Ideal strategy is on turn 1 or 2 get out a cheap creature to mutate into. Turn 2 or 3 get season of growth or wolfwillow out to get some ramp or card draw/card selection going. Hopefully by turn 3 or 4 we're mutating which is giving us huge value with either ramp, enemy creature/artifact/enchanchment removal while building a huge monster to either attack with, or just keep mutating into for more value.
In my experience, the most important thing to worry about in your opening hand is ramp (go figure). So far, I have had a lot of wins with this deck. I can see that changing a little bit once the mutate mechanic catches on a little more. From what I have seen it is an extremely powerful mechanic and in my opinion, very pushed when it comes to the standard format.
Update
Thinking about adding Umori as a companion but I think I'd have to take out Season of Growth which I don't really want to do. Any ideas let me hear them!!
Update 2
Mutate has definately caught on so I took out a few cards from main deck and added all 4 Murders into main deck to increase removal ability.
Creature (33) | |||
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$0.25€0.110.03 | |||
$0.20€0.080.03 | |||
3
Gemrazer
|
$0.75€0.680.02 | ||
$0.21€0.070.03 | |||
$0.18€0.080.03 | |||
$0.29 | |||
$0.18€0.100.03 | |||
$0.40€0.300.02 | |||
$0.25€0.090.03 | |||
Instant, Sorcery, Enchantment, Artifact (7) | |||
$0.35€0.220.03 | |||
$0.30€0.360.03 | |||
Land (20) | |||
7
Swamp
|
$0.160.03 | ||
9
Forest
|
$0.230.03 | ||
$11.27€9.780.20 |
$0.25€0.130.03 | |||
$0.25€0.090.03 | |||
1
Gemrazer
|
$0.75€0.680.02 | ||
$0.35€0.220.03 | |||
$0.25€0.090.03 | |||
4
Murder
|
$0.19€0.060.03 |
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28 | 21 | 11 | 0 | 0 |
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11 | 3 | 1 | 0 | 0 |