Arcane Foundry › Commanders › Michelangelo, Weirdness to 11
Michelangelo, Weirdness to 11
Legendary Creature — Mutant Ninja Turtle · {1}{G} · Green commander
When Michelangelo enters, create a Mutagen token. (It's an artifact with "{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Build a Michelangelo, Weirdness to 11 deck →
What Michelangelo, Weirdness to 11 actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · etbWhen Michelangelo enters, create a Mutagen token.
- Replacement effect · counter_doublerIf one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
What a Michelangelo, Weirdness to 11 deck needs
Plays as counters engine. What the commander asks of the other 99 — read from the card and checked by hand.
- counter producers and proliferate (every counter placed is multiplied)
- blink and recursion aimed at the commander itself (its value is its own enter trigger)
- +1/+1 counter producers and payoffs (its text places or reads +1/+1 counters)
The Michelangelo, Weirdness to 11 deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 16× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 9× Proliferate — every counter already placed is placed again
- 7× Exile a permanent you control and return it — the button a value-ETB deck presses
- 9× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Michelangelo, Weirdness to 11
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Branching Evolution3 mana
- Hardened Scales1 mana
- Ozolith, the Shattered Spire2 mana
- Kami of Whispered Hopes3 mana
- Benevolent Hydra2 mana
- Michelangelo, Weirdness to 112 mana
- The Earth Crystal4 mana
- High Score3 mana
Proliferate — every counter already placed is placed again
- Karn's Bastion0 mana
- Evolution Sage3 mana
- Contagion Clasp2 mana
- Bloated Contaminator3 mana
- Staff of Compleation3 mana
- Sword of Truth and Justice3 mana
- Throne of Geth2 mana
- Surge Conductor3 mana
Exile a permanent you control and return it — the button a value-ETB deck presses
- Conjurer's Closet5 mana
- Voyager Staff1 mana
- Golden Argosy4 mana
- Meandering Towershell5 mana
- Eldrazi Confluence4 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Eternal Witness3 mana
- Solemn Simulacrum4 mana
- Arboreal Grazer1 mana
- Reclamation Sage3 mana
- Rishkar, Peema Renegade3 mana
- Wood Elves3 mana
- Badgermole Cub2 mana
- Duskshell Crawler2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Innkeeper's Talent2 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
Combos with Michelangelo, Weirdness to 11
Known combos from Commander Spellbook that Michelangelo, Weirdness to 11 is a piece of, and how many decks list them.
- Michelangelo, Weirdness to 11 + Vigor + Walking Ballista939 decks
- Michelangelo, Weirdness to 11 + Gatta And Luzzu + Walking Ballista714 decks
- Michelangelo, Weirdness to 11 + Strength Of Will + Walking Ballista422 decks
- Michelangelo, Weirdness to 11 + Vigor + Triskelion232 decks
- Michelangelo, Weirdness to 11 + Rite Of Passage + Walking Ballista92 decks
- Michelangelo, Weirdness to 11 + Strength Of Will + Triskelion75 decks