Clammor of the Simic Combine 2GU
Legendary Creature - Mutant [Mythic]
Mutants you control have Adapt X, where the Adapt cost is X1GU. (If this creature has no +1/+1 counters on it, put X +1/+1 counters on it.) T, Remove five +1/+1 counters from among permanents you control: Create a 2/2 blue and green Ooze Mutant creature token with "This creature gets +1/+1 for each creatures you control with one or more +1/+1 on them". 2/2
Darwinian Sojourner 2G
Creature - Bird Mutant [Rare]
Flying
Darwinian Sojourner is of each color among permanents on the battlefield. This ability doesn’t affect its color identity. (It can be in any deck whose commander’s color identity includes green.) T: Add a mana of any of Darwinian Sojourner's colors. If Darwinian is all colors add three of those mana instead. 2/2
Riptide Lifestealer 3UU
Creature - Mutant Shapeshifter [Rare]
You may have Riptide Lifestealer enter the battlefield as a copy of any creature you don't control, except it’s a Mutant in addition to its other types. When this creature enters the battlefield, for each counter among other creatures on the battlefield with the same name as this creature, put a counter of the same kind on this creature. 0/0
The Horror Within 13
Legendary Creature - Eldrazi Mutant [Mythic]
Emerge 8UUGGG
When you cast this spell, you may return up to thirteen target creatures from the battlefield and/or graveyards to their owner's hand.
When you sacrifice a creature while casting a spell with emerge, create a 3/2 colorless Eldrazi Horror creature token. 13/13
Dustclouds Follower 3U
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have flying. 3, Exile Dusclouds Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/2
Briarthorn Follower 4GG
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have trample. 3, Exile Briarthorn Follower from your graveyard: Return target Commander from your graveyard to your hand. 4/5
Sudden Reconfiguration 1UG
Instant
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is the sacrificed creature’s mana value plus the number of counter it had on it. Put that card onto the battlefield, then shuffle. Exile Sudden Reconfiguration.
The Tale of Us All 1UG
Enchantment - Saga I: The Tale of Us All gains "At the beginning of each player's upkeep, create a 1/1 Green and Blue Ape Mutant tokens." IV: The Tale of Us All gains "At the beginning of each player's end step, target Ape becomes a 2/2 Human Mutant" X: At the beginning of your next end step, if you control 100 or more humans, you win the game.
Apex Ejemplar UG
Creature - Beast Mutant
Base P/T: 2/2
Level up 1UG (1UG: Put a level counter on this. Level up only as a sorcery.)
[LEVEL 1-4]: Flying. Apex Exemplar gets +1/+1 for each level counter on it. [3/3]
[LEVEL 5+]: Flying, trample. Creatures you control get +1/+1 for each level counter on Apex Exemplar [4/4]
Darwinian Scrambler 1UU
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature) 3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types. 2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample 5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying 4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant 1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn. 1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
Deep into the Night Structure Deck Face Commander:
Tojira, Dakmor's Queen of the Swamp 3BB
Legendary Creature - Human Warlock
All Creatures are Black
Nightstalkers and Shades you control have +1/+1 and hexproof from black. 2BB, T, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield. Is a Nightstalker Shade in addition to its other types. 3/4
Prowler in the Night 2BB
Creature - Nightstalker Cat
Flash
Whenever Prowler in the Night or cretures named Midnight Watcher or Agent of Deep Black enters the battlefield, target creature an opponent controls gets -3/-3 until the end of turn. 3/3
Midnight Watcher 2B
Creature - Nightstalker Bird
Flying
Whenever you lose life you may scry that many cards. 3B: You draw a card and you lose 1 life. If you control creatures named Prowler in the Night or Schizophrenic Swallowtails ,this ability cost you 3 less to activate. Activate only once each turn. 2/2
Order of the Black Moon 3BB
Creature - Nightstalker Knight
First Strike
Creatures your opponent controls gets -1/-1, they get an additional -1/-1 if you control creatures named Agent of Deep Black or Royal Betrayer.
