Mikokoro, Center of the Sea

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Masters 25 (A25) Rare
Saviors of Kamigawa (SOK) Rare

Combos Browse all

Mikokoro, Center of the Sea

Legendary Land

: Add to your mana pool.

, : Each player draws a card.

Mikokoro, Center of the Sea Discussion

Joe_Ken_ on God Eternal Oketra [Beginner in Magic]

2 weeks ago

Some good creatures for the deck may also be ones that can provide a good bonus later on or have some good utility.

Selfless Spirit Can help you survive a board wipe or if blocks become too much of a problem and you want your creatures to survive.

Thalia, Heretic Cathar Will slow your opponents down so your deck can pick up some speed.

Also the best way to get rid of opposing commanders is to transform them with cards like Darksteel Mutation since then they won’t go back to the command zone anytime soon.

Also since you are using Smothering Tithe you could add in Geier Reach Sanitarium and Mikokoro, Center of the Sea so you can get some more triggers off it and for some card draw.

stensiagamekeeper on Azorius Control (Updated for WAR/MH1)

1 month ago

I'm not sure if Academy Ruins is worth it. Sure buying back EE is powerful but there are probably better utility lands with a similar opportunity cost. The obvious examples are Blast Zone and a second Celestial Colonnade but Geier Reach Sanitarium or Mikokoro, Center of the Sea could be reasonable because of how well they interact with the 4 of Narset, Parter of Veils rather than the two of EE(especially with black mana being available only half of the time).

Strike_Rouge on KOTH FLING (Oathbreaker wins)

1 month ago

rocksteady No problem! It's an interesting concept for sure.

One thing I spaced on was draw power and tutors. Mono-Red burn decks always have an issue here. The best I could suggest are:

Draws/Tutors:

Faithless Looting ; If you have Crucible of Worlds in play, you can discard a mountain or two after drawing your cards and then play it from the greaveyard.

Gamble ; the card name could not be more direct to the point, but given what we have to work with, it's one of the best tutors in this color.

Cathartic Reunion ; more Crucible shenanigans to be had here. Still good even without it in play.

Magus of the Wheel ; a slower Wheel of Fortune , but a more affordable one, too.

Wheel of Fate ; a slower Magus of the Wheel , and not my personal favorite due to its speed, but it's an option nonetheless.

Reforge the Soul ; a higher CMC Wheel of Fortune .

Wheel of Fortune ; The OG. Only recommended if you have the cash to blow on this thing.

Illuminated Folio ; I'm iffy here, but I'll throw it out, anyway. The only concern with this card is its initial investment and the odds of having mostly land and not enough Red cards in your hand.

Molten Psyche ; more of a hand refresher, but useful nonetheless, as that kind of effect is a burn deck's best friend.

Teferi's Puzzle Box ; not necesserily draw power, but definitely a hand refresher every turn. It keeps opponents frequently mixed up while giving you greater odds of finding anything that isn't a Mountain.

Browbeat ; almost a guaranteed draw because nobody wants to take 5 damage in this format (unless they have lifegain)

Dragon Mage ; a pricer card in terms of CMC, but getting a wheel effect every time you swing successfully is great.

Knollspine Dragon ; another mana-demanding creature initially, but it has a wheel ETB trigger and high p/t to boot.

Skullclamp ; make a Mountain a creature, equip Skullclamp, sac it, draw, repeat.

Scrying Sheets ; only do this if you're up to replacing all of your normal Mountains with Snow-Covered versions.

Chandra Ablaze ; her -2 is Windfall . This Chandra is sorta mana-intensive, but a lot of others seem to like her a lot.

Mind's Eye ; a higher initial investment, but it has a solid effect.

Seer's Sundial ; great for a deck dependent on always playing land.

Journeyer's Kite ; Repeatable land search. Perfect for the deck.

Planar Portal ; CMC-intensive af, but otherwise, it's a repeatable Demonic Tutor .

Mikokoro, Center of the Sea ; gives everyone draw power, but still produces mana when you need it.

Crystal Ball ; a cheaper (money-wise) Sensei's Divining Top .

Misc:

Extraplanar Lens ; if you change your Mountains to the snow-covered versions, you will want this. You're going to be sacrificing your lands a lot, so the further those can go in mana production, the better.

Kher Keep ; mostly for defense.

Side Notes:

  • I don't recommend necessarily all of these, rather, browse through them and see which ones you like.

  • Try not to add too many utility lands. I only suggested the two I did because chances are, you could get away with 2-3 non-Mountain lands, but I wouldn't push your luck.

  • Your duplication spells can also be used to either counter Counterspell effects and/or duplicate opponent's draw/tutor spells. Try to keep that in mind in your games.

Joe_Ken_ on Is Grim Backwoods a Good ...

2 months ago

If you really want a land that draws you cards I would go with Mikokoro, Center of the Sea or Geier Reach Sanitarium sure they let your opponents draw cards, but sometimes that can help if your all trying to team up on someone.

hellhole3927 on On Tilts

2 months ago

One thing you could possibly cut for Chain of Vapor is Time Spiral . Personally I'm a huge fan of wheel effects (one of my favorite card draw disruption methods), but even in EDH I have always found this card to be too costly. I mean if it gets countered you just lost a whole turn and as a combo control player I can just say that's a chance I would prefer to never take. The only group wheel effects I can think could be beneficial to this list are Windfall and Day's Undoing (the end turn clause on Day's Undoing you can just forget about, we play control their turns are our turns). Another card I would cut is Diminishing Returns , tapping down 4 lands on your turn to give everyone card advantage just says death for you against hyper aggressive builds. BTW, don't forget about Geier Reach Sanitarium , if you run Mikokoro, Center of the Sea then why not?

austintayshus on Traxos, Scourge of the Casual Playgroup

2 months ago

iNinjy Now that you mention it, I probably don't need the Font of Mythos or Howling Mine . I like those cards because they can give me some political value in a game, but as you said, there are plenty of other card draw effects in this deck that don't help my opponents.

And I will have to find a Mikokoro, Center of the Sea to include in this deck, thanks for the suggestions!

zapyourtumor Staxos sounds like it could be powerful. I don't think my main playgroup would like that, but I could try it at my more competitive LGS. But are there enough Stax effects that are colorless artifacts? Meekstone definitely, and the three cards that TheCardPool suggested, then there's Smokestack and Tangle Wire . Are there any that I am missing? And if not, are these six cards enough?

iNinjy on Traxos, Scourge of the Casual Playgroup

2 months ago

Well depending on how much you need the card draw, while removing Font of Mythos and Howling Mine would reduce your draws, other players also wouldn’t have that extra benefit. It seems you have quite a bit of other draws to work with anyways, and if you had a land to switch out for Mikokoro, Center of the Sea , you can add back some draw

LoneCrusader399 on Neheb

2 months ago

I'd add Scavenger Grounds for graveyard hate and Buried Ruin to be able to rebuy your artifacts. For this reason, I also like adding Expedition Map to be able to tutor up your spell lands. Mikokoro, Center of the Sea & Arch of Orazca could be considerations as well.

Finale of Promise from WAR may be worth testing.

No Pyrohemia ? Is it not explosive enough?

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Mikokoro, Center of the Sea occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%