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By: CheshirePlaysGames, Albert Caynes
Aug 25 2020 11:00am
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Mutate, the best mechanic I have seen in a long while with a whole slew on new possibilities, and yet it was widely panned by players as having a small pool with weak abilities. In my last mechanic deck spotlight linked HERE, I discussed how we can use Mutate stacks to make a voltron style deck shine. Today however, I will take one of the most broken mechanics ever seen and Mutate it into a big mean turn five killing machine....

WHEN I LEFT YOU, I WAS BUT THE LEARNER

Snapdax, Apex of the Hunt is the reason this was able to happen at all thanks to double strike and mutate. Being able to throw Snappy down on an INFECT creature really is something super special that I think you all need to try at least once. Its a shame that Snappy's Mutate ability is so weak in EDH that it's almost a non-plus, but it can be useful to remove smaller blockers and ever restore a little health at the same time.

NOW I, AM THE MASTER

While we are going to ultimately use Infect, we need to give the deck other ways to get a leg up in case games go longer than expected. Enter the Mutate. Chittering Harvester makes each opponent sacrifice a creature, extremely handy against those Voltron style decks. Dirge Bat is "instant" targeted removal if you use the mutate due to Flash and can make an Infect creature fly, but the Mutate cost comes in at a whopping six CMC. Also expensive at five CMC is Mindleecher and given that you're a three colour deck, there is likely going to be at least one card you can use from the Mutate ability. Speaking of flying, Vulpikeet is a great creature for a Mutate stack considering it gives you wins and a +1+1 counter each time it Mutates. Necropanther reanimates any CMC three or less creature from your graveyard, meaning many of the infect creatures can be reanimated. Cubwarden gives you a small army of 1/1 cats and Regal Leosaur pumps your army of kitties to devastating numbers. The last actually works more with Infect, Porcuparot can deal damage to any target to the tune of the Mutate number in it's stack, this means you can start shooting players with Infect.

I FIND YOUR LACK OF FAITH...DISTURBING

We have only twelve Infect enabled creatures/sources in the deck, but we also run some tutors to fetch them as well. Glistening Oil is perhaps one of the coolest targets to tutor for in my opinion, as it returns to your hand if if the creature goes to your graveyard, but also gets a -1-1 counter each upkeep. Next up is the non-flying Infect creatures, FlensermitePlague MyrPriests of NornContagious NimPhyrexian DigesterCore Prowler and Corpse Cur. And then the fliers, Plague StingerWhispering SpecterTine Shrike and Flesh-Eater Imp. Thankfully all of the Infect creatures we have are able targets for Mutate and though we have some missing (because I didn't have them on hand), the deck still runs fine without them. Sneaking Infect through is also a priority, so we have Key to the City and Rogue's Passage. One last tricky trick, Karn's Bastion allows us some sneaky Proliferate. Remember how I said the deck was built to have legs?

I AM ALTERING THE DEAL

Extending the multiple facets of the deck, we also run a small suite of voltron pieces to make sure we can get in on the long haul. Hammer of Nazahn might be the weakest link in the equipment, if it weren't for tutors we can run to search for other equipment but really it's more the Indestructible that makes it amazing in the deck. Swiftfoot Boots gives Hexproof and Haste while Whispersilk Cloak is the more risky proposition by giving Unblockable, but also Shroud. Darksteel Plate is Indestructible and makes the creature also Indestructible as well. Brawler's Plate gives +2+2 and Trample, Conqueror's Flail gives up to +3+3 when Snappy is out and locks players out from casting spells on your turn and Blackblade Reforged gives +1+1 for each land you control. Sunforger gives an attack boost, but is also handy to tutor for (Sword to Plowshares) and Path to Exile. Finally we have both Helm of the Host to copy our Mutate stack at the beginning of combat and Argentum Armor allows us to blow a permanent up when it attacks. But why the emphasis on the combat step?

ALL I AM SURROUNDED BY IS FEAR.... AND DEAD MEN.

Now that we have the creatures mostly locked down, what can we use to kill our opponents? Seize the Day, Relentless Assault, Response//Resurgence and Aurelia, the Warleader to start us off, but the real obscene power is in Breath of Fury as it jumps to another creature, sure you have to sacrifice the one it's attached to, but small price to pay. Oh and if all else fails, just blow everyone away with a big Infect creature and Chandra's Ignition. Never claimed I was the best of men, only that I mostly played by the rules.

Mostly.


SNAPDAX, APEX OF INFECT
 

1x Aurelia, the Warleader
1x Cataclysmic Gearhulk
1x Chittering Harvester
1x Contagious Nim
1x Core Prowler
1x Corpse Cur
1x Cubwarden
1x Dirge Bat
1x Flensermite
1x Flesh-Eater Imp
1x Necropanther
1x Phyrexian Digester
1x Plague Myr
1x Plague Stinger
1x Porcuparrot
1x Priests of Norn
1x Regal Leosaur
1x Snapdax, Apex of the Hunt
1x Sun Titan
1x Tine Shrike
1x Vulpikeet
1x Whispering Specter
1x Anguished Unmaking
1x Chaos Warp
1x Crackling Doom
1x Deflecting Palm
1x Enlightened Tutor
1x Path to Exile
1x Swords to Plowshares
1x Thrill of Possibility
1x Chandra's Ignition
1x Demonic Tutor
1x Grim Tutor
1x Mythos of Snapdax
1x Relentless Assault
1x Seize the Day
1x Vandalblast
1x Vindicate
1x Breath of Fury
1x Glistening Oil
1x Arcane Signet
1x Argentum Armor
1x Blackblade Reforged
1x Boros Signet
1x Brawler's Plate
1x Commander's Sphere
1x Conqueror's Flail
1x Darksteel Plate
1x Fellwar Stone
1x Hammer of Nazahn
1x Helm of the Host
1x Key to the City
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring
1x Sunforger
1x Swiftfoot Boots
1x Whispersilk Cloak
1x Ancient Tomb
1x Bloodstained Mire
1x Castle Embereth
1x Caves of Koilos
1x Command Tower
1x Dragonskull Summit
1x Exotic Orchard
1x Fabled Passage
1x Isolated Chapel
1x Karn's Bastion
1x Luxury Suite
1x Mortuary Mire
4x Mountain
4x Plains
1x Polluted Delta
1x Reflecting Pool
1x Rogue's Passage
1x Sacred Foundry
1x Savai Triome
1x Shizo, Death's Storehouse
1x Silent Clearing
2x Smoldering Marsh
1x Spinerock Knoll
1x Strip Mine
4x Swamp
1x Urborg, Tomb of Yawgmoth
1x Wasteland
1x Wooded Foothills
1x Cartographer's Hawk
1x Deadly Rollick
1x Mindleecher
1x Response / Resurgence
 

ABOUT THIS DECK

This deck is in clear violation of my social rule number one, no winning before turn ten. I probably need to explain the reason behind this, I have played around thirty games in two months whith brews that havenm't reaslly felt like they had a chance aghainst some truly gross causal decks.... Yes MTGLexicon crew, I'm looking aty you. So, I made a hit deck that was designed to be able to burst damage a win against a whole table while also allowing enough turns to fit within their social contracts. Turn four, I killed two of them with an extra combat step, turn five I killed the last remaining player at the table and fulfilled my DESTINY. 

That's all for this week, keep crackin packs and building JANK brews! - Chesh