Other black creatures you control gets +1/+1, they get an additional +1/+1 if you control creatures named Agent of Deep Black or Royal Betrayer. 4/4
Reach of the Night 3BB
Sorcery
This spell cost 3 less to cast if you control permanents named Darkest Hour or Blanket of Night.
Search your library for a card, put that card into your hand, then shuffle.
Invasion of Nightstalkers 2B
Tribal Enchantment - Nightstalker
Whenever you sacrifice one or more permanents create a 1/1 Black Nighstalker token.
Sacrifice three Nightstalkers: Return target Swamp card from your graveyard to your hand.
Feral Ambush Structure Deck Face Commander:
Baldus, Furious Menace 3RG
Legendary Creature - Wolverine
Wolverines, Racoon and Badgers you control have haste
Whenever a creature you control becomes blocked they gain trample until the end of turn.
Whenever one or more creatures you control deals combat damage to a player, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card. 5/3
Briarthorn Follower 4GG
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have trample. 3, Exile Briarthorn Follower from your graveyard: Return target Commander from your graveyard to your hand. 4/5
Myths and Mists Structure Deck Face Commander:
Zarpar, the Overlion 1WUR
Legendary Creature - Chimera
Flying
Manticore, Masticore and Chimera abilities cost 2 less to activate.
Whenever the ability of a creature you control is activated, scry 1 if it is the first time that creature ability is activated this turn, then you gain 2 lifes if if it is the second time that ability is activated this turn, and Zarpar deals 3 damage to target creature or planeswalker if it the third time that ability is activated this turn. 3/3
Dustclouds Follower 3U
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have flying. 3, Exile Dusclouds Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/2
Dawnlights Follower 1WW
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have lifelink. 3, Exile Dawnlights Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/2
Fireworks Follower 1R
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have haste. 3, Exile Fireworks Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/1
Nucleoid Masticore 7
Creature - Masticore PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:WUR]-[4/4]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater. 2: Nucleoid Masticore deals 1 damage to target creature. 4: Nucleoid Masticore deals damage equal to its power to target player or planeswalker. 7/7
Geminian Manticore 4UR
Creature - Manticore 3U, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy. 3R, Q: Copy target creature or artifact spell you control. (The copy becomes a token.) 4/4
Maneshaver Champion 2WR
Creature - Jackal Warrior
You may exert Maneshaver Champion as it attacks. (It won’t untap during your next untap step.)
As long as Maneshaver Champion is tapped, it is a 4/4 Manticore with "3W: Target creature gets +1/+0 and must block this turn if able." and "3R: Target creature gets +1/+0 and must attack this turn if able." 3/2
Stainedglass Chimera 3(W/U)(W/U)
Creature - Chimera
Flying X(W/U): Exile target creature with mana value X or less. Return that card to the battlefield under its owner’s control at the beginning of the next end step. Until the end of turn Stainedglass Chimera becomes a copy of that card except it gains this ability. 3/3
Menea, the Enigmatic 2WUR
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has. 4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Sapphire-Core Masticore 7
Creature - Masticore PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:1UU]-[3/3]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater. 2U: Draw a card, then discard a card unless Sapphire-Core Masticore power is 7 or greater. 4UU: Return target instant or sorcery with mana value equal or less than Sapphire-Core Massticore from your graveyard to your hand. 7/7
Folklore Structure Deck Face Commander:
Morrigan, the Withered (W/B)(W/B)(B/G)(B/G)
Legendary Creature - Hag Warlock
Wither
Hags and Warlocks you control have menace.
Whenever one or more Hag and/or Warlocks you control deals damage to a player, that player creates that many Food tokens tapped, if they do, you gain control of a creature that player controls with power equal or lower than the number of food token created this way. 3/3
White Witch WW
Creature - Kithkin Warlock
Whenever a creature or enchantment enters the battlefield under your control you gain 1 life.
As long as you have at least 7 life more than your starting life total, creatures and enchantments you control have Ward 3 2/2
Black Witch 3B
Creature - Human Warlock
Whenever you cast an enchantment spell, each opponent loses 1 life.
