Mirari's Wake

Mirari's Wake

Enchantment

Creatures you control get +1/+1.

Whenever you tap a land for mana, gain one mana of any type that land produced.

Latest Decks as Commander

Mirari's Wake Discussion

Guerric on Dino Pack

1 month ago

This looks solid in terms of a lot of its ramp and support pieces. Have you thought about any creature cheat pieces like Elvish Piper, Belbe's Portal, Quicksilver Amulet, or Dragon Arch? Some of these could absolutely help cheat out those big dinos. I also think Kindred Summons and Genesis Wave could be powerful here, especially with the mana you have from Mirari's Wake and the like.

Epicurus on Ramos: Getting Pumped

1 month ago

Hello there!

I'll get right down to it. I think you have +1/+1 counter support overkill here, and could use some ramp and draw action. I think that the comment above from Guerric covers a lot of the ramp, but I would also put Mirari's Wake on that list.

For draw, you do certainly have some amount, but I might suggest adding Lim-Dul's Vault and/or Diabolic Vision, Bringer of the Blue Dawn, Chulane, Teller of Tales and Garruk's Uprising. These choices are specifically good for your deck here, though obviously there are also the staples like Rhystic Study, and a slew of others. Being a 5-color deck, you could really choose anything.

And finally, I personally feel like Sage of Hours is too good not to include in any +1/+1 counter deck. And also, Doubling Season, if you can afford it.

Cheers!

Forceofnature1 on Value City Enchantments

1 month ago

I am extremely lucky as I won a Serra's Sanctum years ago in a raffle before it truly took off. I have the ancient and a full art Mirari's Wake I just so rarely play selesnya colors that all these gems are just sitting there unused.

I guess my question was more how do you get Approach in your hand the first time. I realize that sifting once you play it is pretty easily, but do you have a way to get it the first time in case a game needs to be shut out quickly or do you just stumble upon it?

KingLonsur on Value City Enchantments

1 month ago

Forceofnature1 because of Mirari's Wake Nyxbloom Ancient and Serra's Sanctum. Having a few enchantresses out makes it actually very easy to play Approach, draw a bunch of cards, and cast it the same turn or even the following turn. Great alternate wincon and actually does amount to several of my wins with the deck

Fuzzy003 on When did you start playing, …

2 months ago

Started in 2002 during the Odyssey block. Began with a few friends lending me decks to play. Got a few boosters but couldn't make anything to compete until I got one of the precons. "Painflow" was my first and Thriss, Nantuko Primus introduced me to my love of big green stompy things. My first self made deck was spirits and anthems eg Phantom Nishoba + Mirari's Wake.

Bought and played casually fairly often up to Kamigawa.

End of '05 had some new owners take over one of my LGS. Got them to start hosting FNM and PTQ tourneys. Stuck around for the FNM but wasn't a fan of the PTQ crowd. They sold up around 2010-11 and I didn't get along with the new owner(neither did 90% of the other customers) and ended up saving a couple of decks to play and sold off most of my collection.

Started playing again last year when my house mate began catching up with some of our old magic buddies. Been grabbing singles and making decks but not going as nuts as I had previously.

Still miss when the Fat Packs came with the book for the set they were attached to and probably have the novels floating around in a storage box somewhere...

Still think the Odyssey block as a whole is still my fav and still use cards from them in some of my current decks(shoutout to my barbarian buddy Kamahl, Pit Fighter, the Lightning Bolt on legs).

Still miss some of the janky oddball decks we used to play back in the day when we couldn't find a playset of the cards we wanted so some other synergistic interactions went in and you'd occasionaly come accross a combo that you were not even looking for(looking at you Goblin Sharpshooter and my druid buddy Kamahl, Fist of Krosa).

Not so much a fan of power creep in the game. I like to play and see some of the interesting ideas my friends come up with, just a little disapointed when it's like a turn 3 I win... I've made decks that can compete with the speed but don't overly enjoy playing them.

If one of our players could be bothered making some EDH decks we'd play more of that as most of us enjoy the swings and round-abouts of that style of play rather than the speed of constructed 60's.

I've tried Arena and it's a good way to play when everyone else is busy but the social side of things is why I came back to playing again. Still play other games(board/rpg) with other members of my group so if Magic starts to feel stale again I've still got other reasons to go see people.

DM_Aramis on Minions & Magic token deck

2 months ago

Thanks multimedia it took me a bit to get around to ironing out this deck and try. I love all the suggestions, I did have a land drop issue for sure, but funny enough I ended up winning the game mostly because I managed to get Mirari's Wake on the field that helped me keep up. Funny enough Rhox Faithmender ended up being my VIP as my token generators kept being targeted and the Sword of Light and Shadow kept the cleric safe as my playgroup leans REAL heavy into black cards. Drizzt Do'Urden with some boots / Sword of Hearth and Home and Ikra Shidiqi, the Usurper were close seconds.

I also could never make use of Vorpal Sword effectively so now I've finally bent and took it out of the deck. That said, I've put in some choice mana rocks, added more lands, and took out a few things that weren't serving the deck. It's funny because I didn't intend it, but when my token strategy was taken down, this served as a decent Voltron with the equipment/enchantments it has going on.

Obviously, I'm still a bit light on lands, but I hope with the new lands/rocks and some of the treasure generators like Monologue Tax and Pitiless Plunderer these will set this in the right direction, but I'll know more after this Sunday when I get to try it again.

I think I'd still like this to be more of a token centered deck, so I might keep looking up some combo/token generators to expand upon this. If you have any suggestions for that specifically I'd love it as I have the rest of your help, even if they're not entirely budget cards. Thanks again for everything!

enpc on Kenrith Deck Help

2 months ago

Your deck is being pulled in too many directions. You have Pili-Pala + Grand Architect (which is not a good combo outside of artifact decks) and Deadeye Navigator + Peregrine Drake, neither of which have any form of redundancy or overlap. You also have waaaaay too many win conditions in the deck. Kenrith is an infinite mana sink, i.e. with infinite mana you win the game through his abilities alone - either forcing your oppoenents to deck out or beating with infinite sized creatures.

Additionally, a bunch of the infinite combos you do run also have zero redundancy or overlap, meaning that you have to get that one other card or the combo is useless.

You'd be much better off focusing on adding more ways to generate infinite that have overlapping parts, since once you have that and Kenrith, you don't need a huge density of win conditions.

For example, if you're going down the lands based mana combos then you should be looking into adding cards like Palinchron/Great Whale, Eternal Witness, Ghostly Flicker, Tooth and Nail etc (as well as adding more land fetching ramp). Hell, with Kenrith you could even look into a repeatable sac outlet, Peregrine Drake and Mirari's Wake (or Nyxbloom Ancient would be better) as yet another loop. Bue either way, now your mana combos are protected so that you can lose any one piece and you're still covered. And you increase the chance of drawing into it since you don't necessarily need to draw a specific card, you have 2-3 different cards that can fit that bill.

I run a Kenrith list (which admittedly has a much higher budget) which focuses on generating infinite mana then going from there. What I have tried to do is to keep the combos to two central themes - one is around tapping mana dorks/rock and the other is around flickering to generate infinite mana. however what you'll see is that all the pieces are designed to interact with each other, providing the deck with many ways to form infinite mana while also leaning on other functions of the deck to do so (in this case mana dorks/rocks). This means that by the simple act of ramping, the deck is setting up its combos.

deck: King me! King me!

Also, I would look at ditching Cowardice - it's only good against expensive beaters that don't have good ETBs.

Load more