Based on what the card says (so without rules) it won't fall off, and the land will just have some useless triggered ability. Then when you animate it the ability will still be there (just like its tap; add Mana ability doesn't go anywhere when it's a creature)
No, the mutated part of the factory well be under the factory and none of those characteristics will apply. So it's still a land, its cmc is still 0, still colorless. If you put it on top:
Yes. It will have the cmc, color, and p/t of the mutation card. At end of turn it will remain a creature because those are the current characteristics of the card (mutate-top should overwrite them) and retain the Mana ability and the ability to turn it into a 2/2 assembly worker
They're in play, sort of fused. Mutate is a creature spell that resolves into a characteristic defining ability, with functionality similar to meld.
Yes. Many of these creatures are designed to be mutated over and over. Basically one creature will be on top, and that will define the name, CMC, P/T, color, types, ect of the card but then every card mutated onto it will add it's textbox (and nothing else) to the top creature. And when you mutate, you get the choice of keeping the current top creature, or having the mutation spell be the new top creature.
So (assuming these cards had mutate)
You have a birds of paradise.
You mutate Grisslebrand underneith it.
You'll have a 0/1 Green lifelink flying bird with T: Add one of any color and Pay 7 life: Draw seven cards.
Now you mutate Delver of secrets on top of it
You'll have 1/1 Blue human wizard with Flying, lifelink, T: Add one of any color of mana, pay 7 life: Draw seven cards, and "at the beginning of your upkeep look at the top ... and transform"
Edit: I thought about it more and more I think the mutations don't care if the delver transforms, they'll still be there.
Last edited by FourDogsinaHorseSuit; 04-06-2020 at 10:35 PM.
Forget building a deck around it (the FBing LED and Petal each turn - hell you can play this with standstill) what permanents do you absolutely need to run that are >2? Just play a Esper Deck as normal and include this as a companion. . . you can also play a white hatebear deck! Play it later to get back a hate bear you lost.
Edit - in regards to Lurrus and LED, if we get a good number of cards to cast out of graveyard with LED you can run it a bit like Vintage workshop decks? Mulligan aggressively (and maybe use Serum Powder) into LED + [Card you want to cast with LED]. Then turn 1 LED --> Lurrus from sideboard --> LED --> [Card you want to cast with LED]. Hopefully that is a lot of value? We just need to find [Card you want to cast with LED] . . . . Echo of Eons is 4 cards, I think you might want 6 more cards that you want to use with LED for this to be a potential avenue to build around (as it is though you can give you opponent a random 7 and start with Lurrus just by aggressively Mulligan into LED + Echo.
I'm just trying to envision how a underworld breach deck with Lurrus might have looked
4x Painter's Servant
4x Grindstone
4x Quiet Speculation
4x Echo of the Eons
4x Lion's Eye Diamond
4x Fiathless looting.
4x Goblin Engineer
4x Wishclaw talisman
4x Lotus Petal
4x Ponder
4x Brainstorm
4x Volcanic island
4x Scalding Tarn
2x Island
8x Other lands
//SB
1 Larrus of the Dream Den
UR Graveyard Painter, maybe it needs more dredge? Drakmore has dredge and casts LArrus
Ah, oops.
Another thought . . . If you save your LED for turn 2 you can do stuff like this:
Turn 1 - Land + Discard/Draw
Turn 2 - Land + Discard/Draw + LED -> LED into Lurrus from Board, discard a Titan. FB LED with Lurrus -> Escape your Titan.
14 Land
10 Cantrips
8 Discard Spells
4 FOW
4 Daze
6 Titans
4 Echo
4 LED
4 Petal
6 Open
Companion: Lurrus
I don't think you're allowed to play Echo or FoW with Lurrus pre-requisite of cmc under 3
Perms only...too much text...
OK, lets tone it down though, these are new cards and often are untinutive.
Lurrus only limits you to permanents that are less then 2 CMC, not all spells.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
CMC restriction relates only to permanent cards...
Also everyone is getting hung up on the deckbuilding restrictions as it relates to Companion.
You can play this in you deck as just a card, and realistically should be evaluated as such.
This card is a Value Machine. Yeah there are some fancy tricks you can run with LED and stuff, but what about just replaying Baleful Strix and SFM and Thalia?
Everyone is tripping over this like it's a Dark Confidant and the only comments are "BuT wHaT iF I fLiP oVeR a DrACo?"
Forgo the cutesy junk and just play it like a normal card
Yeah, my first reaction to the card was to think of a DGA sort of deck where the only things 3-CMC would be Linger Souls and Vindicates.
You could put Liliana in the sideboard for matchups where you really need it and then bring Lurrus into the maindeck. I mean, no idea if it is "good" but there are a lot of 2-CMC "value" things to be played with this, I think, outside of "combos."
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
I love this card, it's going to be a real player in Pioneer and Standard. Is there anything good to do with it in Legacy?
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