Runes and Curses you cast cost 1 less for each opponent that lost life this turn. 3/4
Bog Witch 2GG
Enchantment Creature - Hag Druid
Whenever Bog Witch or an enchantment you control is put into a graveyard from the battlefield, draw a card. 1,T, sacrifice an enchantment you control: Add WBG 2/2
Dawnlights Follower 1WW
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have lifelink. 3, Exile Dawnlights Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/2
Rune of Cloaking 1WG
Enchantment — Aura Rune [Uncommon]
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has trample and lifelink.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has trample and lifelink.”
Rune of Harvest 3BG
Enchantment — Aura Rune [Uncommon]
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has wither and persist.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has wither and persist.”
Curse of Tainted Mire 4B
Enchantment — Aura Curse
Enchant player
Enchanted Player's lands are Swamps in addition to its other types.
Whenever a player taps a Swamp, you may add B and lose 1 life.
There are a lot of interesting ideas here, but these cards are cluttered or overly complex. For instance, Clammor could give mutants Adapt X without qualification. Looking forward to seeing more of your work.
There are a lot of interesting ideas here, but these cards are cluttered or overly complex. For instance, Clammor could give mutants Adapt X without qualification. Looking forward to seeing more of your work.
I worked him around a little
CHANGELOG:
- Modified the original post to accomodate to the idea of them beign commander products and will end up with decklist for them and that (With reprint yes)
- UPDATED: The first 5 cards from the UG deck released
I think the Mutant ability is too costly. You have to appropriate a large amount of your deck for ramp, to drop this, and have what? Having no room to be able to protect it?
Mutation is a reoccurring phenomenon, why not do something like to make it lighter and more unique
have Mutate GU - then allow repeat on the Mutate
Adapt X - on repeat would be a cool card by itself
I think the Mutant ability is too costly. You have to appropriate a large amount of your deck for ramp, to drop this, and have what? Having no room to be able to protect it?
Mutation is a reoccurring phenomenon, why not do something like to make it lighter and more unique
have Mutate GU - then allow repeat on the Mutate
Adapt X - on repeat would be a cool card by itself
doubling adapt also
How or what you do that is on you.
Adapt is an already exisiting ability you know. The Cost is based of existing cards with the ability. Also this version is scalable so it is reasonable early or lategame. Adapt can be done at instant speed so no problems with leaving mana open for protection.
Simic Decks in Commander tends to be really good at ramping so that would be no issues.
Let's take a rest from the mutant cards for now and let give a look at the first card from the monoblack deck.
Updating the main post.
Prowler in the Night 2BB
Creature - Nightstalker Cat
Flash
Whenever Prowler in the Night or cretures named Midnight Watcher or Agent of Deep Black enters the battlefield, target creature an opponent controls gets -3/-3 until the end of turn. 3/3
Midnight Watcher 2B
Creature - Nightstalker Bird
Flying
Whenever you lose life you may scry that many cards. 3B: You draw a card and you lose 1 life. If you control creatures named Prowler in the Night or Schizophrenic Swallowtails ,this ability cost you 3 less to activate. Activate only once each turn. 2/2
Order of the Black Moon 3BB
Creature - Nightstalker Knight
First Strike
Creatures your opponent controls gets -1/-1, they get an additional -1/-1 if you control creatures named Agent of Deep Black or Royal Betrayer.
Other black creatures you control gets +1/+1, they get an additional +1/+1 if you control creatures named Agent of Deep Black or Royal Betrayer. 4/4
Reach of the Night 3BB
Sorcery
This spell cost 3 less to cast if you control permanents named Darkest Hour or Blanket of Night.
Search your library for a card, put that card into your hand, then shuffle.
Invasion of Nightstalkers 2B
Tribal Enchantment - Nightstalker
Whenever you sacrifice one or more permanents create a 1/1 Black Nighstalker token.
Sacrifice three Nightstalkers: Return target Swamp card from your graveyard to your hand.
The Dreadful Spirit of the Night 5BB
Legendary Creature - Demon Spirit
You may cast this spell by sacrificing target Nightstalker you control along with each other creature named on that card's text box.
Flying, trample, haste, hexproof from black.
Whenever you cast a black spell each opponent loses 1 life and you gain 1 life. 6/5
This new batch, I skipped all through to the last deck with these witchy cards
White Witch WW
Creature - Kithkin Warlock
Whenever a creature or enchantment enters the battlefield under your control you gain 1 life.
