Mutagenic Growth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mutagenic Growth

Instant

( can be paid with either or 2 life.)

Target creature gets +2/+2 until end of turn.

Dana_in_Love845 on Light The Way (White Spellslinger)

4 days ago

I really don't like Mutagenic Growth, but I know it is good... I just really don't like paying life, but it would work so well. I guess Gitaxian Probe would be good as well. I'll add them both to the maybe board anyway.

As for Monastery Mentor I'm not sure, honestly it's more of a problem of what to take out for it. I think a good plan would be to reduce the Leonin Lightscribe and Faerie Guidemother to 3 to squeeze in 2 copies. I'll test around to see if it works.

Thanks for the suggestions anyway!

zapyourtumor on Light The Way (White Spellslinger)

4 days ago

Mutagenic Growth? Monastery Mentor may be too slow but is decent

I highly advise against running Lay Down Arms in the sb, giving your opponent life is not what you want to be doing here

PhyrexianPraetor on Hot Potato!

1 month ago

I like what you got here. The only things I can suggest are the following.

1) run four copies of Lightning Bolt. It acts like removal and gives you the ability to hit your opponent’s life total directly. I personally feel Kazuul's Fury  Flip, Mutagenic Growth, Kazandu Mammoth  Flip and Wayward Guide-Beast aren’t needed unless you run three or more copies of each.

2) cards like Ancestral Anger, Audacity, Charge Through and Crash Through allow you to get past walls of creatures with trample and also draw you a card, which can make your deck more consistent.

I think the ideal list for you would be this.

4 Akoum Hellhound, 4 Brushfire Elemental, 3 Lotus Cobra, 3 Atarka’s Command, 4 Lightning Bolt, 3 Temur Battle Rage, 4 Crash Through, 4 Enter the Unknown, 4 Explore, 4 Skyclave Pick-Axe, 23 lands

amarthaler on Pauper Murmuring Terrors

2 months ago

Removed Open the Omenpaths, Betrothed of Fire, Wrenn's Resolve and Mutagenic Growth.

Added Mob Justice and Snap.

Moved Weather the Storm to mainboard and balanced some card numbers.

K4nkato on Tinkerbell says “No”

5 months ago

Some thoughts:

Moved Foil to one of my flex slots. Faeries is a deck that unique uses hidden information and cards in hand to force opponents to make uninformed decisions. The threat of Mutagenic Growth turns obvious blocks into potential risks. Brinebarrow Intruder and Saiba Cryptomancer make attacks and removal much more difficult for your opponent. Counterspell gatekeeps when your opponent can commit to an action. Foil adds an extra layer of stress by threatening an opponent even when you’re tapped out. The high MV and expensive alternative cost are notable downsides, but Faeries draws more cards than any other deck in the format. 3-for-1 trades are unprofitable for most decks but Faeries is fast enough and disruptive enough to make it work.

I only recommend running one copy of Foil. The card’s value comes from its scarcity. Opponents who play around Foil are intentionally slowing themselves down and making sub-optimal decisions to fight a card you might not have. Opponents who ignore Foil open themselves up to getting caught by it. This adds another layer of decision making for your opponent, increasing their odds of making a mistake. The more opportunities you give your opponent to mess up, the more games you can win to pilot error.

Foil occasionally puts you in a very difficult spot in mana-screwed games. If you have 2 Islands in play and 1 Island in hand + Foil, you have to ask yourself if you should keep the land for a free counterspell or play it for more mana. I welcome the difficult decision, but this opens you up to mistakes as well. It’s worth practicing these corner cases if you want to play Foil, but I think the risk is worth the reward.

Smoke Shroud is a promising card I decided to cut. This aura allows you to turn Ninja of the Deep Hours into the most jacked Delver of Secrets  Flip you could imagine, but there aren’t enough discard outlets for it. You never want to play it & Faeries doesn’t really mill or discard outside of Foil and Moon-Circuit Hacker. 5 situational sources just isn’t enough to enable this card. I’ll say though, if the Faerie mirror ever becomes a matchup in need of breaking, I think this card will do it. It’s very difficult to permanently answer and forces your opponent to block unprofitably.

I’m debating Force Spike over Spell Pierce in my flex slot, but only because I genuinely don’t know how good Force Spike is.

K4nkato on Tinkerbell says “No”

5 months ago

Changelog: Added 1x Saiba Cryptomancer (the nerdiest magic card name ever. Excelsior!)

1x Smoke Shroud

2x Snaremaster Sprite

1x Faerie Seer

Cut

4x Faerie Miscreant

1x Mutagenic Growth

Iehovah on Pauper Red go BRRR

5 months ago

Although I haven't played much pauper, a quick search led me to some card for you to consider. Ancestral Anger might be worth running over Crash Through, Mutagenic Growth always pairs well with Kiln Fiend, and Renegade Tactics might be worth considering for the sideboard.

psionictemplar on

6 months ago

As a person who plays mono red prison I can tell you that 4 gemstone caverns are normally too many. I would cut one in favor of another ritual (probably Pyretic Ritual to help ensure the possible turn 1 moon/fable. Mazemind tome also feels slightly out of place since since your early game revolves around creatures and speeding up higher costing things. Do you really want to be taking turns off to scry? I'm not saying it wouldn't be useful at some point but the early game isn't it. I would trim some copies to avoid having them as early. I know this may sound crazy, but perhaps replace 1-2 mazeminds with Mutagenic Growth. The reason I think this might be viable is that people will often keep questionable hands with removal to fight ragavan. As such you might get lucky and be able to blow them out with a suprise pump spell. Not to mention that the only common removal that will kill your dragon is fury and being able to pump against it seems real good to me. Especially if you are playing against the beanstalk decks who's other removal is solitude and leyline binding (which dragon has protection from already).

As far as the sideboard goes, I would up the dismember count, drop the pillage and defense grid and maybe trim on chalice. I'm not sure what you're looking to combat with it. My suggestion is to add a couple Obsidian Charmaw as a way to slow down things like tron, or dirupt 4/5 color decks that really rely on leyline binding. Plus it's really fun to copy with a flipped fable since you are just putting them down a land instead of replacing it like a field of ruin would. Anyhow thats my main thoughts and I hope they might help you. (One small note: You have Koth listed in your deck description when he's not in the deck...not majorly important but I thought you might want to edit that out.)

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