry: Command Tower #3, but it enters tapped. Still one of the best lands for fixing mana. The scry is mostly irrelevant in this deck because we have only one bat in the 99, but it does not matter!

Rogue's Passage: It's a little risky because it does not add colored mana, but it's a kill condition, also a pet card of mine.

Rupture Spire: This is a bit slow and it requires virtually the same investiment as a ramp spell, but after that it's Command Tower #4

Temple of the False God: This is literally Sol Ring on a land. Fight me!

Shire Terrace and Promising Vein: This are our "Generic Panoramas". They help to fix our mana if we have time, if we don't, they enter untapped.

The World Tree: Not only this is Command Tower #5, it is also Chromatic Lantern on a land!

Ondu Skyruins  : Land when we need it, wipe when we do not!

Basics: Basic lands bring no tempo lost as they enter untapped and are fetchable. The deck is more inclined to Bant colors, this is reflected in the basics.
In the paper version of this deck, I have choose to run only basics that I got as gifts, so I have some full art from Zendikar that I got from my girlfriend and some old, white borded, heavly played ones from my cousin!

Here we have creatures with Mutate or that interact with Mutate that have cool effects or just add in size or keywords.

These guys are decent targets to Mutate into, offering evasion, keywords, cool effects etc.

The catch is if they die we can play them as Auras, and Surgeon will net us a card on the deal, wich is neat.

Brine Comber  : Brings a flier for a base of mutations
Distracting Geist  : Removes a blocker wich is not bad
Gutter Skulker  : Situational unblockability to take someone out suddenly
Lantern Bearer  : A flier for we to mutate on
Mirrorhall Mimic  : because I seem to have shit on my brains, this has the potential to get insane with mutations XD
Phantom Carriage: a mini tutor for creatures in this category, also for cards with flashback, and for this reason I have some of them in the deck.
Twinblade Geist  : A double striker for whe to mutate on

Some ramp and land tutor to keep the flow of this WUBRG deck; I am not running anything too crazy or strong here. I have a lot of ideas to make this category better, but it is within the budget for now.
Shall I mention that all the creatures in this category could be targets to Mutate, offering evasion or size.

This is how we try to see more cards in this deck, in addition to Surgeon's cantrips.
The draw package of this deck is REALLY focused on mutating and combat, so it may be a little weak, but I like to be in theme.

This is how we interact with other player's boards; notice that our removal is mostly based on Mutate, also some auras, and there's a pinch of stuff of flashback that Phantom Carriage can catch to us.

Mutate piles are somewhat fragile, so I packed some protection (and recursion, see below) to try and save my guys, mainly from boardwipes.
Blinking a mutate pile makes them all come back as separate creatures, wich is not ideal but can be fun.
Phasing mutating piles out on the other side, makes them come back just as they are, as they do not leave play.
Plaxmanta and Glorious Protector could be mutating targets; Change of Plans lets us select cards; and Momentary Blink has flashback.

When falling to removal, these guys can try and help us rebuild.

Porcuparrot + Creature with deathtouch (Insatiable Hemophage or Nethroi, Apex of Death) = Tap to kill target creature
Sea-Dasher Octopus or Mischievous Catgeist   + Creature with double strike (Twinblade Geist  , Snapdax, Apex of the Hunt) = Draw two cards per combat
Snapdax, Apex of the Hunt + Creature with deathtouch (Insatiable Hemophage or Nethroi, Apex of Death) = Mutate, kill a creature

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62% Casual

38% Competitive

Date added 1 year
Last updated 3 months
Legality

This deck is Commander: Rule 0 legal.

Rarity (main - side)

7 - 0 Mythic Rares

19 - 0 Rares

33 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 3.80
Tokens Beast 3/3 G, Bird 1/1 W, Cat 1/1 W w/ Lifelink, Copy Clone, Feather, Spirit 1/1 W
Folders #02 - Commander
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