As long as you have at least 7 life more than your starting life total, creatures and enchantments you control have Ward 3 2/2
Black Witch 3B
Creature - Human Warlock
Whenever you cast an enchantment spell, each opponent loses 1 life.
Runes and Curses you cast cost 1 less for each opponent that lost life this turn. 3/4
Bog Witch 2GG
Enchantment Creature - Hag Druid
Whenever Bog Witch or an enchantment you control is put into a graveyard from the battlefield, draw a card. 1,T, sacrifice an enchantment you control: Add WBG 2/2
Rune of Cloaking 1WG
Enchantment — Aura Rune
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has trample and lifelink.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has trample and lifelink.”
Rune of Harvest 3BG
Enchantment — Aura Rune
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has wither and persist.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has wither and persist.”
Curse of Tainted Mire 4B
Enchantment — Aura Curse
Enchant player
Enchanted Player's lands are Swamps in addition to its other types.
Whenever a player taps a Swamp, you may add B and lose 1 life.
Following some cards from the Myths and Mists Deck, featuring Chimeras, Manticores and Masticores no less.
Fireworks Follower 1R
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have haste. 3, Exile Fireworks Follower from your graveyard: Return target Commander from your graveyard to your hand. 2/1
Nucleoid Masticore 7
Creature - Masticore PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:WUR]-[4/4]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater. 2: Nucleoid Masticore deals 1 damage to target creature. 4: Nucleoid Masticore deals damage equal to its power to target player or planeswalker. 7/7
Geminian Manticore 4UR
Creature - Manticore 3U, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy. 3R, Q: Copy target creature or artifact spell you control. (The copy becomes a token.) 4/4
Maneshaver Champion 2WR
Creature - Jackal Warrior
You may exert Maneshaver Champion as it attacks. (It won’t untap during your next untap step.)
As long as Maneshaver Champion is tapped, it is a 4/4 Manticore with "3W: Target creature gets +1/+0 and must block this turn if able." and "3R: Target creature gets +1/+0 and must attack this turn if able." 3/2
Stainedglass Chimera 3(W/U)(W/U)
Creature - Chimera
Flying X(W/U): Exile target creature with mana value X or less. Return that card to the battlefield under its owner’s control at the beginning of the next end step. Until the end of turn Stainedglass Chimera becomes a copy of that card except it gains this ability. 3/3
Hydra of Mass Reflection XXXUG
Creature - Hydra Mutant Shapeshifter
When you cast this spell copy it X times. (Copies become tokens.)
Hydra of Mass Reflections enters the battlefield as a copy of any creature on the battlefield, except it is a 0/0 Hydra Mutant Shapeshifter that enters the battlefield with X +1/+1 counters on it and it isn’t legendary. 0/0
Sapphire-Core Masticore 7
Creature - Masticore PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:1UU]-[3/3]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater. 2U: Draw a card, then discard a card unless Sapphire-Core Masticore power is 7 or greater. 4UU: Return target instant or sorcery with mana value equal or less than Sapphire-Core Massticore from your graveyard to your hand. 7/7
Lightnerine 2RR
Creature - Wolverine Elemental
Lightnerine must attack each turn if able.
Lightnerine must be blocked each turn if able.
When Lightnerine becomes blocked, it deals 3 damage to each creature blocking it.
Dash 1RR 6/1
Economy Badger RG
Creature - Badger
At the beggining of your end step, if excess damage has been dealt as damage to a player this turn, create that many tapped Treasure tokens. 2/2
Luke, Dealer of the Swarmyards G
Legendary Creature - Racoon Advisor T: Add one mana of any color. Spend this mana only to cast a Wolverine, Badger, Raccoon, Cat, Dog, Rat, Squirrel or Beast spell. (R/G),T : Target Wolverine, Badger, Raccoon, Cat, Dog, Rat, Squirrel or Beast or control deals damage equal to its power to another target creature, and it deals that much damage to you. 1/2
Menea, the Enigmatic 2WUR
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has. 4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Chatterback Wolverine 2GG
Creature - Wolverine
Whenever Chatterback Wolverine deals excess damage to a creature, create that many 1/1 green Squirrel tokens.
