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Irma, Part-Time Mutant

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 cost2 genericblue
  • 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

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.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Irma, Part-Time Mutant does6

The 6 Cards

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

Wizards of the Coast 27 Jan 2026

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.

Wizards of the Coast 27 Jan 2026

If the copied creature has {X} in its mana cost, X is 0.

Wizards of the Coast 27 Jan 2026

If the copied creature is copying something else, then Irma becomes a copy of whatever that creature copied (with the listed exceptions).

Wizards of the Coast 27 Jan 2026

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.

Wizards of the Coast 27 Jan 2026

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 ↗

Similar Commanders

Commanders that share the most with Irma, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.ClonesClone decks copy the best creature on the battlefield, whoever owns it, so they always have one of the strongest things on the table. A copy also gets the original's 'when this enters' ability, so each clone can bring a fresh effect too.Open the Clones pageCloneCopies a creature or another permanent already on the battlefield. Copying the best thing on the table is often cheaper than casting something equally strong. Phyrexian Metamorph, Helm of the HostOpen the Clone page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page