- Commander Nexus
- Commanders
- Irma, Part-Time Mutant
Command zone
Irma, Part-Time Mutant
Legendary Creature — Human Mutant Shapeshifter
Irma wants a deck that copies the best creature on the table. It also works in a deck built around Humans, Mutants or Shapeshifters / Changelings.
- Mana cost
- Blue ()
- Power / toughness1 / 1
- RarityRare
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.
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- Archetypes
- Themes
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- Humans
- Mutants
- Shapeshifters / Changelings
- Tags
Cards That Fit Irma, Part-Time Mutant
Picked for what they do in Irma's deck. When two cards do the same job, the one with the lower comes first. All of them fit Irma's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
plan6
Does what Irma, Part-Time Mutant does6
Rulings for Irma, Part-Time Mutant
explain how Irma works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
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.
If the copied creature has {X} in its mana cost, X is 0.
If the copied creature is copying something else, then Irma becomes a copy of whatever that creature copied (with the listed exceptions).
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.
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.
5 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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