Enigma Drake

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Uncommon

Combos Browse all

Enigma Drake

Creature — Drake

Flying

Enigma Drake's power is equal to the number of instant and sorcery cards in your graveyard.

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Enigma Drake Discussion

Frytrix99 on Crazy spellcasting, featuring flying creatures

6 days ago

Hey, thx for the feedback. You're right that I'm somewhat vulnerable to indestructible creatures. Counterspell are not in the deck for nothing. If it's really a problem, I got 4 Essence Scatter with the sideboard. Cryptic Serpent can also block smaller indestructible creatures. Tbh, I didn't fell like indestructible was a problem, but I guess it could be.

For my "win con is vulnerable".. I mean.. any win con is vulnerable at some point. Riddleform is not that vulnerable. On the opponent turn, it's often an enchantment, so difficult to deal with (can't be burn or targeted as a creature, etc etc). Yes, Enigma Drake is vulnerable, so what? I still can protect it with Negate or Unsummon. So I don't understand why you say that?

Land wise : Opt and Chart a Course as well as Perilous Voyage give me some draw/scry to find the needed lands. I never feel too shorts on lands. Especially that alsmot all the cards cost less than 4, so I don't want to be manaflood as well.

I tried to play Primal Amulet  Flip and when I have it in hand, I almost never has the possibility to play it. It doesn't help much with my instant/sorcery and waste a turn to cast this instead of react to a 4 drop like.. let's say Hazoret the Fervent.

Kari Zev's Expertise, on the other hand, remove blockers as well as giving me more power. I like how it perform, and prefer to keep it.

For Supreme Will. Yes, I thought about it and I don't really like it, event if I know that it's good and people like it. Finally, Rekindling Phoenix is WAY too expensive. I play on a budget. I don't even consider cards that cost more than 4$.

Acute19 on Jace and the Sky Pirates

1 week ago

Thanks for your comment!

Jace, Cunning Castaway, Drake Haven, and Favorable Winds makes for a devastating combo. Most decks like to cycle for Drake Haven but this deck mostly utilizes the discard mechanic. With 4 lands you can curve Drake Haven into Jace to produce a drake turn 4 while also giving Jace a +1. If you can ultimate Jace then you're producing at least two drakes per turn. You won't hit this combo every game of course, and it's a little finicky to set up your board, but it's absolutely devastating if you can get it rolling (easier with 4x Jace). Skyship Plunderer helps pump Jace to ultimate as well. They can sweeper your board all they'd like and the drakes will return. That sustaining potential is easily worth the two slots for Drake Haven.

You want to establish a board with this deck but will often get stuck at three lands. Baral is clutch because you can continue building your board while still threatening Censor or Lookout's Dispersal. The threat of cheap counterspells can really mess with people. Counterspells with Baral can also trigger Drake Haven. I'm not attached to Spell Pierce but there always seems to be at least once per match where it would make a game-deciding difference. It's the perfect deus ex machina card.

Chart a Course is awesome cuz you can consistently attack with flyers. Two mana for an extra card is a great deal. It also has added versatility for producing drakes.

I've given Warkite Marauder a lot of thought, but he just isn't right for this deck because there's nothing in Blue (or colorless) that can deal the one damage needed to make full use of his ability. I really like Warkite Marauder but I think he's destined for a Blue/Red Favorable Winds deck alongside Fanatical Firebrand, Enigma Drake, and Rekindling Phoenix. The rest is just a ton of counterspells and burn. All the burn allows Warkite Marauder to topple anything from Hazoret the Fervent to The Scarab God (using Magma Spray). Jace and the Sky Pirates are surprisingly better without Marauder.

Hyperalgialysis on Four-Color Approach of the Second Sun

1 week ago

One more good change you could make would be to drop Jace's Defeat for a Chandra's Defeat or Liliana's Defeat. Either one would probably be more useful, I see a lot of Vraska, Relic Seeker and Chandra, Torch of Defiance at my lgs, with this 4 color approach you could honestly have 1 defeat for each walker in, just as a back up and they double as removal against the right color. I cant really make a suggestion on what to drop as most of the rest seems solid, maybe Enigma Drake. I will say Jace's Defeat is easily they weakest of the group unless you really just plan on using it as a Counterspell against blue decks.

NoSoyYucateco on More Cards, More Fun

1 week ago

Nice deck. I think your issue lies in your mana base a bit.

