Mystic Remora

Mystic Remora

Enchantment

Cumulative upkeep (1)

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays (4).

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Set Rarity
Masters Edition (MED) Common
Ice Age (ICE) Common

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Legality

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

Mystic Remora occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

Blue: 0.54%

WU (Azorius): 1.42%

WUB (Esper): 0.58%

GWU (Bant): 0.62%

BUG (Sultai): 1.07%

UBR (Grixis): 0.62%

Mystic Remora Discussion

Jack32226 on Rot and Ruin (Muldrotha EDH)

2 days ago

Deyosyf - Thank you for commenting!

While I do think the Squandered Resources combo with World Shaper is pretty nifty, I personally don't see myself getting much value out of Squandered Resources without World Shaper already on the field. With various fetchlands and other lands that sac themselves, I typically don't have to worry about having plenty of lands to play out of the graveyard already. On top of that, I'm not a huge fan of World Shaper if the deck doesn't have any sac outlets, which mine doesn't currently have. In the right deck this is a powerful combo, but for mine I don't have enough free deckslots to fit all of the needed cards in.

Gravebreaker Lamia is a card I've considered since it is quite good, but the problem is that it's not repeatable. With Sidisi, Undead Vizier, Sidisi can exploit herself so you can play her every turn without a problem. Combined with Animate Dead this is a powerful and cheap tutor effect (without Animate Dead, I probably wouldn't be running her). For Gravebreaker, I don't see the discount effect to be good enough to warrant running the card.

I do think Walking Ballista could be included in the deck, it's certainly not a bad card. The main issue I have with it is that it's kind of boring, haha. But yeah, especially in the right meta, Walking Ballista is very good for cleaning up small creatures, while still being an effective combo finisher. In my current meta, there's not a lot of small enough creatures, so I've just decided not to run it.

I will replace Growth Spiral with Coiling Oracle, I'm not actually sure why I hadn't thought of Oracle since I already own the card. So thanks for bringing it to my attention. I will test out Risen Reef to see if it's worth the extra mana. I feel like it's probably worth it, but I'll try to verify that before adding it to the deck.

As for Secrets of the Dead, it's not quite as attractive as Mystic Remora and Rhystic Study since it requires Muldrotha on the field to do much of anything. But I do still think it's worth running all 3. One of the main goals of this deck is to replay removal/interaction over and over again with Muldrotha, and Secrets of the Dead synergizes with this game plan perfectly. It might not be a card for every deck, but for mine it definitely puts in work every time I play it.

Suns_Champion on The National Library of Elkia

4 days ago

Nice! +1

Standstill depending on your meta might buy you a few turns or at least draw you some cards. Very good paired with Narset. Hesitation along those same lines.

As Foretold can be a great way to start free casting counters, then you spend mana on draw and wincons.

Arcane Laboratory might be used to "counter" any extra spells people have. You only have to worry about one spell a turn.

Mystic Remora and Rhystic Study seem like odd exclusions... any reason why you don't have them?

Lands: You mana base can use some work. Myriad Landscape can help ramp if you sacrifice turn 1. Boseiju, Who Shelters All can help prevent counter wars. Nykthos, Shrine to Nyx breaks even with azami but might not be great...

That's all I can think of! I built a Baral deck a while back: Mr. Blue Sky | Baral EDH. Check it out, you might find something you like!

kpres on Looking for B/U/R enchantment suggestions ...

5 days ago

Underworld Dreams

Omniscience

Raging River

Blue has a lot of Propaganda or Mystic Remora type effects, which give you cards when opponents do stuff. These are good. You may want to just pick good offensive enchantments.

Black has a lot of torture-type enchantments. Do a gatherer search for black enchantments and you will find a lot of good ones. I dare you to use Lich ;)

Red enchantments often have a lot to do with doubling the damage you do, e.g. Gratuitous Violence. There is a red/white enchantment combo using Sulfuric Vortex and Transcendence, both of which have high devotion.

If you're just going for high devotion, then try Opal Guardian.

