- Commander Nexus
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- The Wise Mothman
Command zone
The Wise Mothman
Legendary Creature — Insect Mutant
The Wise Mothman wants a deck that keeps making its creatures bigger turn after turn. It leads the ready-made Mutant Menace deck (2024).
- Mana cost
- Blue, Black, Green ()
- Power / toughness3 / 3
- RarityMythic
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.
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- Archetypes
- Themes
Cards That Fit The Wise Mothman
Picked for what they do in The Wise Mothman's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Wise Mothman'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
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Decks Led by The Wise Mothman
The Wise Mothman leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
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Mutant MenaceOfficial precon
All 100 Cards
Commander · 1
Creatures · 28
- 1×Agent Frank Horrigan
- 1×Alpha Deathclaw
- 1×Bloatfly Swarm
- 1×Cathedral Acolyte
- 1×Corpsejack Menace
- 1×Feral Ghoul
- 1×Glowing One
- 1×Hancock, Ghoulish Mayor
- 1×Harold and Bob, First Numens
- 1×Infesting Radroach
- 1×Jason Bright, Glowing Prophet
- 1×Lily Bowen, Raging Grandma
- 1×Lumbering Megasloth
- 1×Marcus, Mutant Mayor
- 1×Mirelurk Queen
- 1×Nightkin Ambusher
- 1×Piper Wright, Publick Reporter
- 1×Rampaging Yao Guai
- 1×Raul, Trouble Shooter
- 1×Screeching Scorchbeast
- 1×Strong, the Brutish Thespian
- 1×Tato Farmer
- 1×The Master, Transcendent
- 1×Tireless Tracker
- 1×Vexing Radgull
- 1×Watchful Radstag
- 1×Winding Constrictor
- 1×Young Deathclaws
Instants · 7
Sorceries · 7
Artifacts · 10
Enchantments · 8
Lands · 39
- 1×Ash Barrens
- 1×Command Tower
- 1×Darkwater Catacombs
- 1×Drowned Catacomb
- 1×Evolving Wilds
- 1×Exotic Orchard
- 1×Fetid Pools
- 5×Forest
- 1×Hinterland Harbor
- 5×Island
- 1×Mariposa Military Base
- 1×Mortuary Mire
- 1×Nesting Grounds
- 1×Opulent Palace
- 1×Overflowing Basin
- 1×Path of Ancestry
- 1×Sunken Hollow
- 5×Swamp
- 1×Tainted Isle
- 1×Tainted Wood
- 1×Temple of Deceit
- 1×Temple of Malady
- 1×Temple of Mystery
- 1×Temple of the False God
- 1×Terramorphic Expanse
- 1×Viridescent Bog
- 1×Woodland Cemetery
Rulings for The Wise Mothman
explain how The Wise Mothman 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
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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