Minamo, School at Water's Edge


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
Champions of Kamigawa Rare

Combos Browse all

Minamo, School at Water's Edge

Legendary Land

: Add to your mana pool.

, : Untap target legendary permanent.

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Minamo, School at Water's Edge Discussion

Oloro_Magic on Taking Turns

1 day ago

Oboro, Palace in the Clouds, and to a lesser degree Minamo, School at Water's Edge are cards that I personally believe are musts for mono-blue turns, the reason is simple Choke and Boil do actually see sideboard play; these are islands while not actually being islands.

Sarkhan_Dragonclaw348 on Vorel and his Merry Counters

1 week ago

I also suggest Altered Ego as a strict upgrade on Clever Impersonator, unless you're using the Impersonator to copy noncreature permanents.

Look at your legality section. Lumbering Falls and Kiora, Master of the Depths are both illegal, apparently.

I don't know how much success you're having with Undergrowth Champion, but I never liked it very much. Just personally, I would suggest dropping it.

Somehow, you're not running Master Biomancer. Do it.

Spike Weaver and Spike Tiller both enter with counters and transfer a counter for 2. The Weaver has a fog effect and the Tiller makes 2/2s, so that's also nice.

Instead of Lighthouse Chronologist, use Sage of Hours. My personal suggestion; I see you've already considered him, though.

Two enchantments I like: Bred for the Hunt and Curse of Predation. They give you counters for attacking and dealing combat damage to a player respectively.

Sapphire Drake gives everything flying. That's always a good thing in mainly green decks.

Instead of Woodland Bellower, Genesis Hydra. Much more flavor in this deck.

You've got mostly green, so Reverent Hunter would make a good choice.

If you have tokens or lots of creatures often, play Stag Beetle.

Vastwood Hydra gives away its counters even when it dies, as does Servant of the Scale.

Oran-Rief, the Vastwood makes for a good land for boosting your creatures, as do graft lands.

Minamo, School at Water's Edge lets you untap Vorel.

Gutter Grime creates increasingly large slimes. Ew.


Garruk Wildspeaker is a useful endgame planeswalker.

Everflowing Chalice for ramp.

For adding +1/+1 counters at instant speed, Strength of the Tajuru.

Often, you can check Auto-suggestions for cards this deck could use. I used that to bolster my advice. (Bolster is another nice +1/+1 counters ability, btw.) I also used my Vorel deck: http://tappedout.net/mtg-decks/when-you-have-too-many-counters-blame-vorel/ . It has a card-draw subtheme, but most of the cards are related to this.

A couple other deck ideas:- Atraxa, Praetors' Voice covers so much more ground with +1/+1 counters--you can play Abzan/Dromoka cards, Golgari cards, even the Orzhov Syndicate has powerful spells with counters. And those are just tribes/guilds.- Partner commanders. If Sultai is workable, use Reyhan, Last of the Abzan and Kydele, Chosen of Kruphix for a sacrifice-card draw theme. I have a deck based on that.

TheDuggernaught on Landfall and Token Bombardment

2 weeks ago

I am not sure I would say that Farseek does nothing -- but I do not think it is worse running either. Sakura-Tribe Elder would likely be better. But there are lots of options you can go with landfall. You can go for a midrange sort of build using landfall triggers on things like Steppe Lynx, Rampaging Baloths, and Plated Geopede. You can go combo with Knight of the Reliquary and Retreat to Coralhelm; or Sakura-Tribe Scout, Minamo, School at Water's Edge/Simic Growth Chamber, Retreat to Coralhelm, and Hedron Crab/Retreat to Hagra/Scrib Nibblers/Tunneling Geopede. Or you can just do the tried and true combo of Scapeshift and Valakut, the Molten Pinnacle. Or you can mix and match a little bit. But before I go into terribly much detail, what exactly do you want the deck to do? I am not seeing a super cohesive theme aside from get lots of lands.

redace10 on Dragonlord Ojutai The Improviser

4 weeks ago

Thanks for commenting on my deck, I appreciate it. Open the Armory is a search card, but Recall is an interesting card. I'll think on it.

I'm just going to list off a bunch of cards that I think would benefit this deck a lot -

Fabricate, Grand Abolisher, Path to Exile, Sun Titan, Commander's Sphere, Irrigated Farmland, Duelist's Heritage, Expedition Map.

Also I see you have a grand total of five cards that keeps Ojutai untapped. Brave the Sands, Always Watching , Ajani Steadfast, Minamo, School at Water's Edge, Angelic Field Marshal, Heliod, God of the Sun are among the good ones in my opinion.

I'm finding I change a few cards in my deck once or twice a week, cause Ojutai isn't terribly synergistic. I'll be in touch as the deck changes/grows.

You're deck is very controlling and artifact centric, I like it a lot, there's room for refinement though. Impressive gear regardless, this deck works when it hits a few key cards I'll bet.

Profet93 on Arcanis the Infinite

1 month ago

Minamo, School at Water's Edge (extra commander activation)

Riptide Laboratory (evasion cheaper + re use wizard etb)

Training Grounds (evasion cheaper)

Snapcaster Mage (value, esp w/ riptide)

Ancient Tomb (ramp)

Gilded Lotus (ramp)

Atleon on Jalira yer a Drunk

1 month ago

with Long-Term Plans you could set up probable chains with hitting Palinchron or DEN first, may be a thought

Esp if you have ways to find Minamo, School at Water's Edge, a palinchron hit first could mean instawin

KingTorg1 on 8-Mill

1 month 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!

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