Enigma Drake

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy 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

sylvannos on Delver and Enigma Drake Help

3 days ago

I don't think you want Enigma Drake at all. The mana cost is really high when you could lower your land count and play more instants/sorceries. The other thing is that you're not playing Stormchaser Mage, Monastery Swiftspear, or Young Pyromancer. Each of those should take priority over Enigma Drake.

I'd lower the land count and up the cantrips. Disperse and Lightning Strike are also just kinda terrible in Modern. Cutting those would free up some more room. 4 Serum Visions, 4 Opt and ideally some Sleight of Hands.

Lastly, you probably want a Dispel in the mainboard, along with Spell Snare. They're huge swings in tempo if you can hit 2+ CMC spells with Dispel or counter a huge threat (like Tarmogoyf) with Spell Snare.

Xaphanthefallen on U/R Prowess

5 days ago

Just a fun deck I put together. Riddleform is the usual goal but with enough spell in the graveyard you can get Enigma Drake power pretty high, so you can either attack or fling. Bloodwater Entity is nice to have for when you need a spell in your graveyard. Having Opt, Pull from Tomorrow, Chart A Course, and Cartouche of Knowledge gives you a lot of Draw which also activates your Riddleform or gives your creatures with Prowess a boost.

thijmnesoy on UR CounterBurn

5 days ago

hmm cool deck. but the CounterBurn decks I know have a Enigma Drake and/or a Spellheart Chimera as their creatures...

and how about Fiery Impulse? and maybe Send to Sleep?

poopiepoopiepants1 on R/U Spells Matter

6 days ago

Have you considered Enigma Drake? It's got a big butt, and gets stronger the more spells you cast! :)

NippDip on Egyptian Gideon

1 week ago

I'd suggest picking which cards are best in your deck like Glorybringer and get 4 copies of those then cutting the rest. Enigma Drake doesn't seem worth the splash, and you'll want quite a few removal spells.

Hobbez9186 on Gluttonous Gift

1 week ago

So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.

As I type this, I've had another epiphany.

Mirage Mirror.

This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."

Let me list some things that it can do here in the order they flew by just now:

  • Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
  • Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
  • Turn into a second copy of something juicy from your opponent's board and use it against them.
  • How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?

But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.

Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.

Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.

Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)

Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.

I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)

Fryed_Mustard on Counter-Burn

1 week ago

Take out: Gut Shot, Mutagenic Growth, Mystical Tutor, Merchant Scroll, Enigma Drake, Spellheart Chimera, Vivid Crag.
Add: Delver of Secrets  Flip, Remand, Electrolyze, Grim Lavamancer, and maybe Condescend and Shard Volley or Rift Bolt or Searing Blaze which ever one you prefer. If you got the money Goblin Guide, Cryptic Command, and more Snapcaster Mage's. Sideboard could use some of these Spell Snare, Breaking Point, Flames of the Blood Hand, Sudden Shock and maybe Vendilion Clique and/or a Bribery to steal Emrakul, the Aeons Torn or Progenitus from an opponents deck. Guile Is a cool card as well.

Psychic on U/R "Tempo"

1 week ago

1: The Lightning Strike is better. Being able to hit a player is better than hitting artifacts. Countervailing Winds is better because it cycles, and can turn into a very high payoff, as far as the opponents mana is concerned.

2: The Hieroglyphic Illumination is probably better here, because you can get buff Enigma Drake without actually casting the card, just cycling.

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