You can always do a combo using Traumatize or Morality Shift and white's enchantment reanimation.

multimedia on "Library.exe has stopped working" | Phenax Primer

6 days ago

Hey, you're welcome :)

Good eye, Naru + Flicker + Phenax + Elixir to tap Naru to mill before it's blinked with Flicker, nice work. You're right, Altar of the Brood combos with Naru + Flicker and it's also a good card outside of the combo since it's repeatable. In fact Altar could replace Apprentice or another creature that has an ETB mill ability because outside of the combo these creatures are less good then what Altar does.

A reason to add more mana rocks is because the avg. CMC is high, rounded up it's 3.7 and there's a lot of four drops. When you have a lot of four drops then being able to play turn two ramp is very helpful. Phenax + Eater + Elixir is your main combo and it's a mana expensive combo. If adding Naru + Flicker combos then having more ramp makes them better too because the combo costs seven mana. Dark Ritual is a card to consider adding.

Cards to consider cutting to add Naru, Flicker, Altar, Zenith and Zone:

  • Submerged Boneyard
  • Mirko Vosk, Mind Drinker
  • Keening Stone
  • Into the Story
  • Dauthi Embrace

I think you can push your deck a lot further even with the low budget. Ideally if you're playing combos you want tutors especially since you're playing black, but I understand not including them because of the lower budget. Scheming Symmetry and Diabolic Tutor are both worth adding. Mana efficient draw spells or repeatable draw sources can't completely replace tutors, but they can sure help.

These cards can be excellent support because they help to draw into or find the better cards in your deck. Wheels are good with Notion Thief and Psychic Corrosion. Madness can be repeatable with cipher. Drift can transmute to get one of Elixir, Flicker, Freed or Alarm. Muddle can transmute to get one of Guildmage, Greaves, Mindcrank, Orb or Rift. If not transmuting then both Drift and Muddle are fine since Drift has 5 toughness/flying and Muddle is a pseudo Negate.

With the lower budget draw spells and mana rocks are your best early game plays. These can help to setup combos, make land drops and have ramp for mid and late game, the stages of the game when your deck performs the best. Consider streamlining the creature base? Keep the creatures that are part of combos and cut a lot of the others?

Streamlined creature base example:

  • Guildmage
  • Drift
  • Thief
  • Naru
  • Notion
  • Alchemist
  • King
  • Tree
  • Eater
  • Syr
  • Aberration
  • Hightower

Bonehoard is the best card of the cards that are creatures who have power/toughness equal to all creatures in all graveyards. Because of it's ability to equip to another creature then in my opinion you don't need to also play Wright, Mortivore, Nighthowler. Hightower (flying, huge power/toughness) and Abrerration (mill, huge power/toughness) are the better high CMC creatures who are not part of combos because they can become huge and do something without having to attack.

dingusdingo on You Are Now a Member ...

1 week ago

Alright, in hypothetical Larryland where I am now in charge of making decisions, here is what I would do

First, establish criteria for the format

Shouldn't be too complicated, as there has already been lots of time spent discussing the format

  • Bans should serve to stop certain combos or deckbuilding approaches from swallowing the meta.
  • Bans should be justified off of power level for winning, not how fun or unfun the combo or style of deck is to play or play against
  • General rules changes about the format should serve to open deckbuilding and allow for more interesting approaches to the meta and winning.

Rules Changes

I think a couple rules changes should take place to open deckbuilding and allow more options, and allow cards to work as intended with the commander specific ruleset

  • Commanders should hit the graveyard before returning to the command zone. This allows commanders like Child of Alara or other death triggers to actually function as intended while maintaining the command zone. Commanders should have the option of returning to the CZ at will from exile, the graveyard, the library, or a player's hand as an ability that doesn't use the stack, similar to mana abilities.
  • Hybrid mana symbols should be perfectly legal as long as the hybrid symbols fulfill a color identity of your commander. For example, Boros Recruit should be legal in a mono-red deck. If a hybrid mana card has a mana symbol in the text box that it outside the color identity, it should still be excluded. For example, if Boros Recruit had a firebreathing ability for in the text box, it would no longer be legal in a mono-white deck.
  • Restriction of the command zone to a single card. Partner commanders are still legal, but not legal to run them as partners in the command zone. Having a mix and match color identity and having guaranteed access to two cards at all times over one card is too strong. Bigger color identity means wider pool of cards to pull from, and the partner players are effectively starting with a 9 card hand as opposed to non-partner commanders starting with an 8 card hand.