I would add more low-CMC ramp cards to help you push out more lands in the early game. You have access to green, so I would swap out some of these artifacts for that. There's nothing wore than losing your ramp after a Cyclonic Rift or Planar Cleansing. Think about Cultivate and Kodama's Reach, which are excellent in 3-color decks. Farseek, Rampant Growth, and Sakura-Tribe Elder should also be included. Generally speaking, these are among the best turn 2 plays you can make as a green player. Tweak your basics to include more forests to help ensure you have the right colors to play these early, and then grab your mountains and islands with them.

Next, I'd look at some of the cards at the higher end of your mana curve and cut them for cheaper draw spells. Warstorm Surge doesn't actually have that much synergy here. It costs a lot to drop it, and does nothing until you can pump out more creatures. I'd take Faithless Looting over it.

Vicious Shadows is also a bit underwhelming for the mana you're investing in it. There are too many variables for it to be consistent, and if I am going to pay 7 mana for something, it better do exactly what I need it to, immediately. Swap it for Careful Study.

Panharmonicon very rarely does anything for you in this deck. It's much more effective in Riku of Two Reflections or other decks that are keenly focused on ETB triggers, which yours is not. Swap it for a big draw spell, like Recurring Insight (which is amazing with Kydele), Rush of Knowledge, or Tidings.

Lastly, I'd take out these cards and replace them with basic lands, because 31 lands isn't enough:

Favorable Winds, Spontaneous Generation, Enigma Drake, Jace's Phantasm, Imperious Perfect

These cards either have very little synergy, don't do enough for what you are paying for them, or are too conditional.

Anyway, sorry for the novel. I really think if you make these changes, you'll speed up the deck and make it a lot more consistent. I hope this helps!

Thebiggalactus on Blue Red Control - budget: 23 euro

2 weeks ago

if you want a cheap to buy burn spell that could do a lot of damage while pumping up your Enigma Drake, then Fateful Showdown is the way to go. Sure you discard your hand but you refill it back up after the fact.The bonus is that it can be cast at instant speed so you can hit them for some damage on their turn.

Hyperalgialysis on Blue Red Control - budget: 23 euro

2 weeks ago

Bloodwater Entity is probably stronger in here than Cryptic Serpent, only because it is evasive and recurs a card for you. Since it looks like the way you intend to win is with Enigma Drake, you may get more use out of Magma Spray than Shock for things like Scrapheap Scrounger, or at least have it is a sideboard card. I am a little curious why you are running Compelling Argument when Essence Scatter would probably do much more for you. If you want more damage to a player Inferno Jet is pretty cool. One last thing, Invigorated Rampage Sure Strike and Dive Down can make Enigma Drake very scary very fast.

Hyperalgialysis on Bolas Control

2 weeks ago

You need to add more control elements to make it run smoother, you have a decent amount, but it needs some sweepers like Anger of the Gods Languish or AEtherize. Disallow is going to be better than Cancel, but if you don't want to spend the money on it Scatter to the Winds, Void Shatter, Dissolve, Dissipate and Counterflux are all cheaper upgrades. Upgrade your mana base as you can, you could easily start by adding a few of the cycle dual lands or the battle for zendikar ones, then get Dragonskull Summit. I also like Foreboding Ruins and Choked Estuary, especially if you focus more on swamps. To help get bolas in play faster, Talisman of Indulgence and Talisman of Dominance are 2 drop mana rocks that work well in your colors. I would drop all your creatures and go more spell heavy, maybe making room for some Spellheart Chimera or Enigma Drake since you would increase your spell count. You can also run things like Sea Gate Oracle and Augury Owl to set up your draws. Consult the Necrosages is better than Brainbite. Slave of Bolas and Elder Mastery should be replaced with Dark Intimations. Drop Throne of the God-Pharaoh as well since you arent making tokens to benefit from it. Another decent creature to put in would be Noxious Gearhulk since it removes a creature. Duress and Blightning are also really good, as well as Negate and Barter in Blood.

cbbij on Hordes of Locust

3 weeks ago

I noticed that you run Rewind, Swan Song, and Negate. How have they performed for you? I'm on the edge of playing more/ different counter magic spells but wasn't sure how they feel.

The creatures that you run seem like they are very good and synergize really well with The Locust God, Enigma Drake and Psychosis Crawler are definitely on my short list of potential changes.

What are some of your favorite cards or out performers?

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