Tap ten untapped Squirrels you control: Target creature gets +5/+5, and gains trample and menace until the end of turn. 4/4
<--------Side A---------> Saura, the Runenchanter WG
Legendary Creature - Human Warlock
Whenever an Aura enters the battlefield under you control, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and you gain life equal to that card's mana value. 2/2
<--------Side B---------> Oscura, the Cursemancer 2GB
Legendary Creature - Hag
Whenever an Aura you control is put into a graveyard, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and if you do, target opponent loses life equal to that card's mana value. 3/3
Curse of the Crop 2WW
Enchantment - Aura Curse
Enchant Player
At the begginning of each player's upkeep, attach Curse of the Crop to one of your opponent that control the most lands.
At the beggining of your end step if enchanted player has more lands than you, search your library for a land card, put that card into the battlefield tapped and then shuffle.
Darwinian Scrambler 1UU
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature) 3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types. 2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample 5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying 4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant 1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn. 1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
I think you can adjust 'Survival Adaptability' to move counters from permanents you control. Its a small change, but it synergies with charge counters, etc..
I think you can also create a secondary commander for the deck that has mutants Enter the Battlefield with a counter on them.
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
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Face Commander:
Creature - Bird Mutant [Rare]
Flying
Darwinian Sojourner is of each color among permanents on the battlefield. This ability doesn’t affect its color identity. (It can be in any deck whose commander’s color identity includes green.)
T: Add a mana of any of Darwinian Sojourner's colors. If Darwinian is all colors add three of those mana instead.
2/2
Riptide Lifestealer 3UU
Creature - Mutant Shapeshifter [Rare]
You may have Riptide Lifestealer enter the battlefield as a copy of any creature you don't control, except it’s a Mutant in addition to its other types. When this creature enters the battlefield, for each counter among other creatures on the battlefield with the same name as this creature, put a counter of the same kind on this creature.
0/0
The Horror Within 13
Legendary Creature - Eldrazi Mutant [Mythic]
Emerge 8UUGGG
When you cast this spell, you may return up to thirteen target creatures from the battlefield and/or graveyards to their owner's hand.
When you sacrifice a creature while casting a spell with emerge, create a 3/2 colorless Eldrazi Horror creature token.
13/13
Dustclouds Follower 3U
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have flying.
3, Exile Dusclouds Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/2
Briarthorn Follower 4GG
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have trample.
3, Exile Briarthorn Follower from your graveyard: Return target Commander from your graveyard to your hand.
4/5
Sudden Reconfiguration 1UG
Instant
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is the sacrificed creature’s mana value plus the number of counter it had on it. Put that card onto the battlefield, then shuffle. Exile Sudden Reconfiguration.
The Tale of Us All 1UG
Enchantment - Saga
I: The Tale of Us All gains "At the beginning of each player's upkeep, create a 1/1 Green and Blue Ape Mutant tokens."
IV: The Tale of Us All gains "At the beginning of each player's end step, target Ape becomes a 2/2 Human Mutant"
X: At the beginning of your next end step, if you control 100 or more humans, you win the game.
Apex Ejemplar UG
Creature - Beast Mutant
Base P/T: 2/2
Level up 1UG (1UG: Put a level counter on this. Level up only as a sorcery.)
[LEVEL 1-4]: Flying. Apex Exemplar gets +1/+1 for each level counter on it.
[3/3]
[LEVEL 5+]: Flying, trample. Creatures you control get +1/+1 for each level counter on Apex Exemplar
[4/4]
Darwinian Scrambler 1UU
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature)
3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types.
2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample
5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying
4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant
1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn.
1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
Deep into the Night Structure Deck
Face Commander:
Creature - Nightstalker Cat
Flash
Whenever Prowler in the Night or cretures named Midnight Watcher or Agent of Deep Black enters the battlefield, target creature an opponent controls gets -3/-3 until the end of turn.
3/3
Midnight Watcher 2B
Creature - Nightstalker Bird
Flying
Whenever you lose life you may scry that many cards.
