0 viewsNaN secs ago
Custom
Size: 100
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
The Wise Mothman
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Legendary Creature - Mutant Insect

Commander
(CTRL to add secondary)
Counters
Hancock, Ghoulish Mayor
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Creature - Advisor Zombie Mutant

Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Counters
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Drain
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Drain
(CTRL to add secondary)
Draw
Jason Bright, Glowing Prophet
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — , Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Come Fly With Me — , Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Legendary Creature - Advisor Zombie Mutant

Struggle for Project Purity
As this enchantment enters, choose Brotherhood or Enclave.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
Enchantment

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Mill
Bloatfly Swarm
Flying
This creature enters with five +1/+1 counters on it.
If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from it, then give each player a rad counter for each +1/+1 counter removed this way.
This creature enters with five +1/+1 counters on it.
If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from it, then give each player a rad counter for each +1/+1 counter removed this way.
Creature - Mutant Insect

Nightkin Ambusher
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature enters, target player gets four rad counters.
This creature can't be blocked as long as defending player has a rad counter.
When this creature enters, target player gets four rad counters.
This creature can't be blocked as long as defending player has a rad counter.
Creature - Warrior Mutant

Nuka-Nuke Launcher
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip
Artifact - Equipment

Terisian Mindbreaker
Whenever this creature attacks, defending player mills half their library, rounded up.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Juggernaut

Vault 12: The Necropolis
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
Enchantment - Saga

Mill
(CTRL to add secondary)
Proliferate
Vexing Radgull
Flying
Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Bird Mutant

Proliferate
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Moss-Pit Skeleton
Kicker (You may pay an additional as you cast this spell.)
If this creature was kicked, it enters with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if this card is in your graveyard, you may put this card on top of your library.
If this creature was kicked, it enters with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if this card is in your graveyard, you may put this card on top of your library.
Creature - Skeleton Plant

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Dreadhorde Invasion
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Enchantment

Scurry Oak
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 1/1 green Squirrel creature token.
Whenever one or more +1/+1 counters are put on this creature, you may create a 1/1 green Squirrel creature token.
Creature - Treefolk

Tokens
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards

























































