Mikokoro, Center of the Sea

Legality

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

Printings View all

Set Rarity
Saviors of Kamigawa (SOK) 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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SOK

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Mikokoro, Center of the Sea Discussion

freakingShane on Purphoros, Forger of Goblins [[Primer]]

1 month ago

Thanks for your suggestions, AlmightyTentacle!

You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)

When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.

  • Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!

  • Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!

  • Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.

  • As for Sensei's Divining Top, it unfortunately is banned in Duel Commander. Same goes for Mana Crypt and Sol Ring.

  • Ancient Tomb was actually just recently unbanned in Duel, so I will definitely -1 Mountain for it.

  • I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!

  • Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.

The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.

As for your recommended cuts, I agree with some of them.

Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)

Oloro_Magic on Taking Turns

1 month ago

You need 4 Gigadrowse it is one of the most important cards in the deck as it provides early disruption. I would also cut on the turns spells, you have too many and in turns you don't want a hand of all turn spells until you combo off. Cut Elixir of Immortality and go up a Howling Mine, with Card: Part the Waterveil decking out is not a huge concern anymore.

Additionally, as opposed to a playset of Inkmoth Nexus, run one copy as a way to kill with infect, in your mana base you also want Mikokoro, Center of the Sea and Oboro, Palace in the Clouds as one-of's. Move the Spreading Seas to the side and play Remand instead.

snotice on Super Cats!

1 month ago

What I would cut:

Lands:
- Grasslands, Secluded Steppe, Selesnya Guildgate, Tranquil Expanse, Tranquil Thicket, Grove of the Guardian: I would replace these with 2 of each basic, Gavony Township and either Command Beacon or Mikokoro, Center of the Sea for long-term value and added speed to the deck with less tapped lands.

Non-land cards:

Possible add-ins:

  • Swords to Plowshares and/or Path to Exile: Spot removal is vital in EDH and with zero wraths in your deck it becomes even more important.

  • Sylvan Library: one of the best green draw cards in the game. I feel it is worth every penny.

  • Nature's Claim: Cheap removal that allows you to be very flexible with your turn.

  • Ghostly Prison: if your truly worried about defending your turf, this is a great deterrent.

Hope all of this help, good luck in your matches in the future! +1

AlmightyTentacle on Purphoros, Forger of Goblins [[Primer]]

1 month ago

Hi, freakingShane

First of all I really like your Purhporos goblin tribal deck!

As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.

Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.

Card advantage:

Ramp:

  • Mana Crypt - expensive but cost all its money.

  • Ancient Tomb - nice land, cut mountain for it.

  • Herald’s Horn - was mentioned before.

Tutors:

  • Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!

  • Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.

Control & Others:

Cards I think you need to cut out:

P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P

Nisoth on Nekusar and The Wheelies

1 month ago

Mikokoro, Center of the Sea would fit nicely in it's place, though.

Oloro_Magic on Turns like Wildfire

1 month ago

So unfortunately Time Walk is banned in everything, I think you meant Time Warp.

I love seeing another player trying out turns, especially in the UR combo which has some interesting interactions. One thing I will point out though is that you need mine effects, 4 Dictate of Kruphix at the very least, and then maybe even Howling Mine, though I think with UR there is a serious opportunity to use As Foretold, a card that I have been testing in turns.

I would go down a Temporal Mastery as it is a dead card in had, and go down the World at War, add a couple As Foretold to double down on the free spell strategy, and you must make some room for a mine effect as you can't rely on top decking Ancestral Vision every time you need it, a mine effect will give you more options.

As far as the manabase goes, I think you need Mikokoro, Center of the Sea. In turns Mikokoro is a game changer as it can provide you with an extra draw and turns deck are mainly blue to start with.

Good luck with the deck!

FadingLight on Boros Aggro - Competitive Humans & Tokens

1 month ago

Oloro_Magic

  • Questions

Would it have helped out to have Cavern of Souls, Archetype of Aggression, Anointed Procession or Archetype of Courage?

What cards gave the most value, and what cards pulled through right when you needed them. Besides Mikokoro, Center of the Sea were there any other dead cards?

  • UB Turns

Sounds like the deck was stalled due to counters and cards designed to tap down. I don't have an answer to Thing in the Ice  Flip, so I would hold Eerie Interlude to avoid the bounce or try and remove it with Path to Exile I would get Grand Abolisher here as well.

  • Death and Taxes

I'm not sure what this deck does, but it sounds like its a controlling deck. Not only that, but a deck I didn't have answers to. Maybe Torpor Orb if its "taxing" when entering? Could you explain this deck a little for me?

  • Titan Shift

I'm not sure what this deck is supposed to do either, could you explain this because I've never heard of this archetype. However, sounded like it is combo oriented? The deck had a faster clock and just won. However assuming you brought in Path to Exile, would Lightning Bolt have worked better for you?

Sounds like it helped to have Aurelia, the Warleader in the side, I will keep her now.

  • Grixis Shadow

I don't believe that this has splash white, so I would play Grand Abolisher and Authority of the Consuls Yes, Grand Abolisher would be a target instantly when it hits but if Cavern of Souls is on the field, it will land, and they have to use mana of their own to deal with it. If they don't they cant counter my spells, I won't need that much land and I can spare it should I choose to wait on my turn.

  • Oath of Nissa Superfriends

It doesn't seem like the deck was fast enough to close out when the deck was being mana-screwed, however there really isn't much for me to analyze here :(

  • 4-color Akido

(I'm interested in the fact your opponents are punished for having creatures, may I see the deck list for this? My WB might benenfit from stealing the engine.)

Leyline of Punishment I think is the answer to this.

  • Mono White Flicker

Seems like combo decks kinda have a hard time with this, again i'm thinking of Torpor Orb Just to make it easier.

  • Infect

Fantastic

  • Eldrazi Tron

I don't know what "Tron" is, but I do know Eldrazi is hard to deal with. Blood Moon is a card that will stop the mana base, I know Eldrazi and so does Tron needs that.

  • UB Faeries

Kinda surprised by this one, I really have to rely on the deck just being good on this one, as I don't have a lot of ways to deal with enchantments in the sideboard.

  • Merfolk Aggro

Tap down with Authority of the Consuls and use spot removal on key cards, or stop Aether Vial with Stony Silence. Keep creatures tapped down with Thalia.

I'm going to add more land, but I with the cards I suggested, do any of those seem good enough to be in the side board, I don't think Angel of Jubilation is a good card here, but then again, the deck hasn't gone up against mono black or something like that. It also stops fetches, which I think is huge.

Oloro_Magic on Boros Aggro - Competitive Humans & Tokens

1 month ago

Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.

  • vs. U/B Turns 0-2

(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice  Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)

  • vs. G/W Death & Taxes 0-2

(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.

  • vs. Titan Shift 2-1

This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.

  • vs. Grixis Shadow 0-2

(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.

  • vs. Oath of Nissa Bant Superfriends 2-0

This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.

  • vs. 4-color Aikido 0-2

Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.

  • vs. Mono-White Flicker 2-1

Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.

  • vs. Infect 2-1

Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.

  • vs. Eldrazi Tron 1-2

Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.

  • vs. U/B Faeries 2-1

A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).

  • vs. Merfolk Aggro 0-2

Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.

  • Conlusion

So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).

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