3B: You draw a card and you lose 1 life. If you control creatures named Prowler in the Night or Schizophrenic Swallowtails ,this ability cost you 3 less to activate. Activate only once each turn.
2/2
Order of the Black Moon 3BB
Creature - Nightstalker Knight
First Strike
Creatures your opponent controls gets -1/-1, they get an additional -1/-1 if you control creatures named Agent of Deep Black or Royal Betrayer.
Other black creatures you control gets +1/+1, they get an additional +1/+1 if you control creatures named Agent of Deep Black or Royal Betrayer.
4/4
Reach of the Night 3BB
Sorcery
This spell cost 3 less to cast if you control permanents named Darkest Hour or Blanket of Night.
Search your library for a card, put that card into your hand, then shuffle.
Invasion of Nightstalkers 2B
Tribal Enchantment - Nightstalker
Whenever you sacrifice one or more permanents create a 1/1 Black Nighstalker token.
Sacrifice three Nightstalkers: Return target Swamp card from your graveyard to your hand.
Feral Ambush Structure Deck
Face Commander:
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have trample.
3, Exile Briarthorn Follower from your graveyard: Return target Commander from your graveyard to your hand.
4/5
Myths and Mists Structure Deck
Face Commander:
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have flying.
3, Exile Dusclouds Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/2
Dawnlights Follower 1WW
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have lifelink.
3, Exile Dawnlights Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/2
Fireworks Follower 1R
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have haste.
3, Exile Fireworks Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/1
Nucleoid Masticore 7
Creature - Masticore
PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:WUR]-[4/4]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater.
2: Nucleoid Masticore deals 1 damage to target creature.
4: Nucleoid Masticore deals damage equal to its power to target player or planeswalker.
7/7
Geminian Manticore 4UR
Creature - Manticore
3U, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
3R, Q: Copy target creature or artifact spell you control. (The copy becomes a token.)
4/4
Maneshaver Champion 2WR
Creature - Jackal Warrior
You may exert Maneshaver Champion as it attacks. (It won’t untap during your next untap step.)
As long as Maneshaver Champion is tapped, it is a 4/4 Manticore with "3W: Target creature gets +1/+0 and must block this turn if able." and "3R: Target creature gets +1/+0 and must attack this turn if able."
3/2
Stainedglass Chimera 3(W/U)(W/U)
Creature - Chimera
Flying
X(W/U): Exile target creature with mana value X or less. Return that card to the battlefield under its owner’s control at the beginning of the next end step. Until the end of turn Stainedglass Chimera becomes a copy of that card except it gains this ability.
3/3
Menea, the Enigmatic 2WUR
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has.
4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Sapphire-Core Masticore 7
Creature - Masticore
PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:1UU]-[3/3]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater.
2U: Draw a card, then discard a card unless Sapphire-Core Masticore power is 7 or greater.
4UU: Return target instant or sorcery with mana value equal or less than Sapphire-Core Massticore from your graveyard to your hand.
7/7
Folklore Structure Deck
Face Commander:
White Witch WW
Creature - Kithkin Warlock
Whenever a creature or enchantment enters the battlefield under your control you gain 1 life.
As long as you have at least 7 life more than your starting life total, creatures and enchantments you control have Ward 3
2/2
Black Witch 3B
Creature - Human Warlock
Whenever you cast an enchantment spell, each opponent loses 1 life.
Runes and Curses you cast cost 1 less for each opponent that lost life this turn.
3/4
Bog Witch 2GG
Enchantment Creature - Hag Druid
Whenever Bog Witch or an enchantment you control is put into a graveyard from the battlefield, draw a card.
1,T, sacrifice an enchantment you control: Add WBG
2/2
Dawnlights Follower 1WW
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have lifelink.
3, Exile Dawnlights Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/2
Rune of Cloaking 1WG
Enchantment — Aura Rune [Uncommon]
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has trample and lifelink.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has trample and lifelink.”
Rune of Harvest 3BG
Enchantment — Aura Rune [Uncommon]
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has wither and persist.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has wither and persist.”
