Naru Meha, Master Wizard


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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.

Price & Acquistion Set Price Alerts



Recent Decks

Naru Meha, Master Wizard Discussion

rudderdudder on U/R Wizard deck Rotation proof

1 week ago

Thanks for the comments Orion93 really appreciate it. I did a couple of playtests last night and realised that you're right about Naru Meha, Master Wizard, out of 10 playthroughs only once could I use her despute having her in my hand nearly every single game.

Agree with Opt was finding that it wasn't doing a whole lot for me other than triggering Adeliz. So might try and find another draw card though might wait until GoR actually comes out as we keep getting new peices every day!

Not the biggest fan of Firemind's Research it's just a bit too slow and I'm wanting a deck that will really fly out of the blocks (hence all the one drops).

I agree with the rest of your comments and there are much more juiced up decks out there however this looked like fun on paper and pretty cheap to put together! I guess I'll have to wait until the new set comes out properly.

Thanks for your input really appreciate it!

Orion93 on U/R Wizard deck Rotation proof

1 week ago

Hey. Good idea over all but it does need some refining.

First a couple tips: 1- It's always important to focus on your late game plan even when you have an early game deck. Other wise you will build a glass cannon that won't perform without perfect conditions. A strong late game finisher is already in your Sideboard. Banefire is one of the best sorcery speed spells in standard because it allows you to finish a player that you can no longer attack or damage otherwise. You can push it out at 5 damage and there is nothing your opponent can do to stop it. Perfect.

2- Try to recognize what would create a situation where you have either no cards or unplayable cards in hand. 4 copies of Adeliz, the Cinder Wind is okay because you need her for your synergies and for her potential board presence over all. But. 4 copies of Naru Meha, Master Wizard will most likely just over fill your hand with a legendary creature that is very expensive to cast on top of another instant or sorcery. I know the appeal of her capability is enticing but truly she is only worth 2 of in a deck because in a standard game, unless its between two control players, won't allow enough time to capitalize on such a high Converted Mana Cost (cmc for short) creature multiple times unless you're playing it as a win condition like Torrential Gearhulk. The gearhulks only worked so well because you could focus on playing strictly on your opponents turn to recast spells from your graveyard freely. Naru Meha is more tricky because it requires 2 cards in hand that can be cast at instant speed to become effective. This is somewhat true with most creatures. Ideally a creature played from your hand will gain you more than just a body on the field. It will draw a card or counter an ability or force your opponent to act differently from how they had planned.

All of these things give you the advantage. When a creature or another permanent enter the battlefield and they are doing.... Nothing? You will lose. A body is terrific. A body with abilities is better. Same with spells. Functional spells are cool. Counter, burn, draw, what have you. But utility spells are better. Anything that will allow multiple options or will have multiple effects is so much better for keeping your game moving how you want.

3- Magic is always changing and that means so are we as Magic players. We constantly adapt our decks to our local Meta, which will tend to flow with the competitive level of magic such as Protour or Grand Prixs. Find new and interesting changes to try in your free time. If you've always been a turn behind in recent matches then either find a way to play more quickly, sacrificing power usually, or put in a strong tempo piece that will reset the board in your favor.

I love tribal and I love synergy. You are so close to having the right set up in your deck. But how it is now, you most likely won't win anything competitive. The reason? You're playing sub par spells. There are better options for your creatures and much wider variety for your other spells. Find the cards that will most actively affect the field for an aggro base and find the cards that will most reactively protect the field for control.

I'm done with criticism. Now for suggestions.

Drop 4x Naru Meha and 4x fanatical firebrand and replace them with 4x Goblin Electromancer and 2-4x Guttersnipe and 0-2 copies of a spell that either helps balance the field or draws more than just 1 card. Opt is great but you might do better with additional cards in late game scenarios.

I would suggest the new enchantment Firemind's Research but it is very very hand dependent. You could run 4 of them with 4 Goblin Electromancer and I really think you'd go off with several explosive turns. But you also have to live long enough to see them. Meaning way more removal and less wizards. So.

Lavarunner is fine. But he caps out as a hasty 2/2 with no additional strength to add. So maybe slide out 2 of them for the other 2 Guttersnipes. Its equal in strengths but with a much more impactful long term presence.

I like the idea of Siren Stormtamer but I think he is side board material for anti control or removal match ups. That does mean your turn 1 slot just got crushed though and I don't really have an alternate yet beyond Runaway Steam-Kin and that's still a turn 2 play. With Electromancer and guttersnipe fighting over your turn 2 spot I dont think its viable. It is however fun. Just imagine 3 of these as 4/4 and then just dump all of those counters into a Banefire for the win. Oh man.... Well now I'm gonna do it. Sorry. Called it. Haha.

I think you could benefit from Ionize in your main board. I know that Warlord’s Fury is an extra draw spell but it could drop to 2 for 2 Ionize in main. Promise.

My wife wants me to talk to her instead of you now though. So I'm all wrapped up.

Good luck! And never stop Brewing your own decks. Its so rewarding.

Saint1129 on Blue Wizard-Control

3 weeks ago

Hi there! A few fun cards came out in the Dominaria set a little bit ago. Check out Naban, Dean of Iteration and Naru Meha, Master Wizard for some cool synergies, as well as an older card- Familiar's Ruse- which is a good Counterspell that helps activate ETB effects. Cool deck! +1

GoblinsBeatElves on Wizards

3 weeks ago

Naru Meha, Master Wizard seems a bit slow for this type of deck. If you want to copy a spell with her, that’s at least 5 mana, which seems a bit slow for an aggro burn wizard tribal deck. Maybe one or two as a curve topper, but I think more than that would slow down the deck a bit too much. In my experiments in wizard tribal, you should be able to win by turn 5, but I could be wrong about Naru Meha. Also, if you can afford them, ElementXearro, Shivan Reefs are amazing in this sort of deck. A dual land that comes in untapped? That’s great, and the damage doesn’t really matter that much as you should be able to reduce the opponent’s life total faster.

DMoney31 on Wizards

3 weeks ago

Naru Meha, Master Wizard would be a nice addition as it gives other wizards +1/+1 and also lets you copy instants and sorceries you control to cast them twice. Pretty cool. If Naban, Dean of Iteration was already on the field also it would allow you to trigger abilities an addition time also when Wizards enter the field which with Naru would allow you to cast 3 spells for the price of 1. You could deal 9 damage with one Lightning Bolt

kamelyan on Riku's Spellslings

1 month ago

I would recommend removing Thing in the Ice  Flip. I ran it in my Naru Meha, Master Wizard deck, and it just got in the way. I was like, "Oh no. If I cast this Turn Aside, I'll lose my transformed Docent of Perfection  Flip and my tokens."

Maybe you'd like running Mirari for redundancy.

And if you'd like to view a noncompetitive deck (it won two out of ten matches), feel free to pop on over to:

Riku, the Epic Wizard

Commander / EDH kamelyan


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