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The Wise Mothman

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 cost1 genericblackgreenblue
  • 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.

Build a deck with The Wise Mothman Find it in the app

Archetypes

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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

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

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

Wizards of the Coast 8 Mar 2024

Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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 ↗

Similar Commanders

Commanders that share the most with The Wise Mothman, 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 glossaryUBGPlayers write colors as letters: U for blue, B for black, G for green. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine 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 pageRad Counters / FalloutRad counters come from Magic's Fallout cards. At the start of your first main phase, you put one card from the top of your deck into your graveyard for each rad counter, then lose 1 life and one rad counter for each of those cards that is not a land.Open the Rad Counters / Fallout pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page