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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 deck!

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

Deck Breakdown:

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.
An exception to the budget is City of Brass because I had one in my collection already.

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

City of Brassfoil: Command Tower #2

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 #3

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 #4, 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 #5

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 #6, 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.

Archipelagore: tap down and freeze opposing creatures, very useful
Cubwarden: kitty tokens! Also lifelink is good, we don't have much lifegain in this list
Essence Symbiote: a little pump for the team
Glowstone Recluse: little pump for itself, now with reach
Huntmaster Liger: pump for the team for the turn
Insatiable Hemophage: draaaain!!
Porcuparrot pings!!!
Regal Leosaur: another temporary pumper
Trumpeting Gnarr: Spits beast tokens, wich is cute
Vulpikeet: little pump for itself, now with flying!

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.

Arcane Signet: Two mana for any color, must have on a 5 color deck
Beanstalk Giant: A nerfed Rampant Growth that can be a big beater for us to mutate on later
Birds of Paradise: 5 color mana dork that flies, good target for mutations
Migratory Greathorn: Rampant Growth on mutate!
Migratory Route: Not exactly ramp, but can find a basic we need, and when we don't need that basic, spawns some flying bodies to mutate on
Ornithopter of Paradise: Bopter is same as Bop above!
Rampant Growth: Classic ramp spell
Sol Ring: is Sol Ring
Wayfarer's Bauble: I value some colorless ramp as we may not start the game with a green source

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.

Auspicious Starrix: Get one shot of a Primal Surge
Cloudpiercer: Rummage on mutate
Dreamtail Heron: Draw on mutate
Ephara's Enlightenment: this is not draw per se, but with our commander it gets fun.
Illuna, Apex of Wishes: Another Primal Surge shot thing
Mental Journey: Pretty bad drawing spell but I like the flexibility of basic land cycling
Mindleecher: Draw cards from your opponents!!
Mischievous Catgeist  : Curious creature and Curiosity aura leater
Parcelbeast: Simic thing
Pollywog Symbiote: whenever we mutate, we get to loot (remember to stack the triggers to draw with Surgeon first)
Sea-Dasher Octopus: Curiosity on a mutate creature!

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.

Chittering Harvester: Mutate edict
Damn: Spot removal or wipe as we need it
Dirge Bat: Hero's Downfall on a mutate
Divine Reckoning: Spare our big mutate pile, also has flashback
Gemrazer: Naturalize on mutate
Pouncing Shoreshark: Unsummon on mutate
Ray of Distortion: A bad Disenchant but it has flashback
Sawtusk Demolisher: Beast Within on mutate, too bad it can't target creatures
Snapdax, Apex of the Hunt: Warleader's Helix on mutate, can't hit players tho, but it is very fun if it mutates on a creature with deathtouch!
Souvenir Snatcher: Mana rock stealer!
Sylvan Reclamation: Decent Naturalize effect with basic land cycling
Twisted Embrace: Hero's Downfall on an aura (remember Surgeon cantrips on auras too)
Zagoth Mamba: shrink effect anytime we mutate

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 useful (for chump blocking for example).
Phasing mutating piles out makes them come back just as they are, as they do not leave play.
Glorious Protector: could be a mutating target
Change of Plans: lets us select cards
Momentary Blink: has flashback
Semester's End: can save the team from a boardwipe

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

Boneyard Lurker: Regrowth for permanents only on mutate
Brokkos, Apex of Forever: Self-recurring trampling mutate threat
Everquill Phoenix: Self-recurring flying mutate threat
Lore Drakkis: Archaeomancer effect on mutate
Necropanther: Sun Titan effect on mutate (only for creatures)
Nethroi, Apex of Death: unique multiple target reanimation, repeatable via mutate
Otrimi, the Ever-Playful: Regrowth on hit for creatures with mutate only, very useful
Vadrok, Apex of Thunder: Sun Titan effect on mutate (this time for non-creatures, also instants and sorceries, pretty good)

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

Add Dig Up
Add Ivy, Gleeful Spellthief
Still to decide the cuts

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Comments

94% Casual

Competitive

Date added 2 years
Last updated 2 months
Legality

This deck is Commander: Rule 0 legal.

Rarity (main - side)

7 - 0 Mythic Rares

21 - 0 Rares

33 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.78
Tokens Beast 3/3 G, Bird 1/1 W, Cat 1/1 W w/ Lifelink, Copy Clone, Feather, Foretell, On an Adventure, Spirit 1/1 W
Folders #02 - Commander
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