Adapt is a Keyword Action which lets you pay a mana cost, then if there are no +1/+1 counters on the creature, you get to put a certain amount of +1/+1 counters on the creature.[1]

Expansion Info

Adapt was introduced into Magic Arena with Ravnica Allegiance (open beta).

Video

Watch this explanatory video to see how Adapt works.

Simic_Mechanic_Spotlight_Adapt

Simic Mechanic Spotlight Adapt

Comprehensive Rules

Comprehensive Rules Glossary (August 7, 2020)

Adapt
A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.43, “Adapt.”

Comprehensive Rules (August 7, 2020)

  • 701.43. Adapt
    • 701.43a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”

Adapt Card List

15 results
Adaptive Shimmerer.png Adaptive Shimmerer C5.png (5)
Creature — Insect (0/0)
Flash

Adaptive Shimmerer enters the battlefield with three +1/+1 counters on it.

IKOC.png
Aeromunculus.png Aeromunculus C1.pngGreenBlue (3)
Creature — Homunculus Mutant (2/3)
Flying

C2.pngGreenBlue: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

RNAC.png
Arcane Adaptation.png Arcane Adaptation C2.pngBlue (3)
Enchantment
As Arcane Adaptation enters the battlefield, choose a creature type.

Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

XLNR.png
Benthic Biomancer.png Benthic Biomancer Blue (1)
Creature — Merfolk Wizard Mutant (1/1)
C1.pngBlue: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, then discard a card.

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Biomancer's Familiar.png Biomancer's Familiar GreenBlue (2)
Creature — Mutant (2/2)
Activated abilities of creatures you control cost C2.png less to activate. This effect can't reduce the mana in that cost to less than one mana.

Tap: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.

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Growth-Chamber Guardian.png Growth-Chamber Guardian C1.pngGreen (2)
Creature — Elf Crab Warrior (2/2)
C2.pngGreen: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle your library.

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Incubation Druid.png Incubation Druid C1.pngGreen (2)
Creature — Elf Druid (0/2)
Tap: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

C3.pngGreenGreen: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

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Pteramander.png Pteramander Blue (1)
Creature — Salamander Drake (1/1)
Flying

C7.pngBlue: Adapt 4. This ability costs C1.png less to activate for each instant and sorcery card in your graveyard. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)

RNAU.png
Sauroform Hybrid.png Sauroform Hybrid C1.pngGreen (2)
Creature — Human Lizard Warrior (2/2)
C4.pngGreenGreen: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
RNAC.png
Scuttlegator.png Scuttlegator C4.pngGU.svgGU.svg (6)
Creature — Crab Turtle Crocodile (6/6)
Defender

C6.pngGU.svgGU.svg: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.

RNAC.png
Sharktocrab.png Sharktocrab C2.pngGreenBlue (4)
Creature — Shark Octopus Crab (4/4)
C2.pngGreenBlue: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

Whenever one or more +1/+1 counters are put on Sharktocrab, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.

RNAU.png
Skatewing Spy.png Skatewing Spy C3.pngBlue (4)
Creature — Vedalken Rogue Mutant (2/3)
C5.pngBlue: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Each creature you control with a +1/+1 counter on it has flying.

RNAU.png
Skitter Eel.png Skitter Eel C3.pngBlue (4)
Creature — Fish Crab (3/3)
C2.pngBlue: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
RNAC.png
Trollbred Guardian.png Trollbred Guardian C4.pngGreen (5)
Creature — Troll Frog Warrior (5/5)
C2.pngGreen: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Each creature you control with a +1/+1 counter on it has trample.

RNAU.png
Zegana, Utopian Speaker.png Zegana, Utopian Speaker C2.pngGreenBlue (4)
Legendary Creature — Merfolk Wizard (4/4)
When Zegana, Utopian Speaker enters the battlefield, if you control another creature with a +1/+1 counter on it, draw a card.

C4.pngGreenBlue: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Each creature you control with a +1/+1 counter on it has trample.

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Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilance
Other Keyword Abilities: AfflictAftermathAfterlifeAscendConvokeCrewCyclingEmbalmEternalizeFabricateImproviseJump-StartKickerMentorRiotSpectacleTransform
Ability Words  AddendumEnrageRaidRevoltUndergrowth

Actions AdaptExertExploreSurveil

References

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