Sultai Mutate is a deck that, despite having only creatures, can handle the most diverse situations: [deck](47638) *BUDGETING* Despite the focus being on the mutation keyword, let's begin our discussion with some cards that don't have this ability but are great creatures to open the game and good targets for our mutations: We keep the 4 copies of [card](Zagoth Mamba) as it can be a great removal, especially in the late game where we managed to make several mutations in the same turn. We increased from 2 to 4 copies of [card](Paradise Druid) because we can use it either as a ramp or simply keep it untapped to make the mutations in it since it is protected from occasional removals. We keep the 2 copies of [card](Arboreal Grazer), a great creature for the first turn, since for just one mana it is a difficult creature for the opponent to remove in the early game, and it accelerates our hand by ramping when entering the battlefield and being a creature to be mutated on the following turns. We also keep the 4 copies of [card](Pollywog Symbiote) which makes the spells of creatures we cast cost 1 generic less if they have a mutation (remembering that we don't need to play the magic with mutation to decrease the cost). In addition, whenever we cast a creature that has a mutation (again, we don't need to use the mutation ability for that) we will draw a card and then discard a card, thus helping to find creatures we need. As the deck does not use rare cards, we removed the companion [card](Umori, the Collector) and all copies of [card](Nylea, Keen-Eyed) which, like Pollywog Symbiote, decreases the cost of the creatures we are going to play. For the deck's winning condition, we have two paths: The first is draining the opponent's life (s): We keep the 2 copies of [card](Insatiable Hemophage) that will make opponents lose more life while giving us more life each time it is mutated, and in the late game it can make the opponent lose 5, 6, 7 life for mutation. If the plan is to try to win like that, my advice is to make the mutations in Paradise Druid, since it can't be targeted by removal, and gradually draining life from your opponent. The second option is overrunning your opponent: We will keep 4 copies of [card](Auspicious Starrix), a creature that whenever it mutates will exile the X cards from the top of our library, where X is the number of times it mutated and placing all permanents exiled in this way on the battlefield, and the best part is that this deck only has permanents (creatures and lands). So, everything that is exiled will be put on the battlefield, increasing our army. We added 4 copies of [card](Trumpeting Gnarr) to create 3/3 beast token and increase the army along with [card](Auspicious Starrix). We replaced the 2 copies of [card](End-Raze Forerunners), which gives trample (in addition to increasing the power of our army), with [card](Archipelagore) which will tap more and more opponent's creatures and prevent them from being untapped on the opponent’s next turn. In summary, it delaying the opponent's plan and also serves open a breach for a massive attack by the army generated by [card](Auspicious Starrix) and [card](Trumpeting Gnarr). Now that we know our main win conditions, we have other interesting mutations in the deck: For the budget version we will also remove all copies of [card](Sea-Dasher Octopus), [card](Gemrazer) and [card](Nethroi, Apex of Death). However, we keep the 4 copies of [card](Migratory Greathorn) that will help us ramp, which is important since we want to make several mutations in the same turn. We also keep the 2 copies of [card](Dreamtail Heron) to give us a card advantage, 2 copies of [card](Chittering Harvester) for removal (even more so with Zagoth Mamba), and added 2 copies of [card](Boneyard Lurker) to return a permanent from our graveyard to the hand (either discarded by Pollywog Symbiote or simply killed). And finally, for the mana basis, we removed all copies of [card](Zagoth Triome), [card](Castle Locthwain), [card](Overgrown Tomb), [card](Breeding Pool) and [card](Watery Grave). We added 2 copies of [card](Jungle Hollow), 2 copies of [card](Thornwood Falls) and 2 copies of [card](Dismal Backwater) and increased to 7 copies of [card](Forest), 6 copies of [card](Swamp) and 5 copies of [card](Island). With these changes we arrive at the following list: [deck](47735) Despite the changes, the deck still manages to quickly fill the battlefield mainly with creatures but also with lands. The budget list is able to win the game by attacking and making several mutations to quickly drain the opponent's life points with [card](Insatiable Hemophage). I hope you enjoyed and see you soon.
The deck is full of creatures, mostly low-cost ones, but that generate great value. * NON-BUDGET VERSION * [deck](46930) * BUDGETIZING * Let's start with the main attackers of the deck: We replaced the copies of [card](Pelt Collector) with [card](Wildwood Tracker) which, despite not growing steadily, still manages to be more than just 1/1 for a mana. We keep the 4 copies of [card](Zhur-Taa Goblin), which can enter as a 2/2 creature with haste or a 3/3 creature. This choice depends on whether we need to be faster (usually against control decks) or more aggressive (against other aggressive decks). We will replace the 4 copies of [card](Gruul Spellbreaker) with [card](Grumgully, the Generous), which will make our other creatures enter the battlefield stronger. We removed the 2 copies of [card](Gallia of the Endless Dance), the 2 copies of [card](Klothys, God of Destiny) and the 4 copies of [card](Questing Beast). We added for 4 copies of [card](Anax, Hardened in the Forge) that in addition to have a potential immense power if we have a high devotion to red, it still creates 1/1 creature tokens in case any of our creatures dies. This makes Anax very useful against most global removals. We also added 4 copies of [card](Sunder Shaman), a 5/5 that, in addition to not being able to be blocked by various creatures, destroys an opponent's artifact or enchantment after dealing combat damage. As part of the deck support, we also have some changes: We replaced the 4 copies of [card](Bonecrusher Giant // Stomp) with [card](Scorching Dragonfire) which in addition to causing damage to the creature or planeswalker still exiles him instead of sending him to the graveyard. We keep the 4 copies of [card](Domri's Ambush) that in addition to growing a creature of ours still causes it to damage an opponent's creature, serving as removal. We will also replace the 4 copies of [card](Embercleave) with [card](Collision // Colossus), which works as a removal or a combat trick + evasion, since it also gives trample to the creature. And we keep the 4 copies of [card](Paradise Druid) to help generate mana. For the lands, we exchanged the 4 copies of [card](Stomping Ground) for [card](Rugged Highlands) and we keep the 10 copies of [card](Mountain) and 10 copies of [card](Forest). And with these changes we arrive at the following list: [deck](46928) Despite the changes, the deck still manages to be quite aggressive, making it possible to win the game in a few turns. I hope you enjoyed and see you soon.