Curse of Tainted Mire 4B
Enchantment — Aura Curse
Enchant player
Enchanted Player's lands are Swamps in addition to its other types.
Whenever a player taps a Swamp, you may add B and lose 1 life.
The support for each one will come in future threads
I worked him around a little
CHANGELOG:
- Modified the original post to accomodate to the idea of them beign commander products and will end up with decklist for them and that (With reprint yes)
- UPDATED: The first 5 cards from the UG deck released
Mutation is a reoccurring phenomenon, why not do something like to make it lighter and more unique
have Mutate GU - then allow repeat on the Mutate
Adapt X
doubling adapt also
How or what you do that is on you.
Adapt is an already exisiting ability you know. The Cost is based of existing cards with the ability. Also this version is scalable so it is reasonable early or lategame. Adapt can be done at instant speed so no problems with leaving mana open for protection.
Simic Decks in Commander tends to be really good at ramping so that would be no issues.
It's already proven. I understand it might be unsettling that you're overlapping like that, but sometimes that's going to be necessary.
Updating the main post.
Prowler in the Night 2BB
Creature - Nightstalker Cat
Flash
Whenever Prowler in the Night or cretures named Midnight Watcher or Agent of Deep Black enters the battlefield, target creature an opponent controls gets -3/-3 until the end of turn.
3/3
Midnight Watcher 2B
Creature - Nightstalker Bird
Flying
Whenever you lose life you may scry that many cards.
3B: You draw a card and you lose 1 life. If you control creatures named Prowler in the Night or Schizophrenic Swallowtails ,this ability cost you 3 less to activate. Activate only once each turn.
2/2
Order of the Black Moon 3BB
Creature - Nightstalker Knight
First Strike
Creatures your opponent controls gets -1/-1, they get an additional -1/-1 if you control creatures named Agent of Deep Black or Royal Betrayer.
Other black creatures you control gets +1/+1, they get an additional +1/+1 if you control creatures named Agent of Deep Black or Royal Betrayer.
4/4
Reach of the Night 3BB
Sorcery
This spell cost 3 less to cast if you control permanents named Darkest Hour or Blanket of Night.
Search your library for a card, put that card into your hand, then shuffle.
Invasion of Nightstalkers 2B
Tribal Enchantment - Nightstalker
Whenever you sacrifice one or more permanents create a 1/1 Black Nighstalker token.
Sacrifice three Nightstalkers: Return target Swamp card from your graveyard to your hand.
The Dreadful Spirit of the Night 5BB
Legendary Creature - Demon Spirit
You may cast this spell by sacrificing target Nightstalker you control along with each other creature named on that card's text box.
Flying, trample, haste, hexproof from black.
Whenever you cast a black spell each opponent loses 1 life and you gain 1 life.
6/5
White Witch WW
Creature - Kithkin Warlock
Whenever a creature or enchantment enters the battlefield under your control you gain 1 life.
As long as you have at least 7 life more than your starting life total, creatures and enchantments you control have Ward 3
2/2
Black Witch 3B
Creature - Human Warlock
Whenever you cast an enchantment spell, each opponent loses 1 life.
Runes and Curses you cast cost 1 less for each opponent that lost life this turn.
3/4
Bog Witch 2GG
Enchantment Creature - Hag Druid
Whenever Bog Witch or an enchantment you control is put into a graveyard from the battlefield, draw a card.
1,T, sacrifice an enchantment you control: Add WBG
2/2
Rune of Cloaking 1WG
Enchantment — Aura Rune
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has trample and lifelink.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has trample and lifelink.”
Rune of Harvest 3BG
Enchantment — Aura Rune
Enchant permanent
When Rune of Cloaking enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+2 and has wither and persist.
As long as enchanted permanent is an Equipment, it has “Equipped creature gets +2/+2 and has wither and persist.”
Curse of Tainted Mire 4B
Enchantment — Aura Curse
Enchant player
Enchanted Player's lands are Swamps in addition to its other types.
Whenever a player taps a Swamp, you may add B and lose 1 life.
Fireworks Follower 1R
Creature - Shapeshifter [Uncommon]
Changeling
Commanders you control and creatures that share a type with them have haste.
