Mikokoro, Center of the Sea

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

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Set Rarity
Saviors of Kamigawa Rare

Combos Browse all

Mikokoro, Center of the Sea

Legendary Land

: Add to your mana pool.

, : Each player draws a card.

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Mikokoro, Center of the Sea Discussion

Weltbild on Lands EDH

2 days ago

Mainly, yes.

Retrieving Barbarian Ring or Gargoyle Castle lategame can also pose a threat as I then hope to play multiple lands per turn, Shivan Gorge/Glacial Chasm might work and I could maybe even mill using Mikokoro, Center of the Sea/Geier Reach Sanitarium along with Academy Ruins. It won't be strong. :)

Mr.Mirage on Modern Miracles: Ebb & Flow

1 week ago

Hi Benalas16 - I've tried Thought Scour and other Instant one drop draw effects before and it's simply not worth it if that's all you're doing. And honestly with the 2x Geier Reach Sanitarium, 1x Mikokoro, Center of the Sea, Azorius Charm, and 2x Cryptic Command you don't need much else. You have 3 lands that do what that card can do except it's every turn. The downside of your opponent drawing is mitigated by you drawing what you need to take care of the threat at the time.

enpc on Just Stay Dead

1 week ago

jjp16: I'm glad you like the list. It's been many tweaks to get to here (though there's still always so much to do T_T).

The main win condition of the deck is definitely Blasting Station. It's clean and efficient and the combo doesn't need too many moving pieces. Altar of Dementia still wins me a good chunk of games, however I see my fair share of eldrazi titans so unless I have Mikokoro, Center of the Sea or Selvala, Explorer Returned ready to go, I will just try to turn Altar of Dementia into Blasting Station.

Starved Rusalka is a little bit niche, but still very good as a card. While not typically used for combo (though there is a janky one with her), being able to sac a creature in response to exile or using it with Saffi to get some extra value out of an ETB is worth the slot. I was originally tossing up between Starved Rusalka and Martyred Rusalka, who has the better ability overall, but isn't Green Sun's Zenith fetchable. I used to run Spawning Pit a long time ago, but you basically have to draw into it (I'm not going to waste Enlightened Tutor or in) and I needed something more fetchable. I toyed with Reaper of Flight Moonsilver but activating delirium was a pain, and having to pay 5 mana on top of that made her too unplayable. if she either cost less (with a smaller body) mana or didn't need delirium, it might be a different story but as it stands she's just not good enough.

As for the number of sac outlets, I currently run 5 that don't need mana or have to tap, 3 that tap and 1 that needs mana. You don't need that many technically, but I've found it's a comfortable number. However I would recommend avoiding saturating your deck with sub-par sac outlets like Fanatical Devotion or Martyr's Cause. While these are "infinite" sac outlets, you need to add more pieces to make them viable and trying to assemble 5-6 card combos is not worth it. You're much better off running cards like Academy Rector or Sterling Grove which just act as tutors for your good sac outlets.

I'd be happy to have a look at your deck. It might take me a day or two to get around to it though, unfortuately I lead a bit of a busy life. But yeah, more than happy to.

MRDOOM3 on The Locust God of Draw

2 weeks ago

Erm, I'm pretty sure Erayo, Soratami Ascendant is EDH banned... (full banlist here: http://mtgcommander.com/rules.php)

I personally would approach this sort of like a Nekusar, the Mindrazer deck, minus the black, so I would also consider cards like Font of Mythos, Howling Mine, Horn of Greed, Temple Bell, Mikokoro, Center of the Sea, Geier Reach Sanitarium, and Well of Ideas for extra draw each turn, wheels like Wheel of Fortune (Wheel of Fate if confined to a budget), Windfall, Reforge the Soul, Molten Psyche, Incendiary Command, Jace's Archivist, Magus of the Wheel, Teferi's Puzzle Box, etc., and cards like Time Spiral (Time Reversal if confined to a budget).

I2eptilian on Livin La Vida Locust - The Locust God EDH

2 weeks ago

I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!

Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.

Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.

What's also great is the opportunity to use Favorable Winds and Gravitational Shift.

Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.

Alhammarret's Archive doubles your draws, and Obstinate Familiar can be a potential backup plan if something happens to your laboratory maniac, just so you can't deck yourself.

Some other things to consider are Arcanis the Omnipotent, Blue Sun's Zenith, Chasm Skulker, Jori En, Ruin Diver, Mercurial Chemister, Invoke the Firemind, Temporal Cascade, and Sphinx's Tutelage.

A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..

If you can't tell, I've been thinking about building this deck since Locust God was spoiled.

KingTorg1 on 8-Mill

3 weeks ago

Jace's Phantasm is a super effective one drop that can either block in the mid game or attack in the late game.

You really want 4 Archive Traps, it's the most efficient mill spell you have access to.

Since your mana base is mono-color, you've got some space to throw in utility lands and stuff. Ghost Quarter is a good start, but I'd also add Shelldock Isle, Ipnu Rivulet (the blue HOU utility land) and maybe a Mikokoro, Center of the Sea or two. Oboro, Palace in the Clouds and Minamo, School at Water's Edge are traditional one-ofs in a mono-blue deck because they have no downside and can't be Boiled/Chokeed.

Since blue has a natural lack of remover, I'd put in a few Dismembers to get rid of those pesky big creatures that occasionally get on the battlefield. The 4 life is worth it if you need to take something out. Surgical Extraction is also a good card to include, because it has natural synergy with mill, can disrupt combo, or take out an eldrazi titan (the natural bane of mill) when it hits the graveyard.

Good luck!

holybreep on Draw till you die!

1 month ago

Sup, here are my initial thoughts:

Lands:Surprised you're not running Mikokoro, Center of the Sea. You can prob come down to 37 lands too.

Creatures:I'd prob cut:

  1. Nin, the Pain Artist
  2. Magus of the Will
  3. Magus of the Wheel
  4. Magus of the Jar
  5. Jace's Archivist

I'd prob bring in:

  1. Clever Impersonator
  2. Sakashima the Impostor
  3. Archfiend of Ifnir - spicy board wipe synergy - breaks through indestructible too :D
  4. Seizan, Perverter of Truth
  5. Consecrated Sphinx
  6. Niv-Mizzet, the Firemind
  7. Sire Of Insanity

Enchantments:

Keep these:

  1. Bloodchief Ascension
  2. Dictate of Kruphix
  3. Waste Not

I think these would be pretty sick in place of all the other enchantments:

  1. Liliana's Caress
  2. Phyresis
  3. Fevered Visions
  4. Megrim
  5. Underworld Dreams
  6. Breathstealer's Crypt
  7. Helm of the Ghastlord
  8. Leyline of Anticipation
  9. Leyline of the Void
  10. Hive Mind = EPIC!
  11. Well of Ideas

Artifacts:No Temple Bell and Elixir of Immortality!?!

Could prob add more rocks too.

Instants:I think these are the only instants you really need:

  1. Cyclonic Rift
  2. Shadow of the Grave - new tech!
  3. Wheel and Deal
  4. Sunder
  5. Commit / Memory - more new tech!

Sorcery:

These are prob the only ones I'd run:

  1. Reforge the Soul
  2. Whispering Madness
  3. Incendiary Command
  4. Windfall
  5. Wheel of Fortune
  6. Molten Psyche
  7. Dark Deal

:D

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