Awakening Zone

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Rare
Planechase 2012 Edition (PC2) Rare
MTG: Commander (CMD) Rare
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Tokens

Awakening Zone

Enchantment

At the beginning of your upkeep, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."

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Recent Decks

Awakening Zone Discussion

spulverin on Ezuri +1/+1

1 week ago

Kydele, Chosen of Kruphix, Tatyova, Benthic Druid, Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun, Rishkar's Expertise, Avenger of Zendikar, From Beyond, Hornet Queen, Parallel Lives, Spawnwrithe , Arachnogenesis, Awakening Zone, Cryptolith Rite .

oder halt stark auf meerfok tribal.

Tu den dead eye wieder rein :) und noch etwas (einiges) mehr zum beschleunigen.

Rule_Britannia on Rafiq, Master Enchanter

1 week ago

kamelyan Thanks for the feedback!

I went ahead and cut Jaddi Offshoot, Jareth, Leonine Titan, & Hoofprints of the Stag. I decided in looking through the cuts to not directly replace Hoofprints and instead went with Awakening Zone since it's really populating for wall building. Plus, the drones have extra utility!

I'm reluctant to cut Stonehorn Dignitary, though he needs some sort of blink to help him out. I'm going to leave him in until I figure out what I want to do with him.

I like the base of your version of Rafiq of the Many - How does it play in your experience?

BetayedGoblin on Hail Mazirek!

2 weeks ago

Very nice deck! I like it! I have built one too. I got some suggestions if you're interested:

I hope any of this was to any help. Good luck with your deck.

Grimgrinner on Phat Daddy and the Army of Infinity

1 month ago

Those cards are good, but honestly, I'm getting pretty greedy in terms of mana speed. I need budget alternatives to Mana Crypt and the like. The signets helped tremendously, and I'm probably going to add Talisman of Impulse soon. Exploration is a little priceyer er than I'd like, but Burgeoning and Awakening Zone are going in the "maybe" pile. I'm starting to fear though, this deck is approaching the limits of how fast you can go on a budget without getting into some serious improv.

kamelyan on Don’t Fear the Reaper

1 month ago

Meren can be nasty when you include cards like Dictate of Erebos, Vorinclex, Voice of Hunger, Sheoldred, Whispering One, and even something as simple as Awakening Zone.

You may also want to consider some more card draws; Phyrexian Arena and Syphon Mind are decent choices.

JJStudios on Muldrotha

1 month ago

If you're aiming for this to be truly competitive, here are some suggestions.

Forbidden Orchard, Cephalid Coliseum, and more basics instead of your choice of the fast lands, filter lands, or check lands(or all).

Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.

Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.

Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta  Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.

Jarad's Orders is fine and is a good budget option, but I'd prioritize Intuition and even Gifts Ungiven over it.

Disciple of Bolas. There are better sac outlets.

River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.

Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.

Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.

Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.

World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.

Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.

Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.

Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.

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