Mirari's Wake

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
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

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.

Price & Acquistion Set Price Alerts

C17

CNS

CMA

Ebay

Recent Decks

Mirari's Wake Discussion

AttilatheFun on Ixalan Park (#1 Gishath Commander) V.2.1

17 hours ago

I like it. I think I may have to steal this list to help me get started on my own lol.

You may have answered this already but why did you choose not to run stuff like Mirari's Wake or Zendikar Resurgent?

Cal3bM on Wall Tribal

1 day ago

I would take out Animate Wall, Conclave's Blessing, Hold the Gates, Traveler's Amulet, Journeyer's Kite, Horizon Spellbomb, Holy Armor, Crenellated Wall, Door Keeper
MAYBE CUT THESE: Perimeter Captain, Leyline of Vitality, Builder's Blessing, Castle
IN: Bident of Thassa, Cyclonic Rift, Nature's Will, Druids' Repository, Exploration, Mirari's Wake, Aura Shards, Abundance, Concordant Crossroads

Take out any lands that enter the battlefield tapped (scry lands OK) if you are going to run Exploration

Kingtalk on Jurassic Deck

1 week ago

Xyrael I think Mirari's Wake+Greater Good is very silly with Zacama, maybe worth including +1 :)

enpc on Balancing card types

2 weeks ago

As you mentioned, it depends on a lot of factors. for the difference card types, I try to operate under the philosophy of:

Ramp

You want at least 10 pieces of ramp. And that's actual ramp - Sylvan Scrying, Yavimaya Elder, Prismatic Omen, these are examples of not ramp. This also applies to cards like Mirari's Wake which is ramp, but is really expensive. Your ramp suite should be anywhere from 0 to 3 CMC, but aim for 2 CMC is a good rule of thumb (unless you're playing competively, then either aim for 1 or 0 CMC). Stuff like the signets (e.g. Dimir Signet), the talismans (e.g. Talisman of Dominance), catchall rocks like Fellwar Stone, staples like Sol Ring, dorks like Birds of Paradise, Elves of Deep Shadow, Sylvan Caryatid, fetch spells like Farseek, Rampant Growth, Nature's Lore, Sakura-Tribe Elder, etc. as wel las extra land plays (e.g. Exploration) are all good. And you want a mix. Try to avoid putting all your eggs in one basket.

Card Advantage

Again, at least 10 (but I prefer more, ~15). You want a mix of tutor and draw. Try to have at least a few spells that give you repeatable draw, like Phyrexian Arena, but dont be afraid to play once of spells like Painful Truths. A good rule ofthumb is to either go super efficient on CMC (Ponder, Preordain, etc.) or to go bang for buck (Mystic Confluence, Harmonize, etc.). Tutors are super important, but you want to avoid too many top of deck tutors as they are technically negative card advantage.

Removal

This one varies from strategy to strategy and from playgroup to playgroup. Minimum of at least 6 removal spells. And you want options for every permanent type. Swords to Plowshares, Path to Exile, Nature's Claim, Beast Within, Chaos Warp, Anguished Unmaking, Vindicate, Cyclonic Rift, these are all examples of what you're looking for. Efficient removal is generally better than splashy removal as well. Don't be afraid to play spells that make you lose life (e.g. Anguished Unmaking) or spells that give your opponent life (e.g. Nature's Claim) if the spell is super efficient. ETB and LTB creatures can be good too, I would put Reclamation Sage in most green, creature based decks. Again, you generally want a mix.

Counterspells

If you're playing these, the general rule is effieince counterseplls are agian better than splashy ones. As for numbers, 4-6 for a defensive package, 8-10 for a control deck. Aim for 2-3 CMC max.

Hopefully that should give a bit of guidance.

IzzWizz on Estrid Bant Enchantress Pillowfort

2 weeks ago

I'm going to assume that Serra's Sanctum, Replenish and Academy Rector were left out for budget reasons.

I've been playing a G/W Karametra, God of Harvests enchantress build for about a year that I'm working on porting over to either Tuvasa, the Sunlit or Estrid, the Masked Here's my thoughts:

I prefer Ground Seal over Rest in Peace. It hoses most graveyard and reanimator stategies, while leaving your own graveyard intact for replenish effects.

Nevermore isn't great unless you know there's dedicated hate out there. I can't imagine wanting to cast this unless I'm pretty sure it's going to stop a Merciless Eviction or Bane of Progress.

I don't like Faith's Reward. Teferi's Protection accomplishes the same thing for 1 mana less and can double as a fog in a pinch. If a sweeper catches you with your mana down, you're better off with Replenish or it's budget replacement Open the Vaults

Don't run Ever-Watching Threshold along side Propaganda, Ghostly Prison and Sphere of Safety. Sticking one of those is already enough to disincentivize everyone else from attacking you. You're just not going to trigger the card draw often enough, AND it's only 1 card per combat step. I might be on board if it was per creature. It's also unneed, we're up to 7 enchantress effects with one in the command zone if you want it. Drawing cards isn't going to be a problem.

I'm not really a fan of Genesis Wave outside of green decks that ramp crazy fast and cast it to put half their deck on the field. We want more tutor effects to get out our enchantresses and start snowballing. Eladamri's Call and Green Sun's Zenith both deserve spots. Commune with the Gods is pretty good too.

If you see any amount of Mizzix of the Izmagnus, Meren of Clan Nel Toth, Atraxa, Praetors' Voice or Infect decks in your meta, then you're nuts for not running Solemnity. Kind of odd to see Phyrexian Unlife in a deck without tbh. You'd be better off with Worship or even Island Sanctuary than running unlife by itself since it only buys you 10 points of life.

Speaking of Solemnity, there's some fun combo's you can run with it. Land Decree of Silence and you have the game pretty much locked down. Dark Depths is the old stand by, still good though.

If you opt to not play Solemnity, you should run Parallax Wave. Parallax Wave + Opalescence or Starfield of Nyx means everyone else is done playing creatures, since you can just exile them all. For those that don't know how this works, it's basically the same as sacrificing Oblivion Ring in response to the first trigger. 1) with both parallax wave and opalescence out, exile an opponents creature. 2) HOLD priority and exile parallax wave to itself (opalescence turns it into a creature). 3) allow the stack to resolve. Parallax wave's second ability will remain in effect as it leaves the battlefield and immediately return it. The returning parallax wave is recognized as different wave than the one that just left play. 4) Allow the trigger exiling your opponents creature to resolve and it's gone for good. 5) repeat. You can also abuse this for infinite ETB triggers on your own creatures if you want.

You don't have any real ramp in your list as it is. Exploration and Burgeoning will let you play extra lands, but you still need to drawn them. Karametra only works when you cast a creature and you only run 14. Heartbeat of Spring helps your opponents as well as yourself. Zendikar Resurgent is expensive as shit and Mirari's Wake will rarely make around the table. The green enchant land cards will actually ramp you, and are quite good. They're a bit better in an Estrid list, but they worked very well for me in my G/W build. Abundant Growth (tho it's only fixing, not ramp), Fertile Ground, Overgrowth, Utopia Sprawl and Wild Growth are all worth slots. The other 3&4 CMCs aren't as great, with Weirding Wood being the best.

Load more