Mirari's Wake


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Mythic Rare
Conspiracy (CNS) Mythic Rare
Commander's Arsenal (CMA) Rare
Judgment (JUD) Rare
Promo Set (000) Rare

Combos Browse all

Mirari's Wake


Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

Price & Acquistion Set Price Alerts





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Mirari's Wake Discussion

KayneMarco on Emmara tokens

1 hour ago

This deck needs at least one or more of the following cards for sure

Couple mana doublers might be good in here as well like Mirari's Wake and or Zendikar Resurgent. Also, the Cathar’s Crusade from your maybeboard would work better in your main deck. And the token generating boardwipe Martial Coup would be good in here.

Vlasiax on Bow before Draconic King!!! | *GRN* Update

5 days ago

LordD_Chaos I used to run servants but they're too risky because boardwipe not only clears your creatures - it also takes out your ramp. Where Ancients Tread and other cards like these are just too costly to make it worth and because of high cost I cut Mirari's Wake.

dlovsted on Kittens into Lions

6 days ago

I am thinking in turns of ramp what about adding in Mirari's Wake and Mana Reflection

ClockworkSwordfish on G/W Tokens

1 week ago

If I may, I'd strongly suggest Rhys the Redeemed as your commander, instead! Being able to always play your commander on turn 1 is a pretty unique feature, and since he's so cheap, you could easily afford to play him four or five times in a game. Besides, you seem to have a few more ways to pump up your creatures than to actually make tokens as it is, so it seems like a good tradeoff to me. Tolsimir could still go in your deck itself, of course!

Some other cards that might interest you include Gavony Township, Aura Shards, Sylvan Reclamation and Mirari's Wake. Hopefully some of these help!

eliakimras on Estrid, the Masked

1 week ago

Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta  Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).

eliakimras on Atraxa help

2 weeks ago

Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet  Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).

eliakimras on WUBRG Spell Fling

2 weeks ago

Isn't 33 lands a little too low for a 4.28 CMC 5-color deck that runs a lot of X spells? Since you're running Burgeoning, Exploration and Mirari's Wake, you'll be better upping land count to 37-38 and running land ramp on form of Farseek, Nature's Lore, Cultivate, Kodama's Reach, Skyshroud Claim, Hunting Wilds (they all can grab non-basic lands). Some lands you might consider are Exotic Orchard, City of Brass, Mana Confluence, Reflecting Pool, Sea of Clouds, Morphic Pool, Luxury Suite, Spire Garden, Bountiful Promenade. You can take out the less synergistic cards, like Rattleclaw Mystic and Crystalline Crawler.

BMHKain on Sliver Queen, Spark Harvesting Hive Mind

2 weeks ago

Shadowninja'd... Well that removes Mirari's Wake as an option... XP

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