Mirari's Wake

Mirari's Wake

Enchantment

Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

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Printings View all

Set Rarity
Commander 2017 (C17) Mythic Rare
Conspiracy (CNS) Mythic Rare
Commander's Arsenal (CMA) Rare
Judgment (JUD) Rare
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mirari's Wake occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

GW (Selesnya): 1.73%

RGW (Naya): 2.53%

GWU (Bant): 0.82%

Mirari's Wake Discussion

bushido_man96 on Ghired's Pound Town

2 weeks ago

You could swap Zendikar Resurgent for Mirari's Wake. Its higher CMC, but adds card draw.

I think Solemn Simulacrum is a cut. You have better options for ramp and draw in Naya than that.

I'm not sure on Advent of the Wurm. What about Sandwurm Convergence instead?

Rishkar's Expertise is good draw if you have fatties on the board. Guardian Project is also stellar.

You could go away from the signets for more land ramp, or cards like Wild Growth and Fertile Ground, which are criminally underplayed.

Hope this helps some! Thanks for shouting out to me!

multimedia on Land/Mana Question

1 month ago

You're playing Estrid, mana should not be a problem because of the interaction with land auras. Estrid's +2 can untap all enchanted lands to make even more mana with those lands. Fill your deck with land auras which make ramp when you tap the enchanted land.

Enchanted lands are good with Mirari's Wake. Land auras as ramp with Estrid have interaction with Enchantresses since these auras are enchantments. Being able to draw when casting ramp is nice.

Riveyn on Land/Mana Question

1 month ago

Ghosthunter39 I'm aware of that. That's why in my last post, I only included the 32 land cards in my deck in my equation. I have 5 lands that produce double mana, but with Mirari's Wake that would only produce 5 extra mana when those lands are tapped. So 27 single mana lands are doubled by Mirari's Wake (27x2=54), then the double mana, plus the extra mana from Mirari's Wake (10+5=15). Flooded Grove needs to give double mana, so I lose one there (15-1=14) So far we have (54+14=68), plus the 10 mana from non-land spells (69+10=78). So I should have a grand total of 78 mana possible, yes?

Ghosthunter39 on Land/Mana Question

1 month ago

Your list you added has more than just land. Mirari's Wake only cares about land. Does nothing for mana dorks etc. So if you have all 32 lands in play it gives you 67 or 8 mana.

Riveyn on Land/Mana Question

1 month ago

Okay, so I realize that the number of lands is low, but that's why I added Mirari's Wake to the deck. Does that make up for my lack of mana? If I'm reading it correctly, Mirari's Wake will give me an extra 32 mana maximum because for the double mana lands, it would only add one mana of any type that land produced. So in addition to the 46 possible mana available, I would add 32 to that total with Mirari's Wake for a total of 78.

Riveyn on Land/Mana Question

1 month ago

In the deck I'm building (it's my first), I keep getting told that I'm lean on mana. I have 37 cards that provide mana, and can have a total of 47 mana available to me if all land and mana producing cards are tapped. In addition to this, I have Mirari's Wake in my deck to almost double the amount of mana on the field. In addition to this, I have cards like As Foretold and Goreclaw, Terror of Qal Sisma to reduce spell cost. I am planning on getting rid of my counter spells, so I will be replacing those spots soon. So my question is: Am I really running a lean mana deck?

Currently, I have cards that provide up to 12 , 14 , 23 , and 10 . (This is before Mirari's Wake comes into the equation; I am not including its ability to any equation so far. Without Mirari's Wake, I would have up to the total list of mana above.)

Estrid go Brách is the deck I'm working on, if you want to see the specific cards.

ShreddedByCrows on Offenza is the Best Defenza

1 month ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

IllumiNate on Atraxa Enchantment Fort Voltron

2 months ago

ToxicMCTV Omniscience is the card, which I had at one point but traded off. I'm not sure it's a solution for this deck being that it has a steep 10 mana cost and most of the time I can dump my entire hand anyways. As Foretold functions similarly just for one free instead of the entire hand, Bear Umbra / Nature's Will / Mirari's Wake make it so I can almost always cast high cost cards in hand. I guess the big boon to omniscience would be working in a multi turn combo to kill multiple players at one time.

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