![]() ![]() Stick to cards that you actually have control over. Trying to build up an army? How about a Forest instead? It won’t do the wrong thing 100% of the time, but it’ll do it more than 0% of the time. The rest of the time, you can’t guarantee it’ll do what you want it to. Druidic Satchel: 43% of the cards in your deck are not creatures or lands, so 43% of the time, this card does nothing. Ashnod’s Altar is another card to keep an eye on when it comes time to cut cards. Blasting Station: I love me some sac outlets, but you can’t go infinite with it, so it doesn’t seem particularly useful here. The Thallids are painfully slow and I doubt you’re often going to have so much mana/so little gas that Jade Mage and Nemata are worth your time. I’d recommend running Peregrination, Skyshroud Claim, Ranger’s Path, and Hunting Wilds over the above cards. In my Green decks, I usually stick to ramp spells that ramp two or more lands or which generate card advantage. You’re in Green, which means you have access to some of the best ramp spells in the game and you can afford to be choosy. Second, you’re better off finding creatures that replicate the effects of these cards, since they can be used to Conspire stuff and they count toward effects like Saproling Symbiosis, Craterhoof Behemoth, etc. Single-Target Single-Use Noncreature Removalįirst off, this deck badly needs a copy of Hull Breach. Now that we’ve figured out what we want to add to the deck, let’s start cutting the stuff that isn’t working: Since this is an aggressive deck, I would recommend running some more mass pump effects and ways to get value off your tokens:įinally, this deck really needs some more worthwhile spells to copy: Collective Unconscious, Regal Force, and Slate of Ancestry can all help you gain value off of your hordes of tokens without forcing you to sacrifice them (although Skullclamp would probably be a welcome addition to this deck, as well). If you want more card draw, there are some good options in your colors. Here are some faster/more reliable token makers you could be running:Īdditionally, token-generating instants and sorceries are pretty good in this deck, since we can easily copy them using our Commander: I think you could definitely cut out the Thallids from this deck they’re all really, really slow compared to other avenues of token generation. I could probably find room for Abundance, but can you think of anything else I should (or shouldn’t) be playing? Are there red token-generating spells worth playing in this deck? Thanks in advance! I settled on a heavily green mostly-Saproling list, but it feels like it needs more reliable card draw than just Psychotrope Thallid. The goal is to make a bunch of tokens, make more tokens, and maybe Overrun for some damage. Whenever this creature mutates, create a 3/3 green Beast creature token.Hi, I decided to try to build a deck based around Wort, the Raidmother and conspire-able token generating spells.Whenever this creature mutates, other creatures you control get +2/+1 until end of turn.Whenever this creature mutates, return target permanent card from your graveyard to your hand.Whenever this creature mutates, return target instant or sorcery card from your graveyard to your hand.Whenever this creature mutates, return target creature card with converted mana cost three or less from your graveyard to the battlefield.And if Mutate does catch on, decks will likely be constructed around one of the Hybrid Mutants found within IKO. It may not have taken over the meta right away as Companion has, but the season is still far from over. Mutate is a complex MTGmechanic that has potential within multiple formats. These are triggers that can go off multiple times while also helping a player gain advantage during a match. And their Mutate cost is Hybrid, meaning a player can choose to pay via either color.Įach of the Hybrid Mutants also has a “Whenever this creature Mutates” ability. Hybrid Mutants are a cycle within IKO that are Uncommons and relatively inexpensive to cast, making them ideal picks in Limited and solid drops within Constructed decks. The creature on top determines the mutated creature’s powers and defense while also gaining abilities from the creatures below it. ![]() But players shouldn’t discount Mutate as a powerful mechanic just yet.Īs the headline mechanic for IKO, Mutate allows creatures to either be applied over or under another non-human creature. Since the digital release of Ikoria: Lair of Behemoths, a large number of early Constructed decks in the Standard format to see competitive play have included Companions. Hybrid Mutant creatures have the potential to help Mutate become a successful mechanic in Magic: The Gathering.
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