Echo Mage

Legality

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

Printings View all

Set Rarity
Commander 2013 (C13) Rare
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Echo Mage

Creature — Human Wizard

Level up {{1,U}} ({{1,U}}: Put a level counter on this. Level up only as a sorcery.) [2/3]

Level 2-3 {{2U}}, Tap: Copy target instant or sorcery spell. You may choose new targets for the copy. [2/4]

Level 4+ {{2U}}, Tap: Copy target instant or sorcery spell twice. You may choose new targets for the copies. [2/5]

Echo Mage Discussion

multimedia on The Wizardly Lady of Scrolls

2 days ago

Hey, you're welcome.

Kasmina is fine, two 2/2 Wizards, draw/discard two cards for four mana over the course of two turns. She's however much better when playing repeatable proliferate; then you can keep using her loyalty to create Wizards. Flux Channeler who's a Wizard can proliferate for no mana cost and that's good especially when you can make an infinite cast of a spell combo. I don't think I would play Kasmina without also playing Channeler.

Don't undervalue Roil/Blink, they're very versatile instant removal. Instant two drops, can imprint with Isochron Scepter . Having removal that can hit noncreature cards is very helpful in multiplayer Commander since not all threats or combos your opponents will try to assemble will be creatures. Counterspells are your main sources of removal Roil/Blink can bounce something you couldn't counter so that when your opponent casts it again you can counter it. Roil/Blink can even bounce Scepter back to your hand to imprint again which can be helpful if you want to play Scepter and imprint an instant that's not Reversal such as High Tide .

Roil/Blink/Zenith is redundancy for infinite draw with Naru to find Labman/Jace, that makes them in my opinion more playable than Kasmina. You're not always going to have access to Azami and when you don't having other outlets for draw are helpful. Zenith for example could also be used on opponents to make each of them, one at a time draw their libraries so they lose on their turns.


Tide is a powerful budget card for mono blue. It's powerful because it's only one mana which can make a lot of mana depending on the number of Islands you control. Use it in combination with budget cards that can untap your lands such as Frantic Search , Turnabout , Snap , Rewind , Cloud of Faeries , Peregrine Drake , etc. The advantage of Snap over the rest of these is it can be imprinted with Scepter. Turnabout is good with both Tide and Azami because it can also untap all your Wizards. Cards that can copy Turnabout make it even better because then you can untap all your lands and all your Wizards.

Turnabout can be part of infinite combos; one is with Sigil Tracer who's a Wizard + other Wizards + Azami. Tracer can be a backup Scepter effect with Reversal since Tracer can copy Reversal with Wizards. Tracer + Azami + one other Wizard + mana rocks is infinite mana and draw. Can do some neat recursion tricks with Tracer + Ghostly Flicker + Archaeomancer . Echo Mage who's a Wizard is a less expensive slower alternative to Tracer. Tracer and Mage's repeatable ability to copy a spell is powerful because they can copy an opponents spell.

Muddle the Mixture is good in mono blue especially when playing Scepter/Reversal combo because it can transmute for one of these cards. If not using it as a budget tutor then it's a Negate which is still good. If not playing Cyclonic Rift because of budget reasons then Devastation Tide is a fine budget alternative especially with Brainstorm.


If looking for a card to cut to clear some price to add other cards then consider cutting Propaganda ? There's nothing wrong with Propaganda, but because of the $150 budget the $9-$10 could be better used for other cards that have more synergy with Azami and Wizards.

MegaCereal on Zombie bois, the Jack Of All Trades.

1 month ago

Trying to accommodate so many mechanics in a deck can be a hindrance. In my opinion, mill is pretty weak in multiplayer EDH because there are a ton of cards that can recover cards from the yard or just shuffle back in. On top of that, most mill cards only target one player. If I were you I would tune the deck to be mostly mill or take out most of the mill cards aside from maybe Undead Alchemist . If you want to go into mill, it is a go big or don't go at all kind of thing. If you want to go mill you should add cards like Mindcrank , Mind Funeral , Sire of Stagnation , Jace, Memory Adept , Nephalia Drownyard , Duskmantle, House of Shadow , and Jin-Gitaxias, Core Augur as well as cards that can copy spells on the stack as to target multiple players similar to Naru Meha, Master Wizard , Echo Mage , and Meletis Charlatan .

I'm also not a big fan of Doubling Cube in this deck as I don't see it being very useful most of the time. I think it could be replaced by a better mana rock or mana multiplier like Chromatic Lantern , Thran Dynamo , Caged Sun , Gauntlet of Power or just a different card all together if mana isn't usually an issue. The same goes for Fabricate . It is definitely a good card, but you do not have enough targets to justify running it to me. I would run Diabolic Tutor over it as it only costs 1 more mana and can tutor for anything. I don't see a lot of recursion to be running Entomb . If you are just trying to thin your deck then run Buried Alive , though, again, none of your creatures benefit from sitting in your graveyard and you only a couple of ways to get them back out.

The land base looks pretty solid. I would suggest you try to pick up a Watery Grave .

