Mirari's Wake

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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

Enchantment

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.

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Mirari's Wake Discussion

Coward_Token on Gahiji: Forever War

12 hours ago

The dryad was certainly a welcome addition; as you might have inferred from my previous comments I've wanted to get rid of the Ant for a while. Here's some things I've been thinking of, hopefully they'll be new and noteworthy:

(Huatli, Radiant Champion) is kinda interesting since it's easy for the deck to get enough for the token-friendly draw power emblem in two turns, but good old Garruk, Primal Hunter can probably achieve similar results more reliably even if he's slightly more expensive.

Very questionable but ((The Immortal Sun)) provides a draw power alternative to Mirari's Wake. Obvious ramp-related worries here since I feel the deck doesn't cast enough spells per rotation to make the mana discount compare to the land enhancement. ((Regal Behemoth)) is an interesting middle ground with the bonus of also having a nice body, but misses out on the swarm-friendly anthem and more importantly paints a target on you, which leads to it having a parasitic relationship with all "Deterrence" cards, as well as some "Conflict Escalation" ones (especially anti-synergetic with Mystic Barrier since getting monarchy back could get really awkward). Finally, with 6 CMC and taking a rotation to actually start providing their draw power (maybe even more in the case of the Behemoth), both of them will probably come out too late too often. (Other Naya monarch cards are overall pretty lackluster IMO.)

A few non-Rivals cards:

I feel Warmonger Hellkite is too mana-demanding for what it gives, being in the second highest CMC category of the deck while also wanting you to spend 2 mana on its activated ability and having a drawback. I wonder if long-term Maybeboard resident Grenzo, Havoc Raiser can't do things more efficiently by providing a Basandra-like sniping ability with a defensive bonus outside of 1v1, but perhaps more intriguingly also providing an alternative source of pseudo-draw (although I realize it's pretty meta-dependent and requires you to gamble on holding back mana in case you get lucky) that also adds a slight control quality to the deck. (He also has some cute synergy with Duelist's Heritage.) Including Grenzo would probably also require switching in some more evasion, in which case I'd like to note my preference of Khenra Charioteer over the Primer-recommended Archetype of Aggression since I don't want to stop my opponents from trampling over each other (Monarchy-enabling Regal Behemoth will obviously want to stick with the Archetype though).

Really questionable but (Ulvenwald Mysteries) could complement Tireless Tracker, obvious problem is that the deck has few creatures that wants to die, and with the exception of Sad Robot they only want to die under the right circumstances. I guess it could EDH muppets like Reclamation Sage even more expendable though, esp. since Sun Titan is a thing. Also ((Tamiyo's Journal)) but it's even slower, esp. considering its cost and rather one-sided benefits.

Vegnus on Queen's Mighty Servants (Superfriends, primer)

2 days ago

How about the following cards?

-Mirari's Wake for genesis wave,token produced from queen etc.

-Academy Rector with many boardwipe. Made your choice for Mana Echoes , Sunbird's Invocation , Doubling Season

-Reliquary Tower synergy with Seasons Past , Conflux, Mystic Remora

-Ral Zarek I read the description already and this card made hate in the group about extra turn. IMO he can fullfill the chance to end game with doubling season and too many Enchanment,PW on the board.

TotalSundae on A Brooding Strategy

6 days ago

First, the cuts

-

I don't feel like Kessig Wolf Run and Vault of the Archangel fit into a four color manabase.

Darksteel Ingot could be a card that gets you more lands.

A lot of the stuff you have in here assumes you already have a lot of tokens created, and are thus win-more cards. Stuff I might cut just for more ramp and consistency: Cryptolith Rite, Goblin Bombardment, Attrition, Whispersilk Cloak, Wayward Swordtooth, and Dragonmaster Outcast

Some Possible Additions:

-

Overrun or Craterhoof Behemoth or Titanic Ultimatum, Harrow, Enlightened Tutor, Mirari's Wake, True Conviction, Akroma's Memorial

Cultivate, Farseek, Kodama's Reach, Sylvan Library, --->Ground Seal<---

I kinda think this deck is less about looking for cards to win you the game, and more about relying on your commander to get there and trying to get ahead fast. It's not a black deck for these very reasons. Trust in the fact that an abscene amount of lands and your commander will win you the game in more curcumstances, then work out the best alternate outs like Goblin Bombardment. Hope that helps.

