Journey to Nowhere is much better IMO. I'd also run Temporal Isolation over this card, even though it doesn't stop activated abilities. I like Prison Term if you want something that shuts down activated abilities, plus you can move it to a new bigger threat later. That's a cool card actually.
You're spending a card to turn your opponent's threat into a creature that will situationally be better than the original. Would Beast Within have anywhere close to the cube penetration it enjoys if it made an indestructible token? I don't think so. Lignify does a far better job at this than Darksteel Mutation could ever hope to achieve, and Lignify's not even remotely on the cube radar. They're just bad conditional removal. Heck, I'd say even Hobble is more playable in a pinch since it replaces itself. That helps when you spend a card and still leave your opponent with a half-working creature
If i have Glissa, She becomes the target of Darksteel Mutation and Then becomes a 0/1 Indestructible.... What happens when i equip say.. Sword of Vengeance Does she then Get the First strike/trample/haste?
If i have Glissa, She becomes the target of Darksteel Mutation and Then becomes a 0/1 Indestructible.... What happens when i equip say.. Sword of Vengeance Does she then Get the First strike/trample/haste?
Ability granting and removing effects are both applied in layer 6, so timestamp order applies. If the equipment is put on after the enchantment, Glissa will have those abilities. If the enchantment is put on after the equipment, she will not.
Ability granting and removing effects are both applied in layer 6, so timestamp order applies. If the equipment is put on after the enchantment, Glissa will have those abilities. If the enchantment is put on after the equipment, she will not.
Thanks much for that!
I didnt actually realize there was a "timestamp order" Which essentially would allow you to unequip (if you had another creature) and re-equip i assume.. This card isnt as good as i originally thought.. though it is still quite a good answer to a non voltron commander...
I do somewhat like this in EDH Cube as an answer to generals.
Compared to a Pacifism effect, it doesn't allow the general to use its abilities, and doesn't send the general back to the Command Zone as soon as a Wrath of God is played.
Compared to a Journey to Nowhere effect, they don't have the option of just sending the general back to the Command Zone.
The only thing I don't like about it is that it will allow a general to survive an Akroma's Vengeance/Nevinyrral's Disk effect, that will also destroy the Mutation.
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The only thing I don't like about it is that it will allow a general to survive an Akroma's Vengeance/Nevinyrral's Disk effect, that will also destroy the Mutation.
Doesn't that mean you can set it up that way yourself on your own general, though?
That is some serious desperation corner case situation, man. If it was just a straight 1W indestructible creature it might warrant discussion, but consider its current flaws under this definition:
1. It gives the opponent a chance to kill it at instant speed, which you shouldn't get with an indestructible creature.
2. It gives the opponent a chance for a 2-for-1.
3. It requires you to have two cards in play to do anything (creature + aura) which means it does nothing on an empty board (actually it does less than nothing, since it requires you to draw another creature before you can use it).
4. It will almost always be a downgrade in creature quality unless you have a random Sword. Even then, a lot of bears and lions in CC range of two or less offer extra functionality on top of their stats.
Sure, it won't die, but it won't be doing much of anything else either. Spending two cards for a near-unbeatable wall and hoping for a Sword isn't what I want to be doing in a cube
Just a quick rules question on darksteel mutation. I was playing commander on mtgo and my kozilek, butcher of truth got hit by one. I didn't notice until the turn he got exiled, but mtgo was implying when I hovered over kozilek, that even with the mutation on he still had annihilator 4. Is that the case? I never got a chance to test it out.
Is giving them eternal blocker too much of a drawback? I really like how it blank out a threat and blank out ability as well.
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http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
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http://riptidelab.com/forum/threads/retro-combo-cube.1454/
I think so. I think both Pacifism and Temporal Isolation are better.
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Ability granting and removing effects are both applied in layer 6, so timestamp order applies. If the equipment is put on after the enchantment, Glissa will have those abilities. If the enchantment is put on after the equipment, she will not.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
Thanks much for that!
I didnt actually realize there was a "timestamp order" Which essentially would allow you to unequip (if you had another creature) and re-equip i assume.. This card isnt as good as i originally thought.. though it is still quite a good answer to a non voltron commander...
GBW~Modern Elves~GBW
3x Dwynen's elite
4x Elvish Archdruid
4x Elvish Mystic
4x Llanowar Elves
4x Elvish Visionary
3x Ezuri, Renegade Leader
1x Mirror Entity
4x Heritage Druid
4x Nettle Sentinel
1x Reclamation Sage
1x Spellskite
4x Cavern of Souls
9x Forest
4x Razorverge Thicket
2x Nykthos, Shrine to Nyx
(Spells 8)
4x Chord of Calling
4x Collected Company
1x Burrenton Forge-Tender
1x Kataki, War's Wage
3x Kitchen Finks
1x Magus of the Moon
1x Spellskite
2x Rest in Peace
1x Reclamation Sage
3x Lead the Stampede
2x dismember
Compared to a Pacifism effect, it doesn't allow the general to use its abilities, and doesn't send the general back to the Command Zone as soon as a Wrath of God is played.
Compared to a Journey to Nowhere effect, they don't have the option of just sending the general back to the Command Zone.
The only thing I don't like about it is that it will allow a general to survive an Akroma's Vengeance/Nevinyrral's Disk effect, that will also destroy the Mutation.
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Doesn't that mean you can set it up that way yourself on your own general, though?
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1. It gives the opponent a chance to kill it at instant speed, which you shouldn't get with an indestructible creature.
2. It gives the opponent a chance for a 2-for-1.
3. It requires you to have two cards in play to do anything (creature + aura) which means it does nothing on an empty board (actually it does less than nothing, since it requires you to draw another creature before you can use it).
4. It will almost always be a downgrade in creature quality unless you have a random Sword. Even then, a lot of bears and lions in CC range of two or less offer extra functionality on top of their stats.
Sure, it won't die, but it won't be doing much of anything else either. Spending two cards for a near-unbeatable wall and hoping for a Sword isn't what I want to be doing in a cube
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