Bans and Unbans

First, I would unban cards that the RC has banned because they are "unfun" or don't fit the spirit of the format

  • Coalition Victory - If you can pull this off and cast the cost, go ahead and win
  • Emrakul, the Aeons Torn - This costs 15 mana and channel is banned, this isn't going to break decks at all and most likely will only see play as an Ulamog alternate in Gitrog decks
  • Erayo, Soratami Ascendant - This can be countered or removed or smart opponents can avoid triggering it. Once it has flipped, it is still removable although somewhat toxic. It definitely gets good mileage in EDH but people can play around this if they have even half a brain, which is what I would expect from competitive.
  • Iona, Shield of Emeria - This is only banned now because Painter's Servant was unbanned. Certainly reanimator Iona strategies can cause problems, but hitting a 2 card combo for a soft lock isn't game shattering unless you are on a mono-colored deck, at which point it just becomes one of the things you must worry about. If Back to Basics and Blood Moon are totally fine for shitting on 3-5 color mana bases, I'm 100% fine with Iona for shitting on mono color decks.
  • Library of Alexandria - I have no idea why this is banned in the first place. Most competitive decks are so tight on their land base and won't have a slot for this. Also most competitive decks wish to play spells on turn 1 and 2, which makes it harder to get the 7 in hand for the Library draw.
  • Panoptic Mirror - If someone can assemble the ultra fragile Mirror + Free turn spell, and then gets an ENTIRE ROTATION of no one destroying it, I'm 100% fine with them taking infinite turns. Also consider that this combo basically costs to start, 5 for cast and 5 for the free turn. This card is banned because casuals absolutely loathe combos. Its unbanning could make Pox decks somewhat viable in competitive, and would be a boon to stax decks as well
  • Primeval Titan - This card is a double tutor on ETB or attack, but its a double tutor for lands. If someone really wants to set up Urborg, Tomb of Yawgmoth + Cabal Coffers + Deserted Temple + Inventors' Fair (which fetches Rings of Brighthearth) then more power to them, as it requires either a blink effect or an entire rotation to THEN get the second set of tutors from attacking. Its big value, but honestly no reason for this card to be banned. It costs to cast
  • Paradox Engine - the banning of this card made the format worse, as it knocked out tons of viable decks simply because "Too many casuals put down rocks and PE and oops into an infinite". The unbanning of this card opens up the format significantly, and allows weird decks like Hannah, Ship's Navigator or Dralnu, Lich Lord to be viable commanders, although definitely not tier 0 picks.
  • Recurring Nightmare - Banned because of griefing almost 100%. Nobody likes being hit by some ETB creature that involves saccing or losing permanents, but it isn't fast enough to warrant a ban. It requires mana, AND a creature on the field, AND a creature in the GY.
  • Rofellos, Llanowar Emissary - Selvala is basically a more powerful version of this because of the cantrips and you can play non-basic lands. This would probably become a tier 1 deck by basically copying the Selvala list, but I think the meta would be enriched from adding this as an alternate, similar to how Marwen has added instead of detracted from the meta.
  • Sundering Titan - Banned because attacking a player's resources is seen as an unfun way to win. Its expensive to cast and not exactly game shattering when it enters.
  • Sway of the Stars - This costs to cast for a weird Timetwister that sets life totals to 7. Sure there is potential for abuse with Suspend cards, but this costs 10 mana. Nobody is going to play this if it gets unbanned.
  • Sylvan Primordial - Another board state changer that isn't really going to do as much as it looks when it lands. Sure, -3 permanents on board for opponents and +3 lands is neat, but it costs . Decks would rather win than assemble some blink or recursion loop for this card.
  • Upheaval - This is banned almost entirely from a casual and time perspective. It makes games take longer. In competitive though, this card would be used with excess floating mana to THEN rip your combo. Almost definitely wouldn't see competitive play though, and the banning seems silly to me.
  • Worldfire - If you can run a wacky suspend deck that abuses this to win, you have my blessing. It also costs to cast so someone will probably just win before you
  • Yawgmoth's Bargain - This is a Necropotence that costs with the benefit of no-delay on the draws. If necro is legal, this should be legal.

Bans

My biggest reasoning for bans is that some combos are so strong and so hard to interact with that they become the go-to builds for certain color identities. When the optimal way to build 30 different commanders in the same color pairing is Flash Hulk, you have run into a problem.