Not sure how you or your play group feel about infinite combos, but adding Triskelion to the deck along side the Mikaeus, the Unhallowed you have is infinite damage to everyone provided no one has a way to interrupt it.

If running all these mechanics are fun for you then keep it as is; I'm not trying to tell you how to have fun. My suggestion to you is that you try to focus your deck to do only a few things because when you run all these mechanics you spread yourself pretty thin and maybe you are trying to get a bunch of zombies and you draw something you don't need as it is for a different mechanic. Running multiple cards that do the same thing is very advantageous in EDH for consistency. An example is if you want to run Animate Dead , you should also run Dance of the Dead and Necromancy . They do the same thing and increase your chance of getting a card that has that effect.

If you want, you can check out my UB Zombie deck, Zombies for days. It creates and recycles zombies. It might give you some ideas. There are also a lot of other decks you can find on this site or can google and take inspiration from.

Ziusdra on Card creation challenge

3 months ago

Rebounding Spellburn

Sorcery

If Rebounding Spellburn would be cast or copied by a player who isn't its owner, it deals 3 damage to its caster/controller.

Draw a card for each copy of Rebounding Spellburn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)


Few rules reminders: copies are not rebounded; only the original. So what would you do with this card outside of Hive Mind ? I think it could easily fit in a Storm deck ( Thousand-Year Storm comes to mind), as well as spells like Doublecast and Bonus Round and permanents like Chandra, Pyromaster and Cloven Casting .

The first line of text really is for Hive Mind and spells that your opponent plays that would make them either copy or cast spells of yours. ( Curse of Echoes could be fun)

The card itself does nothing if it is not copied or stolen. But if it is copied even once, it grows exponentially: one copy means that the original draws you 1 card and the new copy draws you 1 card. Two copies means that the original draws you two cards, the first copy draws you two cards, and the second copy draws you two cards (six cards!). Echo Mage wants you to play this.

Wildcard!

Brutal_B on My first EDH deck: Pew Pew Spells

4 months ago

First off you need about 10-12 more lands and Gifts Ungiven is banned in commander. Ditch the 2nd Sure Strike then go buy a Pyromancer's Goggles , Primal Amulet  Flip and Swarm Intelligence . You need to cut some cards to make room for the added lands. I'm not gonna point you in any direction with your deck cuz it's kinda all over the place and I don't know what you're after beyond copying instants/sorceries but I'd definitely ditch Kozilek's Sentinel and narrow your overall aim of the deck...is it prowess with buffs? tokens? countering? board control?...

Some other cards worth suggesting: Dualcaster Mage . Naru Meha, Master Wizard . God-Eternal Kefnet . Echo Mage . The Mirari Conjecture . Jori En, Ruin Diver . Mirrorpool . Dual Casting . There are a few instants/sorceries that copy your next instant/sorcery as well.

Good luck with your brew!

chromosohm on Inalla: Steal Your Heart

11 months ago

Of the suggested cuts, I outright removed Voidmage Prodigy and AEther Adept. Voidmage as a means of being both a sac outlet while also providing some interaction though ultimately he can't make a lot of use out of the tokens created which is part of why I think he's worth cutting. The second is AEther Adept which while being reusable creature bounce for 4 mana, has her affect elsewhere and so can be removed as stronger abilities exist such as Barrin, Master Wizard, Venser, Shaper Savant, Mystic Confluence, and Galecaster Colossus.

As for the rest, here's the reasoning for each: Vedalken AEthermage - wizardcycling is huge and lets me get whatever wizard I need which is a huge amount of flexibility.

Anathemancer - potential win-con if i have a repeatable flicker or naban/panharmonicon out).

Deadeye Navigator - repeatable flicker ability which can be big game for most ETB creatures.

Sundial of the Infinite - lets the tokens stay forever. This seems like a really cool effect and getting the tokens to last forever just seems like such a crazy interaction and value generator.

Chaos Warp - Gets rid of anything on the table in red which is critical considering there's no specific enchantment removal in the deck.

Barrin, Master Wizard - is a repeatable bounce and sac outlet which is really helpful.

Nin, the Pain Artist - serves several purposes (removal, card draw, and given infinite mana which the deck can generate, can be an instant death button that is difficult to counter).

Master of Waves - another bounce win-con for the deck. Even given two copies, he's got a lot of potential to create a ton of creatures. Added with flicker effects/sundial of the infinite and it becomes a total house.

I think I'll avoid most of the creatures as counter spells but Patron Wizard and Kira, Great Glass-Spinner are great suggestions just a little bit out of budget right now.

As for copying and stealing creatures, I think those are both really good suggestions! What are your thoughts on Cytoplast Manipulator vs Beguiler of Wills or Echo Mage vs Sigil Tracer.

But I think both start to move the deck into a certain direction (focusing on stealing stuff or copying spells) which is maybe exactly what it needs.

SamsWrath on Inalla: Steal Your Heart

11 months ago

Drop these:

If you want a few creatures that can counter spells maybe try:

Also, these wizards might help yout sub-themes of copying spells and stealing creatures:

Let me know if there's a specific reason you're using a card I suggested to remove.

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Echo Mage occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%