Awakening

Legality

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

Printings View all

Set Rarity
Stronghold (STH) Rare

Combos Browse all

Related Questions

Awakening

Enchantment

At the beginning of each upkeep, all players untap all creatures and lands they control.

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Awakening Discussion

jolli20 on Wizardy draw with some fish

1 week ago

Let's get you some wincons, and fix that landbase.

First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.

-3x Island, +Simic Growth Chamber, +Yavimaya Coast, +Bant Panorama

-2 Forest, +Myriad Landscape, +Command Tower

-Beneath the Sands + Traverse the Outlands (great way to filter land out of the deck if you get a big hand size power/toughness creature)

-Zndrsplt's Judgment +Thran Dynamo

-Blink of an Eye + Gilded Lotus

-Evacuation +Simic Signet

-Displace +Cultivate

-Mystic Confluence, + Kodama's Reach

-Time of Ice, + Nissa's Pilgrimage

-Entrancing Melody + Explosive Vegetation

Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.

-Watertrap Weaver, + Minds Aglow

-Oviya Pashiri, Sage Lifecrafter + Mind Spring

-Academy Journeymage + Braingeyser

-Academy Elite + Pull from Tomorrow

-True-Name Nemesis + Venser's Journal

-Genesis Hydra + Thought Vessel

- Storm Sculptor + Tishana, Voice of Thunder

-Riddleform +Spellbook

-Divination +Harmonize

-Fleet Swallower +Awakening

Now for some wincons:

-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).

-Saheeli's Artistry +Empyrial Plate (slap that on your commander, give it flying with caller of gales, free commander damage kill)

-Grunn, the Lonely King, + Laboratory Maniac

-Index + Time Warp

-Broken Bond, + Beacon of Tomorrows

-Opt +Psychosis Crawler

-Jace's Ingenuity +Sturmgeist

-Spelltwine. - River's Rebuke

+Isochron Scepter, +Dramatic Reversal (infinite mana combo with some mana rocks)

-Fumble +Illusionist's Bracers

-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)

Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.

Last couple of swaps to make:

-Overwhelming Denial +Counterspell (cheaper, better counterspell)

-AEtherspouts +Swan Song

The bling: Staff of Domination (more kydele comboing)

Patron Wizard

Seedborn Muse

Minamo, School at Water's Edge

Boseiju, Who Shelters All

Cyclonic Rift

Palinchron

Vorinclex, Voice of Hunger

Tooth and Nail

other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor

adams333 on Casual Derevi

3 weeks ago

@ griz024,

Thanks :)

Awakening Will be awesome as long as your deck run several effect to use this extra mana/untap effects. Since my playgroup banned the sphere/stax cards I went the opposite way and included this card. This being said, Seedborn Muse will always be your best untap effect in the deck. Awakening is your plan B but only if you benefit more from it than your opponents, otherwise, keep it in your hand.

I tested Druids' Repository long time ago. It was very strong in a heavy token generator Derevi deck.

griz024 on Casual Derevi

3 weeks ago

Great deck. Mtgmuddsah vid inspired me to build my own derevi, much to my playgroups dismay :)

I wanted to pick your brain, if you don't mind.

How is Awakening? Seems like a card that will bite you in the butt fairly often.

Also, have you considered Druids' Repository? In my testing it has overperformed. Snowballs outta control quickly.

Rhadamanthus on untapping your lands

1 month ago

All lands. Winter Orb just does what it says, and only changes what happens during the untap step, not any other part of the turn. It won't interfere with Awakening.

Loonmoon18 on untapping your lands

1 month ago

With Winter Orb and Awakening in play, do you only untap one land or all lands during your upkeep?

FancyTuesday on Karametra's Enchatress's

2 months ago

From your description in the EDH forum thread it sounds like your group isn't playing enough mass disruption to break up board states. Your commander is indestructible, less than a fifth of your deck is creatures and only half of them really matter beyond ETBs, you're set up to play wrath heavy. Wrath of God, Austere Command, Winds of Rath, Day of Judgment, and Rout are crazy efficient in multiplayer. In you have enough answers to spot-exile/disenchant problem targets that you don't need to crack yourself with more broad/powerful wipes like Hour of Devastation or Hallowed Burial.

I know wraths are scary when you're coming from another format, but this is multiplayer against decks built to go long and you control when/if you play them. Quarantine Field would cost to hit a single target for each of 3 players, Wrath hits every single one of their creatures for half that and gets around shroud/hexproof.

Beyond that, here's some suggestions for threats and cuts. There's a lot so I'll hold back on justifying them unless asked.

  • Nyx-Fleece Ram
  • Helix Pinnacle - Cute, but a complete dead draw in terms of impact on board state, and impotent in a vacuum. You can win for less than = 101, and yes that includes an optimal situation with mana doubles and effects like Awakening
  • Kismet / Blind Obedience - You've said they're filler, which they pretty much are if you aren't building around them
  • Words of Wilding / Words of Worship - You're way too concerned about decking out. If the cards you're drawing are less helpful than a 2/2 or 5 life you need to cut those cards

That's a lot of words, I hope you find some of them helpful!

jordybear2002 on Not quite there.

2 months ago
  1. I'm an idiot I thought that messa said that you have to. And I took out Eidolon because of card draw and milling. 2. Yes, those games took FOR EVER! We only played 2 commander games and both took 3 hours each. I was playing with 3 other people and all of our decks were super synergistic and also we were scaring each other into not attacking because of the crack backs that could happen. I have Awakening in there for if I do a full swing or if I want to keep doing Luminarch Ascension because that is the first card I tutor for along with the enchantress's. And Kismet was a filler ATM. Just give me a minute and I can do some more editing and you can look more into it.

FancyTuesday on Not quite there.

2 months ago

Well for starters, 3 of the 6 enchantress effects are "may" triggers; Verduran Enchantress, Mesa Enchantress, and Kor Spiritdancer (which you aren't running, probably for the best with relatively few auras). For seconds, are you seriously milling out against other players? I've fishbowled the deck near a dozen times and, assuming no removal disrupts it, it seems to "go off" around turn 7 and is still a solid 5 turns away from actually decking itself. That's pretty normal for a not-super-competitive deck. Even a casual deck should be able to combo out by turn 12 if left unmolested; that's a REALLY long game.

This is one of those cases where your opponents really should be keeping you in check. I mean, the deck has (had, at least, I swear Eidolon of Blossoms was in there earlier) 5 draw engines and as many ways to fish them out, that's pretty light. And all but one of those engines are wrath fodder.

I have a few specific tech suggestions and questions (like, what are you getting out of Awakening when you're playing multiple Kismet effects?), but it's late so I'll have to come back to this.

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