Mutavault

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mutavault

Land

: Add .

: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

SufferFromEDHD on The Dark Brotherhood - Rogues & Riches

2 days ago

Mutavault not as good as Changeling Outcast but a close second.

BioProfDude on New to Pioneer. *HELP*

2 months ago

Also, keep in mind that Mutavault is all creature types. Thus, your anthem effect from Supreme Phantom applies.

Additionally, Hengegate Pathway  Flip effectively works as your basic lands, except you get the turn 1 flexibility in case you end up needing one color over the other. I would strongly suggest 4x Hengegate Pathway  Flip and remove 2x each of Plains and Island.

BioProfDude on New to Pioneer. *HELP*

2 months ago

Well, I agree that additional dual lands are good, but Port Town is one of the worst. I'd suggest maybe 2x Cavern of Souls as you are heavy on spirits, and replace Port Town with 4x Seachrome Coast, and add 4x Adarkar Wastes. Probably 2x to 4x Hengegate Pathway  Flip would also be useful. I'd also add 2x Eiganjo, Seat of the Empire, 1x Otawara, Soaring City, and 2x Mutavault as your Supreme Phantom anthem will apply to an activated Mutavault because it is "all creature types."

I don't see any removal and that's needed in Pioneer. Probably 3x or 4x Get Lost would help. Probably 2x Sheltered by Ghosts would also be useful and would be great protection for your Spell Queller.

Honestly, I'd lose the 3x Lunarch Veteran  Flip, max out on Spell Queller and add 2x Mockingbird.

Just some thoughts-- hope this helps! +1 from me!

I would add that Curious Obsession is a good card, but I don't know that it is great in this deck. Try it out, but I could see cutting it to make room for the removal.

SufferFromEDHD on Wurm tribal

3 months ago

Mutavault wurm manland

Descendants' Path tech

TheVectornaut on Rise of the Griffins

4 months ago

While I like the idea of the current enchantment combo, I don't know that it's really necessary. Privileged Position already protects your stuff without the need to get out 2 cards. Further, turning all of your lands into enchantments opens you up to instantly losing the game to something like Spring Cleaning, although players are more likely to play mass wipes that will also destroy or exile their permanents due to Enchanted Evening's symmetry. Speaking of, you can try to take advanatge of that symmetry in other ways like playing Azorius First-Wing as an unblockable griffin, assuming you don't mind going into blue. Otherwise, I'd still try to upgrade the griffins here to be a little faster and more impactful. Diving Griffin and Resplendent Griffin have the potential to be better than Sunspire Griffin, depending on the final build. Fearless Fledgling and Griffin Rider are both aggressive options to shore up the 2 slot in a way I think would be more impactful than Crashing Drawbridge or the currently underwhelming Pearl Medallion. Finally, Wanted Griffin may be better than Senate Griffin at 4, again depending on what your game plan ends up being. Mutavault and Metallic Mimic are some less budget friendly options that could help the tribe's limited card pool.

As for anthems, I usually prefer the 2 cost options to the 3, although I do like Always Watching. Honor of the Pure is the vanilla option while Rally the Ranks or even Obelisk of Urd could fit in a tribal shell. One thing I thought of while looking at the high number of white pips making the Medallion worse was that you could lean into that and go for a mono-white devotion build. Some anthems like Flowering of the White Tree and Benalish Marshal already fit well in such a deck. You'd definitely want a playset of Nykthos, Shrine to Nyx and some sort of payoff for the extra mana like Elesh Norn, Grand Cenobite, Walking Ballistafoil, or whatever other bomb you prefer. You'd also want something to play on 1 for that strategy. War Falcon has some synergy with Griffin Rider, Esper Sentinel is a generically powerful draw engine, and Weathered Wayfarer is a classic way to find Nykthos. War Falcon also brings to mind the idea of leaning more into broad flying support like Sephara, Sky's Blade and Rally of Wings, although I acknowledge going down that path could severely dilute the tribal identity of the deck. One final approach I can think of is pivoting to focus on lifegain to use the Griffin Aerie in your maybeboard. You'd definitely need cheaper ways to gain life than True Conviction, especially since I think it's already one of the weaker cards in the deck. The reality is that you'd probably be nudged towards splitting the griffins with angels to take advanatge of Angelic Accord, Bishop of Wings, Speaker of the Heavens, and even Archangel of Thune. Outside of that, the options are more limited. Maybe mass lifelink could be made cheaper with Metallic Mimic plus Envoy of the Ancestors or Abzan Battle Priest. This is the only route where I actually see Path of Bravery being worth it.

BioProfDude on

5 months ago

Foulmire Knight or Vampire of the Dire Moon are both way better than Tajuru Blightblade, and I think Snakeskin Veil is generally better than Tamiyo's Safekeeping.

I would suggest Vivien, Champion of the Wilds as a possible addition as giving your creatures flash could be interesting when playing against many of the current top decks, and the +1 to give creatures vigilance and reach is also quite relevant.

A creature land or two might be good in case you run into control or other matchups with a lot of removal. Hive of the Eye Tyrant, Hissing Quagmire, Lair of the Hydra, or maybe a Mutavault are all good candidates.

Cool deck! I upvoted a while ago, but it's still a +1 from me!

sergiodelrio on Eldra-Zero

9 months ago

That's exactly my point tho... any land other than Deserted Temple would provide you with 3 mana total from all land sources on turn 2 as well (*if you play a tap2 land on T1)...

I guess what I'm saying is you could look for replacements of Deserted Temple which add maybe utility or sth else without actually sacrificing anything important here imho. Maybe even go with a split: 1x Gemstone Caverns 2x Cavern of Souls 1x Blast Zone you have many great options actually ... Inventors' Fair, Mutavault.

Sorry if I'm being annoying, that's not my intention, I just feel you're overselling the role of Deserted Temple in this particular deck imho, which I still think is very nice no matter if you keep deserted temple or not.

Cheers!

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