Mirari's Wake

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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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

Legality

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
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mirari's Wake occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

GW (Selesnya): 1.73%

RGW (Naya): 2.53%

GWU (Bant): 0.82%

Mirari's Wake Discussion

ShreddedByCrows on Offenza is the Best Defenza HELP

1 day ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

IllumiNate on Atraxa Enchantment Fort Voltron

3 weeks ago

ToxicMCTV Omniscience is the card, which I had at one point but traded off. I'm not sure it's a solution for this deck being that it has a steep 10 mana cost and most of the time I can dump my entire hand anyways. As Foretold functions similarly just for one free instead of the entire hand, Bear Umbra / Nature's Will / Mirari's Wake make it so I can almost always cast high cost cards in hand. I guess the big boon to omniscience would be working in a multi turn combo to kill multiple players at one time.

ZendikariWol on Niv's 59 Dualcolored Hits

1 month ago

Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.

Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.

Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.

Fossil Find alluded to graveyard order... in a 2008 set... huh.

Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.

And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.

raspberryfish25 on Karametra Enchantress

1 month ago

BaklavaDominoes I run a deck very similar to yours which you are welcome to check out here, Enchantress Harvest. A few additional win conditions you could look at would be to add the following cards: Ancestral Mask , Finale of Devastation and, Nylea's Colossus .

Ancestral Mask : I have found this card to be a strong secondary win con in my deck. Equipping this card to your Dragonlord Dromoka or either of your Sigarda’s in most games will turn that creature into a 20+ power creature which you can quickly knock someone out of the game. Best thing is most people don’t see this coming before it is to late. I run Shalai, Voice of Plenty as my commander so Ancestral Mask will quickly allow me to knock someone out for commander damage in most games as soon as it hits.

Finale of Devastation : This card has two purposes in my deck. In the early game I am using it to search for one of my enchantresses to start my engine. However, in the late game when I have a lot of mana and a good board presence, I will dump 12+ mana into this to fetch out Nylea, God of the Hunt or another one of my big flyers if she is already out then swing with the whole team. You can think of it as a Craterhoof Behemoth in the late game.

Nylea's Colossus : Even though this creature is 7 mana once the Colossus is out it must be dealt with immediately or the game will be over quickly. It is not uncommon to turn one of my flyers into a 40+ power creature in the late game once this guy hits. Even if I don’t have a flyer out pumping up one of my enchantress or other support creatures and attacking can quickly get out of control. I had a game once where I only had a Verduran Enchantress out after a board wipe and thanks to the +1/+1 she was getting from my Mirari's Wake I was able to play Nylea's Colossus along with several other enchantments that turn and turn her into something silly like a 32/96 and swing into the player who had an open board and knock them out. Don’t understatement this card.

Hopefully that gave you some suggestions of other win conditions you can add to your deck.

Eldrazi_lord on Army of the Selesnya

1 month ago

raspberryfish25 my friend did prevent me from having a lot of lands by destroying Mirari's Wake and From Beyond Dark Depths was a first turn play and he forgot. My friend said he was stupid for forgetting, I couldn't blame him Phyrexian Rebirth is a (female dog) in the late game.

Mortlocke on Sigarda, Host of Fortron

1 month ago

Much better decklist! I'm glad to see your manabase has rounded out and you have an actual removal suite along with the previously suggested pillow fort pieces. I know you got on me about not suggesting what to cut - and well...really it depends on what direction you want your deck to go in. I think you're too concerned with playing low to the ground spells - in a sense, you're thinking a little too aggro for the commander you have. Voltron is inherently slow - the idea is that you'll eventually have so many enchantments that the opponent(s) will have zero options available to them to get rid of your commander (outside of maybe an overloaded Winds of Abandon ). You don't need to focus on getting a ton of low CMC spells - what you need to focus on are spells that can make an impact at every point in the game.

Revisiting our talk about Land Tax - so after re-examining it, it can help you late game if you are behind someone in lands: You thin out the lands in your deck to increase the chances that your next draw step will get you an actual useful card. My only reservation is that of the 34 lands in your deck, only 12 are basics. I'm not sure how often the previously mentioned scenario will occur, but I think that Pir's Whim and Sylvan Scrying will be more beneficial to you as you will probably want to tutor non-basic lands over x number of basics. (This is all my opinion, so take it worth a grain of salt.) Yes, I know they cost more than , but your concern over having lower mana costs and wanting to get your commander out ASAP makes your deck too linear and vulnerable. The hallmark of having a good EDH deck is to be able to win games where you don't even cast your commander. If the table can just stop your commander from coming into play, or possibly remove it once or twice - what's your back up? What I think is that you need to favor flexibility and board control over sheer aggro and low CMC.

