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Legendary Creature — Insect Mutant
Flying Whenever The Wise Mothman enters or attacks, each player gets a rad counter. Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
“Fly, mill, pump. The Mothman grows your team with every card sent to the graveyard.”
The Wise Mothman is a unique mill-matters commander that turns your opponents' and your own milling into a resource for growing creatures. Every time The Mothman enters or attacks, everyone gets a rad counter—a novel mechanic that creates a shared resource you can leverage to your advantage. The core gameplan is to mill aggressively while building a board of creatures that benefit from those milled cards, triggering The Mothman's second ability to pump your team. You're not trying to mill everyone out; instead, you're using mill as an engine to pump your creatures into lethal combat damage while the rad counters provide utility and table politics.
The deck wins primarily through combat damage with an oversized flying body supported by creatures that grow alongside your milling strategy. Include self-mill effects like Stitcher's Supplier, Satyr Wayfinder, and Craft Spells to control when you mill and trigger The Mothman repeatedly. Pair this with creatures that benefit from +1/+1 counters or have graveyard synergies—think Vengevine, Yavimaya Oup, or Hardened Scales. The rad counters provide a slow clock and political angle that keeps table tension manageable while you dig toward your win.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Swap expensive mill creatures like Grief for budget alternatives like Watchwolf or Obligatory Minion; use basic Llanowar Elves and Elvish Mystic instead of premium ramp.
Inclusion = % of The Wise Mothman decks running this card. +lift = percentage-point boost over the format average.
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