Mutate and Commander: A Symbiotic (and Sometimes Weird) Relationship
Mutate in Commander is a fascinating, albeit complex, mechanic. It allows you to merge creatures together, creating a potentially powerful, synergistic, and often unpredictable board state. In essence, mutate combines creatures into a single permanent. Crucially, if your Commander is involved in a mutate pile, the resulting creature is your Commander. This means it deals commander damage, is subject to the commander tax, and can be returned to the command zone if it leaves the battlefield. The characteristics of the resulting creature, like power, toughness, abilities, and creature types, are determined by whichever card is on top of the merged pile. This article will delve into the specifics of how mutate interacts with the Commander format and will answer some frequently asked questions.
The Nitty-Gritty of Mutate in Commander
Mutate is an alternate casting cost, not an activated ability. You pay the mutate cost instead of the mana cost when casting a creature with mutate. The target for your mutate spell must be a non-Human creature you control. When the mutate spell resolves, you choose to either place the mutating creature on top of the target creature or underneath it.
- Top Card Rules: The creature on top dictates the name, mana cost, color, power, and toughness of the resulting merged creature. It also determines which abilities the mutated creature has, like keywords such as flying or trample.
- Commander Status: Regardless of whether your Commander is on top or underneath the pile, the merged creature is still considered your Commander for all relevant Commander rules.
- Commander Tax: If you want to cast a creature with mutate from the command zone, you must pay the commander tax in addition to the mutate cost.
- Commander Damage: Damage dealt by a mutated creature counts as commander damage if your commander is part of the merged permanent, irrespective of its position in the pile. To eliminate a player, you must deal them 21 or more combat damage from that commander across the course of the game.
- Leaving the Battlefield: If your mutated commander leaves the battlefield, you can choose to put it back into the command zone. If it goes to the graveyard, you have a chance to return it before state-based actions are checked. If it is exiled, it stays in exile unless an ability allows you to get it back.
Mutate decks in Commander often adopt a “Voltron” strategy, focusing on buffing a single creature with multiple mutations to create a game-ending threat. Choosing a Commander that supports this strategy is crucial.
Frequently Asked Questions (FAQs) about Mutate and Commander
Let’s tackle some of the most common questions players have about using mutate in Commander.
H3 1. If I mutate a creature on top of my commander, does it still count as my commander for the purposes of assigning commander damage?
Yes. As specified by rule 903.3c, if your Commander is a component of a merged permanent, the resulting merged permanent is your Commander. The pile does commander damage and counts as your commander no matter where the commander is in the pile.
H3 2. Does mutate bypass the commander tax?
No. Mutate is an alternate casting cost, meaning it does not bypass the commander tax. The commander tax applies to any casting of your commander from the command zone, regardless of the cost used.
H3 3. Can a commander mutate?
Absolutely! Many powerful mutate Commanders exist, and using mutate yourself is a natural extension of the mutate strategy. Commanders such as Otrimi, the Ever-Playful are designed specifically for mutate-themed decks.
H3 4. Is a mutated commander still a commander?
Yes. No matter which card you put on top, the merged creature remains your commander. It retains all the properties of being a commander like dealing commander damage and being affected by the commander tax.
H3 5. Does mutate ignore summoning sickness?
A creature with mutate ignores summoning sickness if it mutates onto a creature that doesn’t have summoning sickness. Mutate does not grant haste by itself, but it can create a powerful, immediate threat if used on a creature you have controlled since the beginning of your most recent turn.
H3 6. Does mutate count as ETB (Enter the Battlefield)?
No, the resolving mutating creature spell does not enter the battlefield. Instead, it modifies the creature that was already there. Consequently, “enter the battlefield” triggers are not activated when a creature mutates.
H3 7. Can my commander do commander damage to myself?
Yes, if you manage to make your own commander deal you 21 or more combat damage. The commander damage rule only specifies damage dealt by a commander, not necessarily an opponent’s commander.
H3 8. Does a copied commander count as commander damage?
No. Commander-ness is an inherent property of the physical card designated as your Commander at the start of the game. A copy, even if it’s identical, doesn’t inherit this property.
H3 9. Can an opponent steal my commander?
Yes, they can. If an opponent gains control of your commander, it still counts as your commander for the purposes of commander damage, but it doesn’t count toward their commander damage total against you. Only your commander deals commander damage to opponents.
H3 10. Can you cast a creature for its mutate cost from the command zone?
Yes, you can cast a creature with its mutate ability from the command zone. However, you must still pay the commander tax in addition to the mutate cost.
H3 11. Does mutate keep creature types?
The resulting creature has the characteristics of the top card. If a legendary creature is on top then the creature is legendary and affects other creatures via the legends rule. If you mutate on top, the result is the creature inherits the name, colour, power, and toughness of the mutate creature you cast, while if you mutate onto the bottom, it maintains the previous creature’s instead. This includes creature types.
H3 12. Does mutate take away legendary?
The presence of the legendary supertype depends on the card on top of the pile. If the top card is legendary, the mutated creature is legendary and is subject to the legend rule.
H3 13. Can you counter a mutate card?
Yes, while a mutating creature spell is on the stack, it’s still a spell and can be countered. If countered, it goes to the graveyard.
H3 14. What happens if my mutating creature spell is countered?
If your mutating creature spell is countered, it goes to the graveyard just like any other countered spell. The creature you targeted with mutate remains unchanged on the battlefield.
H3 15. Are mutate decks good?
The effectiveness of a mutate deck depends on its construction and your playstyle. A well-built mutate deck leverages the synergy between mutated creatures and the commander, creating a resilient and powerful engine. A poorly constructed one, however, may simply fall apart to removal.
Conclusion: Mutate – A Risky, Rewarding Path
Mutate is a complex and fascinating mechanic that adds a unique layer of strategy to Commander. While it comes with inherent risks, like vulnerability to removal spells, the potential payoff of creating a massive, synergistic creature is often worth the risk. To master this mechanic, it is essential to understand the underlying rules, choose a Commander that complements the mutate strategy, and build a deck that maximizes the synergy between all components. By embracing these principles, you will be on your way to unleashing the full power of mutate on your unsuspecting opponents.
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