Oracle of Mul Daya

Oracle of Mul Daya

Creature — Elf Shaman

You may play an additional land on each of your turns.

Play with the top card of your library revealed.

You may play the top card of your library if it's a land card.

Browse Alters

Trade

Have (0)
Want (7) Runed_Servitor , Mr.Bubbles11 , jrpowell , ItsFreyyy , Jrtobbe94 , AuraSonic , JohnTubaina

Printings View all

Set Rarity
Jumpstart (JMP) Rare
Zendikar (ZEN) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Arena Legal
Historic Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Oracle of Mul Daya occurrence in decks from the last year

Latest Decks as Commander

Oracle of Mul Daya Discussion

DemMeowsephs on X games

4 days ago

You can push it pretty dang far that I can tell you XD. I have my own Zaxara deck, so I might have some tips you find useful. First off let's look at your lands. Many of the lands I recommend may be out of budget, so feel free to ignore this comment if you can't use anything I talk about.

Anyways enough about mana! There are a couple cards that might do very well in your deck, and I can't name them all, so I would recommend checking out my deck: The X Files EDH! However I will try to mention as much as I can!

  • First off, did you know that there are two cards that can give you infinite mana with your commander? Yup! Pemmin's Aura and Freed from the Real, both give you infinite mana when you enchant your commander with them. Zaxara adds two mana, you use one of that mana to activate the enchantment and untap Zaxara, and then you can tap her again to add two, and then untap, and do that again and again as much as you want to get INFINITE mana! If you have an X spell in your hand you can cast X for literally infinity and pretty much win! Its cool. Because of these cards I would recommend tutors like Demonic Tutor. If you get the tutor you can search for one of these enchantments and then get infinite mana. These enchantments also give you infinite mana with Bloom Tender and Selvala, Heart of the Wilds which i mentioned before, using the same infinite process as your commander.

Some other fun cards are:

  • Parallel Lives and Doubling Season! You can get double the tokens Zaxara makes and put DOUBLE counters on them! Very fun!
  • Sylvan Library, Rhystic Study, Necropotence for card draw
  • Unbound Flourishing for obvious reasons.
  • and many more which you can find under my decklist here

  • Anyways though, sorry to make you read all this, I hope it was helpful, and if you don't want/like any of the cards feel free to completely ignore this! If it does help though, be sure to check out and support my main deck, Double Trouble EDH, I would appreciate it! Any suggestions are also welcome. If you have any questions about the cards I mentioned or want more help with a deck feel free to post on my wall, I'd love to help! Anyways though, Hope this helps, good luck on your deck, and have a great day!

0rc on Stangg, Double the Trouble (Competitively Casual)

4 days ago

AllenM8, thank you very much for your interest in my Stangg deck and fir your thoughtful suggestions.

Let’s go through each one by one.

Fiery Emancipation is the most viable recommendation. It would be a welcome addition, were it one-sided. Unfortunately, with a deck as slow and cumbersome as this, we don’t want to give any resource that doesn’t break parity to the opponent. He or she will certainly outclass us with it.

Oracle of Mul Daya is the second most viable addition, however this deck only runs 34 lands. It is less-likely to top deck a land or have extra lands in hand than those decks that benefit most from her. This deck would be more likely to run more immediate land acceleration such as Farseek or Migration Path (which is strictly better than Explosive Vegetation, which we already run). Another mana dork would also be in order.

Beast Whisperer is a house that dominates builds that pump out creature spells. This deck, however, pumps out creature tokens and sparse creature spells. The average CMC is 4-5, so we can only expect to cast a beefy boi every couple of turns. As a result, we won’t be drawing much off of it.

Guardian Project, again, focuses on non-token creatures.

I do really appreciate all of your recommendations. The deck just needs a different treatment. That said, if you have any more recommendations, I am grateful to hear them.

Thank you!

DemMeowsephs on Crew is Big

1 week ago

Hey there! I'm usually the land and ramp helping guy, and you wrote that is one of your issues, so here, I hope I'll be able to clear that up a little bit. Let's start off with lands.

I see shock lands, fetch lands, and of course horizon lands, along with a few stand alone multicolor lands. Not bad! Keep ALL the shocks, and keep ALL the fetches. Fetches can search for shocks and shocks are really good. Usually I like to recommend filter lands (like Mystic Gate) or fast lands (such as Seachrome Coast). Horizon lands are also some of my all time favorites, but playing four of magics colors can be quite tough. For three, four, and definitely five colors, I usually recommend more multicolor lands. Your average CMC is also quite high, so maybe 1-2 more lands would be pretty good if you think you can. That said, consider some of the following lands.

So basically, consider much more things that can add a color of your choice, they give you much more options! The other lands are very good too, so you have to decide which one would be more beneficial in your opinion, though to me, I would cut Horizons and triomes for the ones I mentioned.

That said, let's move on to some ramp! Arcane Signet, Chromatic Lantern, and Sol Ring are pretty good, but I might have some you find better. Green is amazing for ramp, so by adding amazing green ramp spells, not only are you now getting the best ramp options, but also you are evening out the color pi for your deck! Consider some of the following

DemMeowsephs on Unicorny Power

1 week ago

Ah nice deck! I have a couple of suggestions you might appreciate. The first one revolves around your lands and ramp. Personally, I believe the following should have a spot in your deck.

Anyway, there are many ways to go infinite with Emiel, and I recommend checking them out if your into that sort of thing. Also do consider the land and ramp options, they could help you out a ton! If this does help you out be sure to check out some of my decks, (Double Trouble EDH), upvote them if you like them, and give me feedback if you want! Anyways, I hope this helps you out, good luck on your deck, (unicorns are amazing!) and have a great day!

vivi4710 on Nissa Tron

3 weeks ago

This list i have tuned over last couple days. currently ranked in the top 100 on the ladder for arena over 80% win rate. i trim the mind stones a lot as there are mostly threats in the sideboard. Azusa or Oracle of Mul Daya could both be good additions.

Azeworai on Life Drain - EDH

3 weeks ago

Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.

So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.

Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.

So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.

Alright, same drill but I wish to offer some substantiation afore I denunciate these.

  1. Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.

  2. Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.

  3. Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.

  4. I have never seen Dramatic Rescue ere now, but I know not why it would be run. Just put in a Swords.

  5. Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.

Lovely! Now upon what I would add.

Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.

Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.

Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.

I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.

Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.

As options for better counterspells, Absorb, Counterspell, Negate, Countersquall, and Dovin's Veto are all cheap whiles bearing value at all moments in the game.

Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.

That's all from me! Have a lovely day.

Oh, and I suppose I'll put a deck of my own here. Let the Nightmare Go On.. is a constant favourite of mine and The Lands Restored offers commensurate enjoyment.

Thank you and farewell.

Eternaldark866 on Mayael’s Overwhelming Stampede

1 month ago

Recommended additions and reasoning:

Mirari's Wake, Mana Reflection: These come at cheaper mana costs than your Zendikar Resurgent. Drawing a card on the Resurgent is good, but not good enough, since you have to cast the creature. While you likely will have enough mana to do so, it is going to be less common than cheating out the creatures. Additionally, Mana Reflection will work with all permanents, not just land. So your creature and artifact mana will double as well.

Strionic Resonator, Rings of Brighthearth: This lets you copy Mayael's ability. Digging 15 cards for 3 creatures is better than 5 cards for 1...

Exploration, Oracle of Mul Daya, Bloom Tender: all phenomenal sources of ramp. Highly recommend Oracle for the ability to remove land fromt he top of your deck, allowing you to dig that one card deeper... where you will find...

Kozilek, Butcher of Truth: Even if you aren't casting Kozi, you get a massive beater with Annihilator, and as a huge bonus, he helps recycle your graveyard in the event of a board wipe. Nykthos, Shrine to Nyx, Gaea's Cradle: You run a ton of green permanents, and if you take the Mana Reflections from earlier, you double the number of green you get from it. It is a really cool way to generate a ton of mana super quickly. about the Cradle, creature heavy decks can always benefit from it, and again... Mana Reflections doubles it.

Warstorm Surge, Stalking Vengeance: 2 enchantments that give you free damage that you can use as removal for opponent's creatures or nukes to the face. Additionally, fun interaction with the surge and the Blightsteel Colossus I also recommend, the Surge says the creature deals the damage... unblockable 11 infect shoots someone out of the game.

Panharmonicon: In a deck with a ton of creature based ETB effects, this artifact is a must. With the Surge from earlier out, now you get 2 of those triggers.... Eternal Witness: Phenomenal recursion, and can save you by getting back something you need from the graveyard.

Genesis Wave: Now that we have you pumping mana out like a pro, Genesis Wave for 40, and watch as a large amount of unnecessarily large creatures enter the battlefield and turn them sideways because you have...

Urabrask the Hidden: Yeah that's right, get that haste, and if someone tries to flash in a blocker it's useless.

Avacyn, Angel of Hope, Sigarda, Host of Herons, Privileged Position, Vigor: Because nothing says "fun" like having a boardstate that is hard to remove. Additionally, damage to your creatures makes them bigger. Thank you, Vigor.

Craterhoof Behemoth: You play this with 10+ creatures on the board, and you have an automatic 100 damage added to your total.

Tooth and Nail, Kiki-Jiki, Mirror Breaker, Zealous Conscripts: This is an infinite combo as well as the tutor to get it. Tap Kiki, copy the conscripts, use the new copy's trigger to target Kiki, untap Kiki. Tap Kiki, copy the conscripts... Create infinite Zealous Conscripts to attack everyone for yes damage.

Gisela, Blade of Goldnight: Amazing for both extra damage and protection.

Vedalken Orrery: Because playing on your opponent's turn is funny. And your Seedborn Muse really gets to put in work in a 4 player game, on top of the Mayael useage.

Vexing Shusher: Because nobody likes blue. This card is a big middle finger to blue.

Lurking Predators: So your opponent wants to cast things? Maybe you get a free creature for it. Can be quite useful.

Recommended cuts and the reasoning:

Desolation Twin,Krosan Tusker: They don't do enough to better your boardstate in my opinion. Desolation Twin is a 10/10 sure, but other than that, nothing. Chances are, you won't be casting it that much to get the second 10/10 anyways. The Tuskar only benefits you if you cycle it, otherwise it is just a mediocre creature. Additionally, cycling it only gets a basic land, of which you are running very few. This is not a criticism of your land base. I didn't want to touch it too much because my own landbase is significantly more expensive.

Gigantosaurus, Woolly Thoctar: These are just vanilla big creatures, which isn't too bad on it's own, but I like to have creatures that actually DO something more than sit there and look pretty.

Pathbreaker Wurm, Tectonic Hellion, Tyrant of Discord: These guys are all decent, but the Pathbreaker only helps one other creature. The Hellion is cool, but what if you have the most lands? You aren't running Crucible of Worlds, but your opponents might be. the Tyrant is more of a personal preference, I don't like it because of it's random factor.

Rith's Grove: It is a bounce land, without the benefit of tapping for 2 mana like the dual color bounce lands. Not worth running in my opinion.

Pure / Simple: This card is too restrictive. Running the Krosan Grip, Swords to Plowshares, and Path to Exile are all better options. They don't force you to choose multicolor creature, or equipment or aura. They just remove a target.

Tragic Arrogance: I love boardwipes as much as the next guy, but this hits you just as hard as your opponents, and instead of using Invincibility to get through it, you have to sacrifice. Wrath of God would be a much better option in my opinion.

Emerald Medallion, Ruby Medallion: In my opinion, these guys are less useful since you are trying, for the most part, to cheat everything out.

Firemind Vessel, Firewild Borderpost, Wildfield Borderpost: While mana rocks are good, I feel that these guys are far too slow to be running.

Rith's Charm: To me it doesn't do enough by itself to warrant keeping. You have little to no ways of getting it back or making more uses of it, so it is a 1 shot item. I'm sure by now you have noticed I prefer things that have multiple and recurring uses.

Overall, I love it. I love Mayael, and she has been my strongest and favorite deck for a very long time (2012). My current version relies very little on her ability, because I played with a bunch of rather rude people that played Pithing Needle and named her all the time. It was not fun, but building my deck to use her ability as an option, instead of a strategy, changed the way I used her, meaning that the needle no longer leaves my deck dead in the water.

Please keep in mind that my recommendations are just that. if that Gigantosaurus doesn't do anything, but you like it because it's a dinosaur, and you don't want to cut it, you do not have to. I unfortunately gave up all my dreams of having cards I like for flavor, aesthetics, etc, because I decided to build my deck to compete and even stomp on combo and control decks. I have no room for cards that don't serve to better my boardstate as a whole.

Final Note: I will be more than happy to provide further insight and feedback if you have any other questions.

Load more