Arcane Foundry › Commanders › The Wise Mothman
The Wise Mothman
Legendary Creature — Insect Mutant · {1}{B}{G}{U} · Black/Green/Blue commander
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 The Wise Mothman deck →
What The Wise Mothman 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 · attackWhenever The Wise Mothman enters or attacks, each player gets a rad counter.
- Triggered ability · otherWhenever 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.
- Keyword · flyingflying
What a The Wise Mothman deck needs
Plays as mill counters. What the commander asks of the other 99 — read from the card and checked by hand.
- mill of any kind — self-mill and opponent mill (each nonland card milled is a +1/+1 counter)
- more rad counters (every player's rad counters mill each turn)
- creatures that grow with +1/+1 counters
The The Wise Mothman deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 6× Exile a permanent you control and return it — the button a value-ETB deck presses
- 8× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 4× Make the commander connect — a body that never deals combat damage never triggers
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
Best cards for The Wise Mothman
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 haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Tyvar, Jubilant Brawler3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Runadi, Behemoth Caller3 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
Exile a permanent you control and return it — the button a value-ETB deck presses
- Displacer Kitten4 mana
- Conjurer's Closet5 mana
- Gossip's Talent2 mana
- Thassa, Deep-Dwelling4 mana
- Nephalia Smuggler1 mana
- Voyager Staff1 mana
- Jill, Shiva's Dominant // Shiva, Warden of Ice3 mana
- Deadeye Navigator6 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Orcish Bowmasters2 mana
- Eternal Witness3 mana
- Accursed Marauder2 mana
- Baleful Strix2 mana
- Solemn Simulacrum4 mana
- Arboreal Grazer1 mana
- Cauldron Familiar1 mana
- Thousand-Faced Shadow1 mana
Make the commander connect — a body that never deals combat damage never triggers
- Herald of Secret Streams4 mana
- Garruk's Uprising3 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Kodama of the West Tree3 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Duskshell Crawler2 mana
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
- Winding Constrictor2 mana
- Kami of Whispered Hopes3 mana
- Benevolent Hydra2 mana
- Michelangelo, Weirdness to 112 mana
- The Earth Crystal4 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Aftermath Analyst2 mana
- Ripples of Undeath2 mana
- Smuggler's Surprise1 mana
- Emry, Lurker of the Loch3 mana
- Six3 mana
- Argoth, Sanctum of Nature0 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
- Infernal Grasp2 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Nature's Rhythm2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Combos with The Wise Mothman
Known combos from Commander Spellbook that The Wise Mothman is a piece of, and how many decks list them.
- The Wise Mothman + Benthic Biomancer + Life From The Loam132 decks
- The Wise Mothman + Benthic Biomancer + Golgari Grave-Troll40 decks
- The Wise Mothman + Benthic Biomancer + Stinkweed Imp26 decks
- The Wise Mothman + Moss-Pit Skeleton + Altar Of Dementia + Scurry Oak25 decks
- The Wise Mothman + Benthic Biomancer + Golgari Thug21 decks
- The Wise Mothman + Moss-Pit Skeleton + Altar Of Dementia + Herd Baloth19 decks