  • Flash - Arguably the worse part of Flash Hulk. Potential for abuse in a post-Hulk world with Academy Rector. This card has the potential for abuse with every single new creature printed. I don't think this card makes the meta more interesting, and I think it pigeonholes deckbuilding into "well why don't you run Flash Hulk, or Flash _". Flash combos are also difficult for other decks to interact with outside of Counterspell, which means when you're building for playing in a competitive meta, you are almost expected to play Blue due to how strong and warping this card is.
  • Protean Hulk - Even with a flash banning I still wand this turd of a card gone. Finding hulk, reanimating hulk, and sacrificing hulk isn't interesting. There isn't very much skill there. The decks aren't interesting. There is a combo in practically every color combination for winning immediately after you get a Hulk trigger. It can be viewed as a 6-card into-play tutor, or a 5-card into-play tutor, etc. etc. I don't think the meta is more interesting or better for having this card be legal.
  • Demonic Consultation and Tainted Pact - More boring and tired combo archetypes. Once again, tutoring for 2 cards and ripping the Consultation + Oracle combo doesn't really require much pilot skill, and it doesn't make decks more interesting to build. These cards are simply too efficient at what they do, and they are hard for non-blue decks to interact with meaningfully. The presence of this combo and Flash Hulk has basically relegated all stax decks to being tier 2 builds, as they have such an impossible time locking down these combos. The banning of these two cards and Flash Hulk would bust the competitive meta wide open. Also, between these cards or the Laboratory Maniac + variants in the combo, these are the cards that are way way way more degenerate than the other part of the combo.
  • Rhystic Study and Mystic Remora - These are annoying and burdensome mono-blue staples that slow gameplay, and are auto-includes in practically any deck that includes blue. They function much better than intended due to the multiplayer nature of the format, and deckbuilding is less interesting and diverse because these cards are legal. They can singlehandedly run away with games when you have a single player in the pod who ignores them, and having your combo shut down because someone draw a Force of Will after getting 6 free draws is frustrating and extremely obnoxious. They also prop up extremely mediocre mono blue decks like Urza, Lord High Artificer and Baral, Chief of Compliance. Once again, I don't really think there is any skill in playing or building around this card, and the power level of "auto-include for any deck with blue" stifles deck building. Blue really doesn't need any help being good in EDH, let alone cEDH.
  • Nature's Will and Druids' Repository - Targeted bans for Najeela, the other obnoxious tier 0 commander deck in the current meta. I'm not a huge fan of 1 card combos with commanders, because you always have one of the cards available at all stages of the game, and tutoring + playing a single card once again doesn't really speak to high skill or interesting deck building. The banning of these cards will peripherally splash and hit other decks, such as Edric, Spymaster of Trest, but I'm fine with that. Najeela and Edric will still have other options for executing these combos, such as Sword of Feast and Famine or Bear Umbra, but these are more mana intensive or more fragile combos with lower utility outside the combo.
  • Tymna the Weaver - I have already advocated for removing partners from the command zone, but this card is so dummy strong as to be included in the 99 of other decks with some frequency. You can get the draws even if Tymna didn't attack (i.e. it just came in). You can get 3 draws a turn for the same mana cost as Phyrexian Arena, except that if done correctly you'll get the draws before you would get the Arena draws. This card is meta warping, this and Najeela are a big part of the reason the meta is so creature heavy right now. Decks either run this card, or they run ways to handle this card because a Tymna sitting on the board for 1-3 rotations gives such a fat advantage the pilot runs away with the game.
  • Timetwister - A card that sees play because you save slot efficiency by spamming TT to create a loop of infinitely recasting spells, plus its a wheel effect for 3 mana that shits on decks assembling combos through the GY with cards. I'm totally hunky dory with high efficiency combos, but losing to a timetwister loop is boring, cumbersome, and takes the pilot 30 years to demonstrate and explain the loop to those who haven't seen it. Combined with the ridiculous price of the card, and the ridiculous powerlevel even outside the combo, this card should go. This is also another card that makes fast mana extremely degenerate, as someone going first and sticking Mana Crypt into Sol Ring into Chrome Mox into Timetwister feels extremely bad, and opponents don't even have the benefit of recurring their starting hand from the GY later on.
  • Sylvan Library - The green Rhystic Study. Doesn't make decks more interesting. Doesn't make games more interesting. Its just cheap ways to get cards that becomes more ridiculous in the context of a format where you have double the starting life of the format this was printed for. The auto-include nature of this card means decks open up more when this card is removed.
  • Lion's Eye Diamond - No, Razakats is not an interesting combo. No, bomberman is not an interesting combo. These are both degenerate and more shoe-horn "oh I need a combo to win" style combos. Bomberman is extremely degenerate as LED can be recovered in the face of targeted GY removal by simply stacking the Salvager trigger on top of the removal if you have extra floating mana, and pretty much the only way to really stop it is a replacement effect like Rest in Peace. Seeing someone play a bomberman combo then dump mana into their outlet from the CZ (whether it be Thrasios, Triton Hero or Breya, Etherium Shaper) isn't interesting, although I will admit it is fast. This card is much lower on my list of requested bans, but it is still there for how annoying Bomberman and razakats are, plus how easy this makes Doomsday piles.
  • Hermit Druid - I want this gone for the same reason Consultation and Pact should go. Boring deckbuilding that becomes "UGx deck can run Hermit and Oracle to win", and thus you end up with twenty different UGx decks that look the same. Once you have seen this combo once, there isn't much merit to seeing it again. This card isn't as bad as Consult or Pact in my opinion, and once again it is a much lower priority for banning than those cards, as it requires a haste enabler to make it truly degenerate, or a way to flash it in at EOT before your untap step.

