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The Wise Mothman

The Wise Mothman

Legendary Creature — Insect Mutant3/3$13.49

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.

Legal in Commander

Is

Does

Rewards

Combos 7

  • The Wise Mothman + Benthic Biomancer + Life from the Loam

    • Infinite self-mill

    138 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 3 cards and return Life from the Loam from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Life from the Loam. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Golgari Grave-Troll

    • Infinite self-mill

    41 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 6 cards and return Golgari Grave-Troll from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Golgari Grave-Troll. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Stinkweed Imp

    • Infinite self-mill

    26 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 5 cards and return Stinkweed Imp from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Stinkweed Imp. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Golgari Thug

    • Infinite self-mill

    20 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 4 cards and return Golgari Thug from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Golgari Thug. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Darkblast

    • Infinite self-mill

    11 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 3 cards and return Darkblast from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Darkblast. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Shambling Shell

    • Infinite self-mill

    10 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 3 cards and return Shambling Shell from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Shambling Shell. Repeat.

    Commander Spellbook ↗
  • The Wise Mothman + Benthic Biomancer + Greater Mossdog

    • Infinite self-mill

    2 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to draw a card.

    Steps

    Attempt to draw card, instead choosing to mill 3 cards and return Greater Mossdog from your graveyard to your hand. If you milled a nonland card, The Wise Mothman triggers, putting a +1/+1 counter on Benthic Biomancer. Benthic Biomancer triggers, causing you to draw a card and discard Greater Mossdog. Repeat.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Yarok, the DesecratedYarok, the Desecrated copies your triggered abilities, which The Wise Mothman can use because it has an enter-the-battlefield trigger.
  2. Felix Five-BootsFelix Five-Boots copies your triggered abilities, which The Wise Mothman can use because it has an attack trigger.
  3. Najeela, the Blade-BlossomNajeela, the Blade-Blossom has extra combat phases, which The Wise Mothman can use because it has an attack trigger.
  4. Atraxa, Praetors' VoiceAtraxa, Praetors' Voice proliferates and The Wise Mothman puts +1/+1 counters on your creatures.
  5. Xavier Sal, Infested CaptainXavier Sal, Infested Captain proliferates and The Wise Mothman puts +1/+1 counters on your creatures.
  6. Tam, the PossibilityTam, the Possibility proliferates and The Wise Mothman puts +1/+1 counters on your creatures.
  7. The MimeoplasmThe Mimeoplasm copies creatures, which The Wise Mothman can use because it has an enter-the-battlefield trigger.
  8. Ulalek, Fused AtrocityUlalek, Fused Atrocity copies your triggered abilities, which The Wise Mothman can use because it has an attack trigger.
  9. Ramos, Dragon EngineThe Wise Mothman puts +1/+1 counters on your creatures, which Ramos, Dragon Engine can use.
  10. Heroes in a Half ShellThe Wise Mothman is a Mutant, which Heroes in a Half Shell can use.

View The Wise Mothman on Scryfall