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Wingnut, Bat on the Belfry

Wingnut, Bat on the Belfry

Legendary Creature — Bat Mutant

Wingnut wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Bats or Mutants.

  • Mana cost1 genericred
  • Red ()
  • Power / toughness1 / 2
  • RarityUncommon

Alliance — Whenever another creature you control enters, Wingnut gains your choice of flying, menace, or haste until end of turn.

Whenever Wingnut attacks, each other attacking creature gets +1/+0 until end of turn.

Build a deck with Wingnut Find it in the app

Archetypes
Themes
  • Bats
  • Mutants

Cards That Fit Wingnut, Bat on the Belfry

Picked for what they do in Wingnut's deck. When two cards do the same job, the one with the lower comes first. All of them fit Wingnut'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

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The 6 Cards

Does what Wingnut, Bat on the Belfry does6

The 6 Cards

Similar Commanders

Commanders that share the most with Wingnut, 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 glossaryRPlayers write colors as letters: R for red.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageAllianceAn ability word on cards that trigger whenever another creature you control enters the battlefield. Witty Roastmaster, Devilish ValetOpen the Alliance pageETB PayoffRewards you whenever your permanents enter the battlefield. It either gives you something for each arrival or makes their 'when this enters' abilities happen twice. Impact Tremors, PanharmoniconOpen the ETB Payoff pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page