|Commander / EDH||Legal|
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|Dominaria (DOM)||Mythic Rare|
Combos Browse all
Naru Meha, Master Wizard
Legendary Creature — Human Wizard
When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
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Naru Meha, Master Wizard Discussion
1 day ago
Raging_Squiggle Thanks for the answer. If you have the time how does Naru Meha, Master Wizard interact with Illusionist's Stratagem since she would be flickered back in before the draw a card happens would you be able to use it to manipulate card draw by copying the spell as long as Naru Meha is a target for it.
1 day ago
So this is something I’ve been wondering. When you cast Baral's Expertise and use the free cast cmc 4 to put Naru Meha, Master Wizard out would that then let you copy the spell or would the spell then fizzle and if it does not could you create a loop of returning two permanents to people hands and Naru to then cast her again?
3 weeks ago
So I actually checked on the mtgrules subreddit and explained what Iwas trying to do with the combo and this is the response I got:
So if we're assuming we're wanting to use the activated ability of Azami, Lady of Scrolls:
RoR on the stack, you have priority. Cast Naru Meha, Master Wizard you get priority. Resolve Naru Meha, her ability triggers, you get priority. Resolve ETB trigger, create copy of RoR, you get priority. Resolve copy of RoR, create copies of Naru, they trigger, legend rule is applied, triggers go on the stack, you get priority. Resolve a trigger, create copy of RoR, you get priority, etc.
Any time you have priority, you can tap an untapped Wizard you control to activate Azami's ability. If, every time the legend rule is applied, you keep one of the fresh, untapped copies of Naru, then you can activate Azami's ability indefinitely. But you'll have to sacrifice the first one, and you'll only be able to tap one of the copies per resolved RoR because that's all you get to keep to the point where you have priority.
This answer was also corroborated on the weekly rules discussion on the EDH subreddit.
4 weeks ago
I was Looking around for a deck like this because I had a very similar idea to yours. I don't actually have the cards to build it, online or paper, so I thought I would ask how this build is going for you. The variant I came up with runs Naban, Dean of Iteration , Augur of Bolas , Deputy of Detention , Elite Guardmage , and two Niv-Mizzet, Parun for creatures. 20 Ins/Sor so that Augur can function, and Solar Blaze because it only kills Naban and Niv. It leans more towards control than yours, But if you don't mind I'd appreciate your input.
As for your deck, I would probably main-board Lava Coil / Justice Strike or Lightning Strike / Shock as additional removal. Niv is fantastic against most any deck and wins if you can protect him. Naru Meha, Master Wizard is also an interesting option. As for your sideboard, hmmmm... Well the new teferi and Narset are great against control. I really like Narset's Reversal over Dovin's Veto , let alone Negate , especially if you have Expansion / Explosion to work with. Also, she may not be a wizard, but Lyra Dawnbringer is kind of a good card against aggro.
1 month ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
1 month ago
Hey Muddie, I have a quick question about the deck. Correct me if I'm wrong but Naru Meha, Master Wizard goes infinite if you flash her in to copy Rite of Replication right? Could you not also use the infinite copies of Naru for Galecaster Colossus or Azami, Lady of Scrolls since neither of those cards care about summoning sickness? Also love your channel, im currently building a slightly budget version of your deck and I can't wait to play it.
1 month ago
1 month ago
Naru Meha, Master Wizard occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%