TotalSundae on A Brooding Strategy

6 days ago

First, the cuts

-

I don't feel like Kessig Wolf Run and Vault of the Archangel fit into a four color manabase.

Darksteel Ingot could be a card that gets you more lands.

A lot of the stuff you have in here assumes you already have a lot of tokens created, and are thus win-more cards. Stuff I might cut just for more ramp and consistency: Cryptolith Rite, Goblin Bombardment, Attrition, Whispersilk Cloak, Wayward Swordtooth, and Dragonmaster Outcast

Some Possible Additions:

-

Overrun or Craterhoof Behemoth or Titanic Ultimatum, Harrow, Enlightened Tutor, Mirari's Wake, True Conviction, Akroma's Memorial

Cultivate, Farseek, Kodama's Reach, Sylvan Library, --->Ground Seal<---

I kinda think this deck is less about looking for cards to win you the game, and more about relying on your commander to get there and trying to get ahead fast. It's not a black deck for these very reasons. Trust in the fact that an abscene amount of lands and your commander will win you the game in more curcumstances, then work out the best alternate outs like Goblin Bombardment. Hope that helps.

enpc on Rafiq Enchantress Draw 2.0

6 days ago

I'm not recommending cutting your enchantress card draw effect, but offseting them with some unconditional card advantage. As it stands you don't have enough instant/sorceries/lands that go to the graveyard to make Treasure Cruise/Dig Through Time viable but you could retool your draw pacakge a bit and get value off these two.

With regards to Mirari's Wake, the problem is that the native +1/+1 buff still only lets you connect for 20 commander damage over 2 turns. Both with and without Mirari's Wake, you're still putting a single player on a 3 turn clock. So you're better off increasing your early game ramp.

Other cards you don't run but need to are Swords to Plowshares, Nature's Claim, Path to Exile (personally I think it's worth running, some people might have reservations), Beast Within. The value that these reomval pieces adds is insane. Grand Abolisher is another card that should make it's way in here.

With respect to your land count, you should be able to drop it to 36 for now. eventually you could get it down to about 34 but your ramp suite isn't good enough for it yet.

multimedia on Zacama is Nutz

1 week ago

Hey, Temur Sabertooth is busted with Zacama. Cast it, untap all your lands then bounce it and cast it again. With 12 mana these two cards give you infinite mana. Needing only six lands with a mana doubler such as Mirari's Wake.

Selvala, Heart of the Wilds is a powerful mana dork with Dinosaurs. She can make any combination of colors of mana, most Dinos have high power. Getting to draw a card when they ETB for just about all of them is very good.

Urabrask the Hidden give Zacama or any other creature you control haste.

Command Tower best land in Commander, I suggest adding it :)


bomb_arie on Rafiq Enchantress Draw 2.0

1 week ago

enpc This is the kind of constructive comment that I am looking for. I know there is plenty of room to grade the deck up te make it more competitive. Your suggestions seem logical and some of them (the more expensive ones) are on my trading list and I hope to add them to deck real soon (especially fetch and pain lands).

There is only one thing you should keep in mind and now I am going to try to explain or maybe defend the chioises of some of the higher CMC cards like Mirari's Wake and the Enchantress-draw engine. In a 4 player multiplay in the most favorable scenario you will be able to give the first hit in turn 4 and it won't be lethal.

It will take then another turn to kill the first opponent and another two or three turns to strike the other two. By that time your hand is empty and a refill could come in handy. This is no deck which can finish 3 players in one turn (maybe 2 with a Finest Hour. But maybe I am thinking in the wrong way so I am curious to hear your reply.

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