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Rules guide · Legendary Creature

Irma, Part-Time MutantHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Teenage Mutant Ninja Turtles Eternal· March 6, 2026
Carte Magic Irma, Part-Time Mutant

Irma, Part-Time Mutant is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

At the beginning of combat on your turn, Irma becomes a copy of up to one other target creature you control, except her name is Irma, Part-Time Mutant and she has this ability. Then put a +1/+1 counter on her.

Complete guide

Irma, Part-Time Mutant is a versatile shapeshifter that adapts to your board state every single turn. By mimicking your other creatures while retaining her own identity, she grows stronger with each combat phase. This guide explores how to master her copying ability and maximize the power of your team.

A Consistent Transformation

At the beginning of your combat phase, Irma's triggered ability allows her to become a copy of another target creature you control. Crucially, she keeps her name and her ability, ensuring she can shift again during your next turn. Unlike many clones, this transformation is not permanent for the rest of the game, but rather lasts until she copies something else or leaves the battlefield. Additionally, the ability always puts a +1/+1 counter on her after the copy effect is applied, even if you choose not to target a creature.

Understanding the Copy Process

When Irma copies a creature, she only acquires the 'copiable values' of that creature—essentially what is printed on the card. She does not copy counters, Auras, or Equipment currently attached to the target. It is also important to remember that Irma is already on the battlefield when this happens. Because she is not 'entering' the battlefield, any 'Enters' triggers (formerly Enter-the-Battlefield abilities) of the creature she is copying will not trigger.

Targeting and Resolution

The ability states 'up to one target.' If you choose a target and that target becomes illegal (for example, it is destroyed in response), the entire ability fails to resolve. In this scenario, Irma does not become a copy of anything, and she does not receive a +1/+1 counter. If you want to ensure she gets the counter regardless of your opponent's actions, you can choose to have the ability target nothing at all.

Strategic Timing

Since the trigger occurs at the beginning of combat, Irma can immediately use any keyword abilities she gains, such as Flying or Trample, during that combat. If she copies a creature with a 'When this creature attacks' trigger, that ability will trigger when you declare her as an attacker, as she has already completed her transformation before attackers are chosen.

Interaction examples

The Simulation Limitation

If Irma copies Solemn Simulacrum at the start of combat, she becomes an artifact creature with the name 'Irma, Part-Time Mutant.' Because she is already on the battlefield, you do not get to search for a land. However, she does gain the triggered ability 'When this creature dies, you may draw a card.' If she is destroyed while copying the Simulacrum, you will get to draw that card.

Throne of Mutants

If you target Roaming Throne, Irma becomes a copy of it. Note that Roaming Throne has an 'As this creature enters' ability to choose a creature type. Since Irma is already on the battlefield, you do not get to choose a new type; she will simply be a Human Mutant Shapeshifter Golem. She will have Ward {2} and will double the triggered abilities of other creatures you control that share a type with her (like other Mutants).

Solo Growth

If Irma is the only creature you control, you cannot target another creature. However, because the ability says 'up to one,' the ability still triggers. You choose zero targets, and upon resolution, Irma remains a 2/2 Human Mutant Shapeshifter and receives a +1/+1 counter, becoming a 3/3.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Irma, Part-Time Mutant

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You don't have to choose a target for Irma's ability. However, if you do and the target creature is an illegal target as Irma's ability tries to resolve, it won't resolve and none of its effects will happen. Irma won't become a copy of anything else, and you won't put a +1/+1 counter on her.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Irma copies exactly what was printed on the original creature and nothing else, with the listed exceptions (unless that creature is copying something else; see below). She doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, and so on.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the copied creature has {X} in its mana cost, X is 0.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the copied creature is copying something else, then Irma becomes a copy of whatever that creature copied (with the listed exceptions).

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Because Irma isn't entering the battlefield when she becomes a copy of another creature, any "When [this creature] enters" or "[This creature] enters with" abilities of the copied creature won't apply.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Irma, Part-Time Mutant
+Akki Battle Squad
#1

Irma, Part-Time Mutant + Akki Battle Squad

Infinite +1/+1 counters on a creatureInfinite combat phasesInfinite untap of modified creatures you control
  1. 1At the beginning of your combat phase, Irma triggers, causing it to become a copy of Akki Battle Squad and putting a +1/+1 counter on it.
  2. 2Declare Irma as an attacker. Irma triggers, untapping all modified creatures you control and causing you to get an additional combat phase after this one.
  3. 3Repeat.
Omarthis, Ghostfire Initiate
+Irma, Part-Time Mutant
#2

Omarthis, Ghostfire Initiate + Irma, Part-Time Mutant

Infinite +1/+1 counters on certain creatures
  1. 1At the beginning of your combat phase, Irma triggers, causing it to become a copy of Omarthis and put a +1/+1 counter on it.
  2. 2Omarthis triggers, putting a +1/+1 counter on itself.
  3. 3Irma triggers, putting a +1/+1 counter on itself.
  4. 4Repeat from step 2.
03

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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