Minamo, School at Water's Edge

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders 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

VexenX on Egyptian God of the Rising Sun (Butts up!!!)

2 days ago

calexander: It is true that Minamo, School at Water's Edge only hits 6 of MY creatures, however, The Scarab God will often make Zombie Legionaries, thus making it a better Island in most cases. There really is no downside to running it, it even comes in untapped.

Do you think my changes above made since, or is there something I am missing? Also, could you support the deck with an upvote? Thank you!

calvinwarning on Merfolk?

5 days ago

Oh I also forgot to include more suggestions regarding your land. Since you're mono-blue, you should run a Minamo, School at Water's Edge and Oboro, Palace in the Clouds. The reason being is that they won't be hit by stuff like Choke and they offer a little extra utility. For example, you can bounce back Oboro with Mutavault after tapping it first to add another blue mana to your mana pool as long as you haven't played a land on that turn. Minamo can be used to protect Kira from non-target removal as well. You should also consider cards like Tectonic Edge or Ghost Quarter, which one you decide on is really just dependent on your meta. I wouldn't necessarily mainboard them, but land hate is helpful. If you're thinking about the 8seas route, then those cards have a lot more value and can disrupt your opponent's manabase even further, especially with Tectonic Edge.

TheDevicer on [List - Multiplayer] EDH Generals by Tier

2 weeks ago

@Human_Wizard - I'm just going to go ahead and ignore your blatantly confrontational tone and respond to the points you raise one at a time.'The first thing you wrote about was a response about the "turn 7" I mentioned. I apologize for not not being more clear about this before. What I should have said that I believe Arcanis really comes into his own in the later stages of the game. Unlike the common mono U options, Arcanis doesn't need the 99 to operate in specific ways when he comes out to generate insane value. Arcanis is greedy, but he's got inevitability. That's the reason you play him.

When I mentioned turn 7, I didn't mean this was the turn you could finally activate Arcanis. I'm familiar with how ramp works in the game. I brought that number up as a time you could legitimately look to start doing great things with Arcanis. The turn 7 here was used completely anecdotally and should not be taken as anything more than that.

As far as the stax goes, the deck only sports a light package. If you really wanted more opportunities to interact outside of those pieces, you could drop the orbs. The hate pieces don't actually turn off the deck in the manner that you imply, however. You can still combo out with Mana Maze on the field. Worst case scenario, you wait to Zenith someone on their upkeep. Cursed Totem is annoying at times, but it's not impossible to get rid of via things like Chain of Vapor, Transmute, Reshape, etc and its effect is strong enough to warrant inclusion. Finally, I think it's fundamentally wrong to criticize stax pieces as being meta-dependent. If you're making your own list to suit your group, you're surely going to take a look at all narrow cards in the list. Take Flusterstorm, for example. Great card, but it's feasible that it doesn't do enough work for you to want to include it in your meta. Given how limited mono-U's access to good stax pieces is, I included pieces here that work against a wide range of strategies in cEDH.

Although I advocate for greedy Arcanis lists, I think Pemmin's Aura goes too far. It's just not reasonable to expect to be able to play a 6-mana general, enchant it using a 3-mana enchantment, and then start sinking even more mana into the guy to draw cards. This is also dead in hand if you can't get to a position to use Arcanis. Minamo, School at Water's Edge does this fine with very little downside.

As for Laboratory Maniac, if you can draw your deck, you can get the pieces to kill the board anyway. What's the purpose behind Lab Man? I'll be honest with you, if I'm just playing the game, I'd rather be staring at Zenith than Lab Man in my hand.

Finally, if you can make improvements on any list, be it mine or someone else's, you totally should! I think it would be awesome to have a more open discourse about cEDH. I'll be honest, I'm not in love with a prevailing attitude here and on cEDH where people seem to accept grandfathered ideas as the best options.

SufferFromEDHD on Mono Blue "What is he doing?"

3 weeks ago

Interesting deck. Spellbook is a waste of a card slot. Maybe Amulet of Vigor with Thawing Glaciers for ramp.

Minamo, School at Water's Edge + Nykthos, Shrine to Nyx for more ramp.

Retraced Image mono blue secret ramp tech

Soldevi Excavations not quite ramp but very cool old scry land.

LeaPlath on Modernized Jeskai Control

3 weeks ago

Minamo, School at Water's Edge is also a sure in. It protects versus boil, which is very fringe, or lets you for UU protect your Oujai.

There might also be an argument, especially in budget for playing a playset of Oujai, and Mutavault for Simulgar's Scorn.

total_euphoria on GrimmGrin's Slaughter

3 weeks ago

I would certainly add Minamo, School at Water's Edge to your land count.

Emzed on Azami the Tsunami

1 month ago

Ancient Tomb is a fantastic way to accelerate, and Minamo, School at Water's Edge synergizes nicely with Azami. Both seem like great fits for your deck.
With almost all basic lands, Back to Basics could be a fantastic lock piece against more greedy decks and buy you a lot of time to combo out.
Mind Over Matter combos with Azami, you can just go through your deck to find whatever you need, and easily finish with LabMan.

VexxValentine on Ellie's Illusions

1 month ago

i recommend looking at themanasource's illusions video. for the most part id say you need the fish lands Oboro, Palace in the Clouds Minamo, School at Water's Edge they are just great if you run into Boil or Choke Mutavault also is a must since its a creature land and in most cases its a 3/3. rather than running Peek i highly recommend Serum Visions also rather than Gossamer Phantasm id say Illusory Angel would be better. Clout of the Dominus is more or less a dead card in more situations than you think because it will kill half of your creatures if you attempt to enchant a phantasmal card. some other things i recommend would be Aether Vial and Adaptive Automaton because it just increases the power level of the deck to a tier 2. the sideboard is really tough in modern metas but i recommend looking at the merfolk sideboards for inspiration.

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