Arcane Foundry › Commanders › Otrimi, the Ever-Playful
Otrimi, the Ever-Playful
Legendary Creature — Nightmare Beast · {3}{B}{G}{U} · Black/Green/Blue commander
Mutate {1}{B}{G}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature deals combat damage to a player, return target creature card with mutate from your graveyard to your hand.
Build an Otrimi, the Ever-Playful deck →
What Otrimi, the Ever-Playful 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 · deals_damageWhenever this creature deals combat damage to a player, return target creature card with mutate from your graveyard to your hand.
- Keyword · mutatemutate
- Keyword · trampletrample
What an Otrimi, the Ever-Playful deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 12× Make the commander connect — a body that never deals combat damage never triggers
- 8× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 12× Put your own cards into your graveyard as a resource
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 2× Answer a whole board at once
- 3× Answer a spell or ability before it resolves
- 10× Find the exact card the plan needs
- 8× Refill your hand
- 3× Keep a permanent you control alive through removal
Best cards for Otrimi, the Ever-Playful
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.
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Kodama of the West Tree3 mana
- Tetsuko Umezawa, Fugitive2 mana
- Gleaming Overseer3 mana
- Galerider Sliver1 mana
- Combine Chrysalis2 mana
- Favorable Winds2 mana
- Primal Rage2 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Garruk's Uprising3 mana
- Secret Tunnel0 mana
- Kodama of the West Tree3 mana
- Herd Heirloom2 mana
- Overprotect2 mana
- Ram Through2 mana
- Tetsuko Umezawa, Fugitive2 mana
- Goreclaw, Terror of Qal Sisma4 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Aftermath Analyst2 mana
- Altar of Dementia2 mana
- Brain Freeze2 mana
- Mindcrank2 mana
- Ripples of Undeath2 mana
- Codex Shredder1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Suspend1 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Displacement Wave2 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Lively Dirge2 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Insatiable Avarice1 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Orcish Bowmasters2 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Garruk's Uprising3 mana
Keep a permanent you control alive through removal
- Innkeeper's Talent2 mana
- Gleaming Overseer3 mana
- Guardian Augmenter3 mana
- Cryptothrall4 mana
- Saryth, the Viper's Fang4 mana
- Tekuthal, Inquiry Dominus4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana