Super-Adaptoid 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.
Official card text
Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.
Complete guide
Super-Adaptoid is a formidable Legendary Artifact Creature that evolves based on your board state and your enemies' strengths. Its power scales with your legendary presence, while its triggered ability allows it to systematically copy keywords from other creatures. This Robot Villain is designed to become the ultimate threat by adapting to every battlefield situation.
A Scaling Threat
The first characteristic of Super-Adaptoid is its characteristic-defining ability, which sets its power equal to the number of legendary creatures you control. This counts Super-Adaptoid itself, meaning it will always be at least a 1/something as long as it is on the battlefield. Its toughness is a static 3, providing a stable base regardless of how many legends you have in play.
Step-by-Step Adaptation
When Super-Adaptoid enters the battlefield or attacks, you target another creature. The ability then checks a specific list of keywords: haste, flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. For each keyword, if the target creature has it and Super-Adaptoid does not, you place the corresponding keyword counter on Super-Adaptoid. These checks happen simultaneously during resolution, meaning you could gain multiple counters at once if the target has multiple abilities.
Common Mistakes to Avoid
It is important to remember that this ability uses keyword counters. Unlike temporary 'until end of turn' effects, these counters stay on Super-Adaptoid indefinitely unless removed by another effect. Additionally, the ability only triggers on entering or attacking; it does not passively gain keywords if a creature enters later. You also must target another creature; you cannot target Super-Adaptoid with its own ability.
Strategic Deployment
Super-Adaptoid shines best in decks with many legendary permanents or creatures with diverse keywords. By attacking, you can effectively 'steal' the utility of your opponent's best blockers or capitalize on your own evasive creatures. Because it checks for keywords it doesn't already have, it will only gain new types of counters, preventing unnecessary clutter.
Interaction examples
When Super-Adaptoid enters the battlefield, you target Ornithopter of Paradise. The ability checks the list of keywords. Since Ornithopter of Paradise has flying and Super-Adaptoid does not, you place a flying counter on Super-Adaptoid. If Super-Adaptoid already had a flying counter from a previous turn, no new counter would be placed.
If you have Foundry Inspector on the battlefield, Super-Adaptoid costs only {1} to cast. Once it enters, Super-Adaptoid targets Foundry Inspector. However, since Foundry Inspector has no keywords from the specified list (flying, haste, etc.), no counters are added. Super-Adaptoid's power would be 1 because it is the only legendary creature you control.
When Super-Adaptoid attacks, its ability triggers. You target an opponent's creature that has Trample and Lifelink. Upon resolution, Super-Adaptoid receives one trample counter and one lifelink counter because it lacked both. It now deals damage as a creature with those keywords for the duration of the combat and beyond.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Super-Adaptoid
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
The Serpent Society + Glissa, the Traitor + Super-Adaptoid + Ashnod's Altar
- 1Activate Ashnod's Altar by sacrificing Super-Adaptoid, adding
.
- 2When Super-Adaptoid dies, The Serpent Society triggers, causing each opponent to sacrifice a nontoken creature they control.
- 3When a creature dies this way, Glissa triggers, returning Super-Adaptoid from your graveyard to your hand.
- 4Cast Super-Adaptoid by paying
.
- 5When Super-Adaptoid enters, it triggers, choosing Glissa and giving Super-Adaptoid deathtouch and first strike.
- 6Repeat as able.
The Serpent Society + Glissa, the Traitor + Super-Adaptoid + Krark-Clan Ironworks
- 1Activate Krark-Clan Ironworks by sacrificing Super-Adaptoid, adding
.
- 2When Super-Adaptoid dies, The Serpent Society triggers, causing each opponent to sacrifice a nontoken creature they control.
- 3When a creature dies this way, Glissa triggers, returning Super-Adaptoid from your graveyard to your hand.
- 4Cast Super-Adaptoid by paying
.
- 5When Super-Adaptoid enters, it triggers, choosing Glissa and giving Super-Adaptoid deathtouch and first strike.
- 6Repeat as able.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Super-Adaptoid
No archived Top 8 deck with this card yet.



Ornithopter of Paradise
Foundry Inspector


