Experiment Twelve MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost4
RarityRare
TypeCreature — Elf Lizard Warrior
Abilities Disguise,Trample
Power 4
Toughness 4

Key Takeaways

  1. Experiment Twelve offers board advantage by cloning creatures, essentially doubling your presence.
  2. Its instant speed ability allows reactive strategies and unexpected defensive maneuvers.
  3. A precise mana mix and card discard are necessary to leverage its full potential.

Where to buy

If you're looking to purchase Experiment Twelve MTG card by a specific set like Murders at Karlov Manor Commander and Murders at Karlov Manor Commander, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Experiment Twelve and other MTG cards:

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Text of card

Trample Whenever Experiment Twelve or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)


Card Pros

Card Advantage: When delving into the capabilities of Experiment Twelve, this card’s power to equip players with additional creatures stands out. Securing extra minions on the battlefield can rapidly tip the scales in your favour, showcasing its proficiency in providing card advantage.

Resource Acceleration: Experiment Twelve doesn’t just populate the board with creatures; it’s also adept at accelerating your resources. By cloning creature tokens already on the field, it effectively doubles the impact of your existing mana investments, leading to more potent plays and faster game progression.

Instant Speed: The allure of Experiment Twelve is magnified by its instant speed functionality. This facet offers duelists the flexibility to act reactively, summoning creatures in response to an opponent’s maneuvers. This strategic edge is invaluable for surprise defenses or bolstering your board at the most opportune moments.


Card Cons

Discard Requirement: Experiment Twelve comes with a steep price, asking players to discard a card to harness its abilities. This stipulation can prove detrimental, particularly in games where every card in hand counts towards potential victory or survival strategies.

Specific Mana Cost: An intricate blend of mana types is necessary to summon Experiment Twelve onto the battlefield. This demand for diverse mana can pose a challenge, potentially disrupting the flow of play for those decks not specifically tailored to accommodate such exacting mana requirements.

Comparatively High Mana Cost: The resource investment for Experiment Twelve is non-negligible. Weighing in at a high mana cost, it competes with other cards in the same cost bracket, which may provide more immediate or impactful advantages in a game that heavily rewards efficiency.


Reasons to Include in Your Collection

Versatility: Experiment Twelve provides utility across a range of deck archetypes. Its ability to create numerous clones fits seamlessly into strategies that capitalize on the power of multiplying key creatures on the battlefield.

Combo Potential: This card unlocks explosive combo routes in decks designed around entering the battlefield effects or sacrifice mechanics. Its unique effect can quickly turn the tide by overwhelming opponents with clone tokens.

Meta-Relevance: With the constant evolution of the MTG landscape, Experiment Twelve potentially adapts to shifts in the meta, providing strategic advantages against various popular deck builds known for creature synergies or those susceptible to wide board states.


How to Beat

Experiment Twelve is a formidable presence in the MTG arena, drawing in players with its powerful abilities. When facing this card, adaptability and foresight are your greatest tools. The key to outmaneuvering Experiment Twelve lies in timing and the careful selection of your counteractions. Instant-speed removal spells can thwart your opponent’s plans when they least expect it. Keeping mana untapped and holding on to cards like Path to Exile or Rapid Hybridization can surprise an opponent looking to capitalize on Experiment Twelve’s strengths.

Moreover, don’t underestimate the value of hand disruption to preemptively eliminate threats. Thoughtseize or Inquisition of Kozilek can dismantle your opponent’s strategy before it fully takes shape, including their reliance on Experiment Twelve. If the card does hit the board, having a strategy to neutralize its abilities or remove it from play will ensure you maintain control. Ensnaring Bridge is another outstanding option, limiting the ability of Experiment Twelve to attack and turning it into a non-issue as long as your hand is managed correctly.

Ultimately, maintaining versatility in your defense, while anticipating and disrupting your opponent’s plays, is essential in securing victory against Experiment Twelve. A well-prepared deck with a mix of removal, disruption, and control will prevent Experiment Twelve from overwhelming the battlefield.


Printings

The Experiment Twelve Magic the Gathering card was released in 1 different sets between 2024-02-09 and 2024-02-09. Illustrated by Michele Giorgi.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12024-02-09Murders at Karlov Manor CommanderMKC 372015NormalBlackMichele Giorgi
22024-02-09Murders at Karlov Manor CommanderMKC 3472015NormalBlackMichele Giorgi

Legalities

Magic the Gathering formats where Experiment Twelve has restrictions

FormatLegality
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Experiment Twelve card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2024-02-02 A disguise ability lets you cast a card face down by paying and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
2024-02-02 A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren’t affected unless the new characteristics of the object change the legality of those targets or attachments.
2024-02-02 Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2024-02-02 At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down permanents or spells you don’t control unless an effect instructs or allows you to do so.
2024-02-02 Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.
2024-02-02 Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.
2024-02-02 If a face-down creature loses its abilities, it can’t be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
2024-02-02 If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
2024-02-02 The creature spell is a 2/2 creature spell with ward that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn’t have or change the characteristics it does have.
2024-02-02 The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay to cast it. This is an alternative cost.
2024-02-02 Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.
2024-02-02 You must ensure that your face-down spells and permanents can be easily differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.