Mutational Advantage
Tracked across real Commander games played through TurnZero HQ.
Jump to section ▾
What it does
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Rulings
6 official rulings, in the order Wizards published them.
- 2024-03-08
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
- 2024-03-08
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
- 2024-03-08
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
- 2024-03-08
Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.
- 2024-03-08
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
- 2024-03-08
The set of permanents affected by Mutational Advantage is determined at the time Mutational Advantage resolves. Permanents that gain counters later in the turn won’t become affected by this effect, and permanents that lose all of their counters later in the turn won’t stop being affected.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Mutational Advantage, whatever its commander.
Every version of Mutational Advantage
5 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Inverted
Secret Lair Drop
- Normal
- $7.62
- Foil
- $7.96

- Normal
- $7.95
- Foil
- $7.09

Extended Art
- Normal
- $7.89
- Foil
- $7.11

- Foil
- $9.60

Extended Art
- Foil
- $8.82
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Mutational Advantage. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.