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MutantHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Doctor Who Tokens· October 13, 2023
Carte Magic Mutant

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

Deathtouch

Complete guide

The Mutant token is a versatile creature type that often appears as the result of radiation, biological enhancement, or sudden transformation. Whether generated as a 2/2 threat or a 3/3 deathtouch defender, Mutants serve as the cornerstone for archetypes that reward biological synergy and counter manipulation. In this guide, we will examine how these tokens interact with tribal leaders and transformation effects.

What it does

Mutant tokens are creature tokens that possess the Mutant subtype. Their specific attributes, such as power, toughness, color, and abilities like Deathtouch, are determined by the effect that created them. Unlike cards that are naturally Mutants, these tokens only exist on the battlefield; if they leave the battlefield for any zone, they cease to exist as a state-based action.

How it resolves step by step

When a spell or ability that creates a Mutant token resolves, the game checks for any static abilities or replacement effects that might modify how it enters. First, the token is placed onto the battlefield with the specified characteristics. Second, any 'Alliance' or 'Enters' triggers, such as those from April O'Neil, Live on the Scene, are put onto the stack. Finally, the active player receives priority to continue the turn.

Common Mistakes

A frequent mistake is assuming all Mutant tokens are identical. A Mutant created by Slash, Reptile Rampager is a 2/2 red creature, while one created by The Curse of Fenric is a 3/3 green creature with Deathtouch. Always check the creating card's text for specific stats. Additionally, remember that changing a creature's type to Mutant in addition to its other types, as seen with Jenova, Ancient Calamity, does not remove its original types like Elf or Bird.

When to play it

You should focus on creating and protecting Mutants when you have 'lords' on the board like Hancock, Ghoulish Mayor, who provides a power boost based on counters. They are also highly effective during combat phases when combined with Heroes in a Half Shell, which rewards Mutants for dealing combat damage by granting them counters and providing card draw.

Interaction examples

Scaling Power with Tribal Leaders

With Vault 12: The Necropolis at chapter II, you create several 2/2 Zombie Mutant tokens. If Hancock, Ghoulish Mayor is on the battlefield with two counters on him, these tokens immediately become 4/4 creatures due to his static ability. When the Saga reaches chapter III, it puts two +1/+1 counters on each Mutant, further increasing their size and Hancock's buff.

Triggering Investigative Reports

When Slash, Reptile Rampager attacks, its ability triggers to create a 2/2 red Mutant creature token. As that token enters the battlefield, it triggers April O'Neil, Live on the Scene's ability. You then create a Clue token, allowing you to draw cards later in the game.

Mutating Mana Dorks

If you control Master Biomancer (with base 2 power), and you cast Llanowar Elves, the Elves will enter the battlefield with two +1/+1 counters. Because of the Master's ability, the Llanowar Elves is now a 3/3 Elf Druid Mutant. This allows it to benefit from any effects that specifically target or buff Mutants.

Rewarding the Fallen

Jenova, Ancient Calamity targets another creature at the start of combat, giving it +1/+1 counters and making it a Mutant. If that creature later dies during your turn, Jason Bright, Glowing Prophet checks if its power was different from its base power. Since it had counters from Jenova, you draw a card, and Jenova's own ability triggers to draw cards equal to that creature's power.

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

How it works : Mutant

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Interactions with other cards

These cards' text mentions Mutant.

Master Biomancer
Master Biomancer

Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.

Irma, Part-Time Mutant
Irma, Part-Time Mutant

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.

Jenova, Ancient Calamity
Jenova, Ancient Calamity

At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types. Whenever a Mutant you control dies during your turn, you draw cards equal to its power.

Screeching Scorchbeast
Screeching Scorchbeast

Flying, menace Whenever this creature attacks, each player gets two rad counters. Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.

The Master, Transcendent
The Master, Transcendent

When The Master enters, target player gets two rad counters. {T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)

Hancock, Ghoulish Mayor
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.)

Vault 12: The Necropolis
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.

Slash, Reptile Rampager
Slash, Reptile Rampager

Alliance — Whenever another creature you control enters, Slash deals 2 damage to each opponent. Whenever Slash attacks, create a 2/2 red Mutant creature token.

Heroes in a Half Shell
Heroes in a Half Shell

Vigilance, menace, trample, haste Whenever one or more Mutants, Ninjas, and/or Turtles you control deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card.

Jason Bright, Glowing Prophet
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 — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.

Bebop, Skull & Crossbones
Bebop, Skull & Crossbones

Partner with Rocksteady, Mutant Marauder (When this creature enters, target player may put Rocksteady into their hand from their library, then shuffle.) Deathtouch Whenever Bebop deals combat damage to a player, you may draw X cards, where X is the number of counters on Bebop. If you do, you lose X life.

April O'Neil, Live on the Scene
April O'Neil, Live on the Scene

Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Partner—Character select

Related cards and tokens

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