Enigma Drake


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Uncommon
Amonkhet (AKH) Uncommon

Combos Browse all

Enigma Drake

Creature — Drake


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

Price & Acquistion Set Price Alerts




Recent Decks

Enigma Drake Discussion

Meurth on Izzet Combo/Aggro?

2 days ago

My recommendations: I'd definitely take out all of the 6-drops, they're just gonna get stuck in your hand for most of the game. Run Opt instead of Anticipate. Replace the guild gates with basic lands. If you want burn to be your win condition, why not run a full playset of Guttersnipe? Take out Firemind's Research, it seems way too slow. Consider Enigma Drake as an extra win condition. 21 instants and sorceries seems low for a deck built around instants and sorceries, run as much as possible.

Elf0491 on Izzet counter burn

3 days ago

Heyo! Not sure when you last checked spoilers (they are all out at this point), or what your budget is, but I have some suggestions. I've also been trying to put together some ideas for an Izzet deck, and here are some of my thoughts:

The biggest thing I see is that the damage in this deck seems really low. You don't have many creatures that can get through blockers, and most are too small anyway. The passive burn from Electrostatic Field is nice, but if you don't get two of those in play and have them stick, you won't have enough damage to kill your opponent. To increase your damage, I highly recomend:

  • Swap in 4x Guttersnipe and take out 4x Ghitu Lavarunner. This increases your passive burn damage, and evens out your mana curve with a 3 drop.

  • Swap out your Negates for Ionize. You can keep them in the sideboard, but I think starting with Ionize will be better in most matchups. Plus, more burn!

  • Add a few copies of Risk Factor. It can be extra damage, give you more cards, and can even be cast from the graveyard like Chemister's Insight. Consider replacing a few copies of Disperse or Syncopate for them.

A few other cards to consider, based on your preference:

  • Wizard's Lightning instead of Shock. With 7 wizards, it will usually be an extra damage for free!

  • Not a huge fan of Disperse, as I think more damage or draw power could be more useful. An alternative could also be Unexplained Disappearance, as it lets you surveil, though it can only target creatures.

  • River's Rebuke and/or Sleep could be great additions to your sideboard (maybe 2-3 combined), and would help you deal with creature heavy opponents.

Finally, if you wanted to go a different direction and get some powerful creatures, you could look at adding a few copies of Enigma Drake, Crackling Drake, and/or Niv-Mizzet, Parun. It would give you something a little more powerful to do in the mid-late game.

Bxbx on Standard Izzet

3 days ago


the mana-base and the balance of creature- and non-creature-spells look good. The problem I see is that your threats like Enigma Drake and Erratic Cyclops have relatively high mana-costs and do nothing the turn you play them. They can easily be dealt with with cards like Cast Down, Assassin's Trophy or Teferi, Hero of Dominaria.

So my proposal is to add Siren Stormtamer, so that you can cast Erratic Cyclops on turn 5 with protection. This way you could maybe also add Wizard's Lightning because of Siren Stormtamer and Goblin Electromancer. Wizard's Lightning also works well with Erratic Cyclops because of its cost-reduction - you get to pay one mana for a 3cmc-spell.

You could maybe cut Blink of an Eye because you would usually want to cast it with kicker, but even then it is a 2cmc-spell, so it doesn't work well with Erratic Cyclops.

Another card that seems to work nicely with Erratic Cyclops seems to be invert//invent. When you cast invert//invent the cyclops will get +1 power, so when invert//invent resolves, you'll have an 8/1. Unfortunately, I cannot link the card right now.

You could also think about adding Opt and Radical Idea. They have no high cmc, but are great for filtering in the early turns and Radical Idea lets you discard needless lands in the lategame.

That's all for now. Have fun


4 days ago

I really like the idea of a burn deck in standard. =D +1 This is what I would play in the deck...

I would splash blue for Ionize, some blue counterspells, a Wee Dragonauts / Enigma Drake / Crackling Drake.

You may try a Experimental Frenzy, maybe a GUttersnipe would be useful too

I surely would put out the Doublecast and maybe the Ghitu Lavarunner. The Banefire is mostly going to be X = 3 or less on the mana base of 20 lands.

I hope, I could inspire you a little =D

Merkulon666 on Izzet Spells (Post-Rotation)

5 days ago

Ral, Izzet Viceroy is going to be your main win con but you don't have enough to really protect him. I would maybe move 1 or 2 Niv-Mizzet, Parun to the sideboard and may be run some Enigma Drake's main board as well. I would also run some Negate and some Essence Scatter as well to help with the counters.

Zimmers_0 on Through the Water and Flames

6 days ago

Well, im not sure why you are running Lathliss at all. I would just run duplicates of Enigma Drake like Spellheart Chimera or Crackling Drake instead. It would curve your CMC and fits your theme.

Zarathoustra on Wizards of the Coast

1 week ago

65 cards and only one copy of each ? Am I missing something ?

With only 13 instant/sorcery creatures like Guttersnipe, Aven Wind Mage or Enigma Drake are totally useless, you have to define a strategy, choose the best options and run 4 copies of the cards you really need. Adeliz, the Cinder Wind has no purpose here unless you remove dragons, sphinx, etc, and replace them with more wizards. And again, you would need at least 20/22 instant/sorcery to benefit from it.

Why run Academy Journeymage ? It's expensive for a 3/2, very bad card in my opinion, you should add more Exclusion Mage, it's a 2/2 with the exact same effect.

Tormenting Voice is good for mono red, but the best draw cards have always been blue, where is the point not to use them ? Remove it and Divination, and try 4 Opt instead !

In its current state this deck has no consistance, no real pattern, for a solid wizards deck I recommand you keep 4/5 full sets of creatures, and add as many instant as you can.

If you have a moment have a look at my ultra-budget standard deck using some of the same cards : http://tappedout.net/mtg-decks/01-09-18-redblue-wizards/

OberstHati on Standard (GRN) Counterburn

1 week ago

add 4x Enigma Drake, 4x Essence Scatter, 1x Shock i suggest.

Load more

Latest Commander