Scuttlemutt {3}
Artifact Creature — Scarecrow
{T}: Add one mana of any color.
{T}: Target creature becomes the color or colors of your choice until end of turn.
With five lenses on its “head,” it sees the world in a range of colors beyond ordinary perception.
2/2
Illustrated by Jeremy Jarvis
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Scuttlemutt:
- You must choose one or more of the five colors of Magic while resolving Scuttlemutt’s last ability. You can’t choose “artifact,” “colorless,” or “chartreuse.” (2019-07-12)
- The target creature has only the colors Scuttlemutt gives it—Scuttlemutt’s ability overwrites any previous colors the creature had. (2019-07-12)
- In the Commander variant, the color identities of cards are determined as the game begins. Changing the colors of a player’s commander doesn’t affect its color identity or the cards that can be legally included in the deck. (2019-07-12)