Here's what I'd consider cutting:

  • Land Tax - like I said before, can only tutor you up basic lands and thin out your library. This isn't what you need. You need to focus on getting those utility lands. I'd toss in the only true ramp white has in this card's place - Smothering Tithe . Don't hand me that "Uhhh but I don't have a mana dump" argument. If you believed that, then you wouldn't have included a powerful mana doubler like Mirari's Wake . Cut this stupid spell, you don't run enough basics to justify it being in the deck, and it's not consistent. Smothering Tithe will net you more mana in the short and long run. Your deck isn't aggro, so vs. doesn't matter.
  • Day of Judgment - your deck has plenty of removal and mass removal options. I think this one is just a little redundant unless you intend on combining it with Yavimaya Hollow . But even then, Divine Reckoning and Winds of Rath save you from having to use to get the previously mentioned land. I still say cut it. In it's place use Smothering Tithe . It's the only true ramp white has. It's a very good spell - try it. Trust me. And don't hand me that "I don't have a mana dump" argument, if you really believed that, then you wouldn't have included Mirari's Wake .
  • Farseek - Since you are in only two colors, this card doesn't really do you much good. I'd cut this for Sylvan Scrying
  • Gaddock Teeg - You aren't exactly playing Stax, so this card is kind of useless. On top of it potentially being a nonbo or (non-combo) with some spells, like overloaded Winds of Abandon or Eldrazi Conscription . I'd use Aura of Silence in it's place.

MRDOOM3 on Gishath, Prehistoric Shepherd

1 month ago

Door of Destinies , Metallic Mimic , Mirror Entity , Shared Animosity , Steely Resolve , Urza's Incubator , Cavern of Souls (only if you're willing to shell out the money), and Coat of Arms are some pretty nice tribal staples to put in here.

The worst thing that could happen to any creature-heavy deck if someone decides to pop a Supreme Verdict or a Merciless Eviction and wipe out your entire dino legion (trust me, I've played a game with my Trostani tokens deck where one of my opponents cast a Damnation, followed by a Mutilate on his next turn, and it was not too healthy for me). Heroic Intervention is a decent budget option to avoid this. If you're willing to dump some more money into this deck, Teferi's Protection is much more versatile creature evasion.

Asceticism is another decent card to have in a deck like this, along with Sylvan Library (again, only if you're willing to shell out the money for it, it's practically a staple in any EDH deck with green). If you can ramp up to it, Tooth and Nail is an AMAZING creature tutor that also lets you crap them out same turn.

Urabrask the Hidden is another nice little card that gives creatures haste, and Vorinclex, Voice of Hunger or Mirari's Wake can allow you to ramp up to higher numbers more easily.

Domri Rade 's ultimate is pretty decent for any face-smashing deck. Arlinn Kord  Flip's ultimate, along with Mage Slayer , and I suppose maybe even Siege Behemoth (though he kinda breaks the Dino tribal vibe a bit), allow you to skip that potential wall of chump blockers and/or pillowfort enchantments like Propaganda or Ghostly Prison. You also can run Triumph of the Hordes , Finale of Devastation , Savage Beating , World at War , or Relentless Assault if you really, really want to beat someone's face into a pulp.

Xenagos, God of Revels is nice for doubling Gishath's damage output, along with Gratuitous Violence and Berserkers' Onslaught , and hence, revealing more cards with Gishath, which means more dinos on the field. Strionic Resonator can double that triggered ability for even more cards revealed.

Raging_Squiggle on What are mana abilities? Golos ...

1 month ago

An activated mana ability is defined as:

  1. An activated ability that produces mana.

  2. The ability does not target .

  3. The ability is not a loyalty ability.

A triggered mana ability is defined as:

  1. A triggered ability that triggers off an activated mana ability.

  2. Produces Mana.

EX: Mirari's Wake has a triggered mana ability. Carpet of Flowers does not.


Golos, Tireless Pilgrim 's second ability is not a mana ability because it does not satisfy the #1 requirement for activated mana abilities.

As for casting spells without paying their mana costs, any additional costs that are required must still be paid. Gaea's Balance has a mandatory additional cost of sacrificing 5 lands, it doesn't matter if you cast it without paying its mana cost.

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