3, Exile Fireworks Follower from your graveyard: Return target Commander from your graveyard to your hand.
2/1
Nucleoid Masticore 7
Creature - Masticore
PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:WUR]-[4/4]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater.
2: Nucleoid Masticore deals 1 damage to target creature.
4: Nucleoid Masticore deals damage equal to its power to target player or planeswalker.
7/7
Geminian Manticore 4UR
Creature - Manticore
3U, T: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
3R, Q: Copy target creature or artifact spell you control. (The copy becomes a token.)
4/4
Maneshaver Champion 2WR
Creature - Jackal Warrior
You may exert Maneshaver Champion as it attacks. (It won’t untap during your next untap step.)
As long as Maneshaver Champion is tapped, it is a 4/4 Manticore with "3W: Target creature gets +1/+0 and must block this turn if able." and "3R: Target creature gets +1/+0 and must attack this turn if able."
3/2
Stainedglass Chimera 3(W/U)(W/U)
Creature - Chimera
Flying
X(W/U): Exile target creature with mana value X or less. Return that card to the battlefield under its owner’s control at the beginning of the next end step. Until the end of turn Stainedglass Chimera becomes a copy of that card except it gains this ability.
3/3
Creature - Hydra Mutant Shapeshifter
When you cast this spell copy it X times. (Copies become tokens.)
Hydra of Mass Reflections enters the battlefield as a copy of any creature on the battlefield, except it is a 0/0 Hydra Mutant Shapeshifter that enters the battlefield with X +1/+1 counters on it and it isn’t legendary.
0/0
Sapphire-Core Masticore 7
Creature - Masticore
PROTOTYPE:[[(You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)[COST:1UU]-[3/3]]
At the beginning of your upkeep, sacrifice Nucleoid Masticore unless you discard a card or its power is 7 or greater.
2U: Draw a card, then discard a card unless Sapphire-Core Masticore power is 7 or greater.
4UU: Return target instant or sorcery with mana value equal or less than Sapphire-Core Massticore from your graveyard to your hand.
7/7
Lightnerine 2RR
Creature - Wolverine Elemental
Lightnerine must attack each turn if able.
Lightnerine must be blocked each turn if able.
When Lightnerine becomes blocked, it deals 3 damage to each creature blocking it.
Dash 1RR
6/1
Economy Badger RG
Creature - Badger
At the beggining of your end step, if excess damage has been dealt as damage to a player this turn, create that many tapped Treasure tokens.
2/2
Luke, Dealer of the Swarmyards G
Legendary Creature - Racoon Advisor
T: Add one mana of any color. Spend this mana only to cast a Wolverine, Badger, Raccoon, Cat, Dog, Rat, Squirrel or Beast spell.
(R/G),T : Target Wolverine, Badger, Raccoon, Cat, Dog, Rat, Squirrel or Beast or control deals damage equal to its power to another target creature, and it deals that much damage to you.
1/2
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has.
4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Chatterback Wolverine 2GG
Creature - Wolverine
Whenever Chatterback Wolverine deals excess damage to a creature, create that many 1/1 green Squirrel tokens.
Tap ten untapped Squirrels you control: Target creature gets +5/+5, and gains trample and menace until the end of turn.
4/4
<--------Side A--------->
Saura, the Runenchanter WG
Legendary Creature - Human Warlock
Whenever an Aura enters the battlefield under you control, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and you gain life equal to that card's mana value.
2/2
<--------Side B--------->
Oscura, the Cursemancer 2GB
Legendary Creature - Hag
Whenever an Aura you control is put into a graveyard, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and if you do, target opponent loses life equal to that card's mana value.
3/3
Curse of the Crop 2WW
Enchantment - Aura Curse
Enchant Player
At the begginning of each player's upkeep, attach Curse of the Crop to one of your opponent that control the most lands.
At the beggining of your end step if enchanted player has more lands than you, search your library for a land card, put that card into the battlefield tapped and then shuffle.
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature)
3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types.
2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample
5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying
4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant
1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn.
1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
I think you can also create a secondary commander for the deck that has mutants Enter the Battlefield with a counter on them.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation