Wonder

Legality

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

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander Anthology (CM1) Uncommon
Eternal Masters (EMA) Uncommon
Commander 2013 (C13) Uncommon
MTG: Commander (CMD) Uncommon
Judgment (JUD) Uncommon
Promo Set (000) Rare

Combos Browse all

Wonder

Creature — Incarnation

Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.

Browse Alters

Wonder Discussion

phattbraun on Varina Zombie Tribal EDH

15 hours ago

SideBae This is some great advice! I appreciate all the help!

I like your thoughts on 2 mana rocks as opposed to 3 mana rocks. I'll be making a change there to increase the deck's speed.

You make a really good point about Approach of the Second Sun that I haven't thought about before. I'll most likely be cutting that in favor of another card that will help me with my deck's plan.

My budget doesn't really allow for the fast fetches but I didn't even know about the slow fetches! I'll be including some of those for sure. City of Brass , Mana Confluence , and Urborg, Tomb of Yawgmoth are some great suggestions too, I'll find room for them. When it comes to the land count, I'll try playing with different amounts, as I have some other decks with similar curve and a lower land count that can screw me sometimes.

I agree with your thoughts on card advantage, it's definitely very important. I've heard Varina, Lich Queen can produce a lot of card draw on her own, so I went a little light on the cards for that. After some playtesting I'll be able to see if I need to find some room for more card draw spells. One card in particular I was considering was Frantic Search , but I also like your suggestions a lot.

I agree that tutors are great cards, but I tried to limit myself with how many I was using when building this deck. In the past I've had decks with lots of tutors, and I found that it made my games always play the same. This time I wanted to try to cut down on that so I can see more of my deck and try to win with the tools available in the moment. This may also change after some playtesting too!

The Liliana's are great, Liliana, the Last Hope is a little out of my budget at the moment, but I'd love to find room for the other two.

I've definitely got my eye on Damnation and Toxic Deluge , I'd like to pick those up when I'm able to. My main reason for running the Anguished Unmaking and Utter End is the versatility they have. Any nonland permanent is really strong, and an exile is also great, due to the amount of graveyard-heavy decks in my playgroup. Another big reason for including them is to deal with problem cards that might be hard to deal with otherwise, such as Rest in Peace or Leyline of the Void . These cards can show up pretty often in my group, and I'm worried their effects would completely shut off my deck. But again, I'll learn more once I playtest.

I like the Cephalid Vandal suggestion, I've never seen that card before. I'm curious to see how much self-mill Varina, Lich Queen produces, I'm sure she could always use more help with it though.

I wanted to include some more counter magic, but my downfall in deck building is always deciding what to cut. There's always too many things I want to include in the deck, and nothing I want to cut. Any suggestions to help with this?

I do have access to both Narset, Parter of Veils and Ashiok, Dream Render , and I was heavily considering playing Ashiok in the early stages of deck building. I'll be taking another look at those cards.

Patriarch's Bidding is definitely on my list of cards to eventually get, I can imagine how strong it would be in a deck like this. I hadn't thought of Living Death 's interaction with Wonder , hopefully that won't screw me up too often!

Thanks again for your help, I really appreciate all the suggestions!

SideBae on Varina Zombie Tribal EDH

21 hours ago

My first suggestion involves your artifact ramp. Dimir Signet and Orzhov Signet are worse than Talisman of Dominance and Talisman of Hierarchy in the majority of situations, mainly because they don't need mana to begin activating. Talisman of Progress is also worth considering, though I'm assuming blue and white are your lesser colors. In that vein, I suggest cutting Chromatic Lantern for another piece of two-mana artifact ramp. In my experience, there is a big difference between 2 and 3 mana rocks in EDH, and anything you can do to increase your deck's speed will be a good thing.

Considering the win conditions: I think Approach of the Second Sun is superfluous. In my experience, zombie decks are perfectly happy just trying to get away with the aggro win condition, though the Gravecrawler loops are certainly an interesting second. The problem with Approach of the Second Sun is that it is not good by itself; generally, you want to run combo pieces that also serve some utility even without the combo. (For example, this is why I hate the Isochron Scepter in my Kess, Dissident Mage list.) Drawing it in your opener or when you don't have the mana to cast it leaves it essentially dead, and I think the aggro or Gravecrawler plans are just better.

Once you hit three colors, mana base becomes extremely important. City of Brass and Mana Confluence are excellent cards, and I've had excellent luck with them. Ideally, you'd run fetch lands like Polluted Delta and Misty Rainforest as a sort of 'additional dual land,' but these can be very pricy. If that's an issue, I advise slow fetches like Bad River , Flood Plain , Rocky Tar Pit and Grasslands . Cavern of Souls is an expensive card, though it is excellent in any tribal deck -- if you have access to it, you should run it. Unclaimed Territory is another thing to consider, as is running Urborg, Tomb of Yawgmoth instead of one of your basic Swamp s. I also think you're running a few too many lands. Thirty-three is generally my upper limit, and since your curve is so high, I think that's about what you'd want. Thirty-five is too many.

I like that you're running zombie lords. Though anthem effects do greatly reduce the synergy of Gravecrawler with Skullclamp , I think their bonus to the aggro plan is high enough to justify their inclusion. In that vein, Lord of the Undead and Zombie Master are worth considering.

Card advantage decides most EDH games -- for example, yesterday I had someone concede not because I had pressure on the board, but because I was drawing five more cards than them a turn. Though this may have been a premature concession, it does illustrate my point. Thus, I highly recommend running cards like Graveborn Muse , Phyrexian Arena , Painful Truths , Chart a Course , Slate of Ancestry , Glimmer of Genius , Pulse of the Grid , Night's Whisper , Notion Thief , Thirst for Knowledge and/or Windfall . Similarly, cantrips like Ponder and Preordain are almost auto-includes in a blue list. Brainstorm 's efficacy is dependent on the number of shuffle effects you run, though if you choose to include fetches (slow or otherwise), I highly advise it. Many of these cards involve paying life; if life becomes an issue, try Whip of Erebos or a non-lethal Exsanguinate in addition to your Gray Merchant of Asphodel .

Tutors are good cards. I'm a fan of Entomb in addition to your Buried Alive , as it gets Gravecrawler in the yard for your combo and, if you pair it with reanimation like Reanimate , Animate Dead or the Victimize / Stitch Together you already run, it allows you to cheat in fatties. Grave Titan and Massacre Wurm are two of my favorite reanimation targets, but they're both around $20 these days. Demonic Tutor and Vampiric Tutor are the gold standard for black tutors, but these can also be inaccessible because of their price. Diabolic Tutor is a fine substitute, and I've had good success with Lim-Dul's Vault .

Liliana is also a good zombie-include, be it for flavor or for the power she offers. Liliana, Death's Majesty is great in zombie decks and is pretty affordable; Liliana, Dreadhorde General has been dropping in price recently and is also great. Depending on your playgroup's meta, Liliana, the Last Hope may be a powerhouse, though she is $40 these days.

Generally in EDH, one-for-ones are not where you want to be. There are usually three opponents, so on average you'll be facing 3x as many cards as you have. Anguished Unmaking and Utter End are good cards, but they are not as good in EDH as they'd be in 1v1 formats. Supreme Verdict and Merciless Eviction , which I see you're running, are better. Might I suggest Damnation , Wrath of God , and/or Toxic Deluge ? You may want to lean toward black board-wipes, as this is already where your mana will be when casting zombies. An overloaded Cyclonic Rift is also great, especially if paired with the aforementioned Windfall .

Perpetual Timepiece is a cool include. Consider Cephalid Vandal . Because you're not running Call to the Grave (which I think is overrated anyways), there is little to no cost of running non-zombie creatures in your deck. I think Cephalid Vandal is another good way of trying to keep your deck churning with self-mill.

Another thing that takes good EDH decks to the next level is counter magic. I see you're running Counterspell , which is good, but you should consider running at least three to four other counter spells as well. Force of Will , Mana Drain and Pact of Negation are all good if you want to sell a kidney. If you're a slightly more reasonable player, cards like Narset's Reversal , Negate / Countersquall / Dovin's Veto , Swan Song , Disallow , Arcane Denial and Archmage's Charm are also worth considering.

Depending on your meta (and your personal level of sadism), Narset, Parter of Veils and Ashiok, Dream Render should be considered. Turning off tutors and extra-draws with asymmetrical effects is brutal. Personally, I don't think those two cards should ever have been printed, but what the hell -- they're here, so we might as well use them.

Patriarch's Bidding is a good way for a tribal deck to recover after a board-wipe, and Living Death is just good for black creature decks in general. Living Death is a sort of nonbo with Wonder , but that may be worth the trouble; play-testing will iron that issue out.

Good luck man!

multimedia on Muldrotha the Gravetide

2 days ago

Hey, looks good, nice start, but consider expanding on the main strategy?

Cards within the deck's budget to consider adding:

Overall excellent cards with Muldrotha:

Remora is one of the best sources of no mana cost repeatable draw in multiplayer Commander and it's great with Muldrotha's ability to play an enchantment from your graveyard. Don't pay Remora's upkeep cost, it's destroyed and can then be played from the graveyard to give you potential draw during your opponents turns. Risen and Coiling are excellent value especially Risen since Muldrotha, Yarok, Mulldrifter and Shriekmaw are Elementals. Stormtamer and Archmage can protect Muldrotha from removal by sacing them; then able play one of them from your graveyard.

Sakura can sac itself to ramp; it's a staple green creature in Commander especially with Meren. Wonder can give Muldrotha flying making her an attacking threat to do Commander damage. Buried Alive , Fauna Shaman , etc. are good here to tutor for and get Wonder into your graveyard. Reborn has lots of utility especially when you can repeatedly play it because after the third chapter it's destroyed. The third chapter can reanimate a creature or Planeswalker from any graveyard.

Sac outlets/payoffs:

Land upgrades:


Cards to consider cutting:

  • Woodland Stream
  • Foul Orchard
  • Submerged Boneyard
  • Field of Ruin
  • Grave Betrayal
  • Font of Fertility
  • Pattern of Rebirth
  • Sylvan Caryatid
  • Manalith
  • Havengul Lich
  • Karametra's Acolyte
  • Kira, Great Glass-Spinner
  • Platinum Emperion
  • Savra, Queen of the Golgari
  • Torment of Hailfire
  • Overwhelming Forces
  • Dreamscape Artist

multimedia on Competitive Golgari Commander help

3 days ago

For a casual/competitive Golgari upgrade go with Meren of Clan Nel Toth or less expensive price The Gitrog Monster or Sultai with budget Muldrotha, the Gravetide .

With Muldrotha it's primarily a Golgari deck with a few blue cards. Can go Golgari colors with Muldrotha and only splash blue which is not difficult when playing green. You don't need blue for very many cards, only for Muldrotha if you wanted to.

Some good blue options that can give you repeatable value are: Mystic Remora , Mulldrifter , Coiling Oracle , Risen Reef . Brainstorm and Windfall are some staple blue cards. Blue adds to Golgari great low mana cost draw options that can be played from your graveyard. Wonder is powerful with self-mill.

A nice thing about splashing blue in Golgari is there's quite a few budget playable lands to choose from: Command Tower , Exotic Orchard , Opulent Palace , Evolving Wilds , Yavimaya Coast , Underground River , Ash Barrens , Sunken Hollow , Botanical Sanctum , Fetid Pools , Choked Estuary , etc. Of course there's lots of other more expensive lands, but it's nice to have the option to not break the bank to make a three color manabase.

multimedia on graveyard landfall

2 weeks ago

Hey, interesting concept, good start for a budget deck. Nice Loam Ultimate Box Topper :)

I think if you want to win with Maniac or Jace by drawing a card without any cards in your library then you want more low mana cost draw effects that you can access from your graveyard. Other low mana cost instant/sorcery spells for draw are also good.

Budget cards ($3 or less each) for draw to consider adding:

Cards to consider cutting:

  • Jwari Shapeshifter
  • Mirror Image
  • Fated Infatuation
  • Natural Affinity
  • Cultivate
  • Worm Harvest

Buried Alive is great with dredge creatures: Grave-Troll, Stinkweed, etc. Tutor for three of them and put them all into your graveyard. Jarad's Orders and Final Parting are tutors that can put a card into your hand and also one into your graveyard. Wonder is good with self-mill; when in the graveyard and you control an Island can give Muldrotha flying making her a bigger threat to attack and do Commander damage.

Animate Dead is great with Muldrotha's ability to play an enchantment from your graveyard. Two drop reanimation that can reanimate Muldrotha or any other creature in your graveyard or target a creature in one of your opponent's graveyards. Kaya's Ghostform enchantment that makes it hard for your opponents to remove Muldrotha. Helps to keep Muldrotha out of the Command Zone.

Cards to consider cutting:

  • Rites of Flourishing
  • Zendikar's Roil
  • Zendikar Resurgent
  • Undergrowth Champion
  • Far Wanderings
  • Villainous Wealth

Budget land upgrades to consider:


Three $5 cards to consider adding are Fauna Shaman , Mystic Remora and Eternal Witness . Fauna is an engine with dredge creatures to repeatedly get them into your graveyard while also tutoring for another creature. Remora is one of the best sources of repeatable no mana cost draw in multiplayer Commander. With Muldrotha you don't have to pay the upkeep cost just choose to sac it and then play it again from your graveyard. Witness is powerful with self-mill to recur nonpermanent cards from your graveyard.

TefflonDice on Urza's Trinkets (cEDH)

3 weeks ago

Have you considered more bounce, beyond Deadeye Navigator ?

My wife pulled Urza, Lord High Artificer when we split our box (that's when I pulled The First Sliver ) and she's just about wrapped up her 1st untested version of her Urza deck. She's leaning on bouncing Urza, and much as possible - making tons of value and big ground hitters. Add Wonder and somehow sac or just block sac him and now you have huge flying mana dorks ... I'm definitely not looking forward to having my face smashed in by countless flying Construct Tokens.

A couple of less mana rocks (since you'll be making them when you bounce Urza) and add a couple of bounce or Panharmonicon to double up on the ETB and it might rely less on getting to that wincon or at least making it more viable if both of your wincons are lost in play.

Just another way at looking at things though. I did try play testing your deck (albeit only twice) and I had a hard time seeing where it wanted to go.

Hoobynobber7395 on Zombies need friends too

3 weeks ago

Wonder brings a new fun to zombies, and coat of arms making them have +1/+1 for each other zombie on the field becomes dangerous, end up having a 10/10 zombie with flying, i've been thinking about adding in Akroma's Memorial because why not give my zombies all but indestructible

humanxperiment on Zombies need friends too

3 weeks ago

I completely agree with Coat of Arms being a great addition. The only reason I've held off so far is that it's so close to vanquishers banner and with the low mana cost, lack of card draw is what has hurt me the most. Definitely looks like it could do work though. One card I saw that you run that I thought would be awesome is Wonder . I mean giving all zombies flying sounds great, but Varina's ability and graveyard hate usually leave me with an empty graveyard or needed to exile what is there. I just recently found out about the card Loyal Subordinate which seems like it should work well since Varina is almost always on the field.

Load more

Wonder occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%