Cards I would avoid banning

As the title reads, things I think aren't a problem but usually draw comments for bans.

  • Cheap tutors like Vampiric Tutor and Imperial Seal - Every single 1 CMC tutor goes to top of deck (besides Gamble and Steelshaper's Gift), which means you're -1 card advantage for casting them. Having the ability to assemble combos or seek a problem solving card doesn't blow the format out of proportion. Having players be able to assemble threats in a timely manner makes the format faster and more interactive. If you see an opponent tutoring, you know to hold up interaction or try to race them. I'm more interested in removing hyper degenerate combos that are hard to interact with or are resilient enough to win through interaction.
  • Fast mana like Mana Crypt or Mox Diamond - If fast mana is banned, all decks will require Green for speed purposes from the high amount of turn 1 dorks (read: accelerators) available. Stax would become 100% dead as an archetype with these bans outside of Hatebear builds that include Green.
  • Free counterspells like FoW or Pact of Negation - Keeps combo decks in check. Similar to how Force of Will keeps Legacy from being overrun by super speed combos, these cards also keep Commander in check.

Nodrog666 on Numot Stax

1 week ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

multimedia on Double Trouble EDH

2 weeks ago

Hey, consider enchantment tutors? Enlightened Tutor, Sterling Grove, Idyllic Tutor, even Open the Armory and Heliod's Pilgrim for auras. Consider Siona, Captain of the Pyleas and Shielded by Faith? This combo would give you an alternative win condition that has synergy with the rest of your deck since Faith is fine with Rafiq. Sovereigns of Lost Alara + Eldrazi Conscription is good late game interaction with Rafiq.

I think lots of spells that only pump Rafiq once is wasting a lot of spots in your deck. Other than Berserk as well as Vines of Vastwood and Blossoming Defense which are also protection, the other spells could be cut especially the sorceries for cards that give repeatable pump/abilities, more draw, protection/opponent disruption.

Other cards to consider adding:

Farseek and Nature's Lore can get dual lands making them land ramp spell upgrades for Rampant Growth and Kodama's Reach.

Cards to consider cutting:

  • Stealth Mission
  • Phytoburst
  • Larger Than Life
  • Artful Dodge
  • Arrester's Zeal
  • Giant Growth
  • Groundswell
  • Infiltrate
  • Might of Old Krosa
  • Mutagenic Growth
  • Crypsis
  • Veil of Secrecy
  • Might of Oaks
  • Emerald Medallion
  • Sapphire Medallion

Good luck with your deck.

Gelectrode95 on Insert Coin To Play - [Primer]

2 weeks ago

ScionsStillLive

Mystic Remora is a great card! I still prefer Rhystic Study but I will test the Remora to see if it performs better... maybe I can find a slot to keep both of them.

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