Creatures you control get +1/+1.
Whenever you tap a land for mana, gain one mana of any type that land produced.
|Have (2)||Forkbeard , metalmagic|
|Want (3)||xxxxxxxxxZombiexxxxxxxxx , pomigs , sensrawsm|
Combos Browse all
|Commander / EDH||Legal|
Mirari's Wake occurrence in decks from the last year
Latest Decks as Commander
Mirari's Wake Discussion
2 weeks ago
I see you have 9 creatures who are wolves, and another dozen or so that produce wolf creature tokens with a good portion of these being repeatable, either triggers or activations. However, these wolves are also very small bodies compared to what EDH games can see. Fighting will cause you to almost certainly lose your wolf while doing little to shake up the boardstate of other players.
I see you have Elesh Norn, Grand Cenobite and Beastmaster Ascension but I feel like this isn't enough. You definitely need some more anthems to pump your wolves up so they are far more threatening. So here's a list of permanents that can really help you out.
- Collective Blessing I'd recommend slotting in others before this, but if you have the room it can be a good fit
- Commander's Insignia this is a far better option. You have a lot of lands, and casting your commander is advantageous, meaning the more you cast her the more powerful this becomes
- Dictate of Heliod again, not the best as the one below is better since it can be free-cast, but if you have the room why the heck not
- Force of Virtue this is basically a free-cast
- Mirari's Wake this will really help with some of your repeatable activation costs
- Path of Bravery this combos extremely well with the next card
- True Conviction the doublestrike won't help you, but you will gain life from your wolves fighting as it's still considered damage the creature dealt, and yes the doublestrike really strengthens your boardstate since you're trying to go wide here
- Adaptive Automaton counts as a wolf and carries a banner for them
- Door of Destinies while it's true that you only get the counters on DoD when you CAST a wolf, it's equally true that ALL of your wolves get +X/+X, tokens included
- Hall of Triumph not the best but hey, it's good on curve
Now you'd also want to build up your draw. Your wolves may not naturally be this large, but with one enchantment on the field they will be. So...
3 months ago
I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.
If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:
Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.
Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.
Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao
3 months ago
Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!
OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -
Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,
4 months ago
Update 17th of September:
I replaced this for "Spoiler" Rampaging Baloths as this one gives me ETB tokens which I can pump as I need it.
2. Ancient GreenwardenTwo Landfall triggers in addition to playing lands out of your graveyard? 6 mana is huge, though worth the costs.
3. Tunneling Geopede: I honstely underestimated the power of this guy. One damage for each landfall trigger adds up and can close out games out of nowhere.
4. Moraug, Fury of Akoum. A powerhouse when it gets rolling. We are winning games with this, if unanswered.
5. Felidar Retreat: This card surprised me a lot in playtesting. Not only is it better than Zendikar's Roil but it is also more versatile at is gains us an overrun-esque effect.
6. Rude Awakening: I earlier removed this card from my deck, due to it feeling like a win more card, though I realized that I was too greedy and only wanted to use this card for its entwine costs.
After more testing it feels more like a better Mirari's Wake due to its versatility. More mana? No Problem. Trying to finish? No Problem. Trying to finish, but need just a bit more mana? No Problem.
2. Coiling Oracle: Too often a swing and a miss. Not necessarily bad, but was not convinced from this one anymore.
3. Ghostly Flicker: Not sure about this one, as it is additional protection and can benefit mana if blinking Gaea's Cradle.
Will see how it pans out and if cutting it was a mistake. 4. Ramunap Excavator: Exchanged for Ancient Greenwarden. Also not sure about this one, as it ensures early land drops. Though, do not have problems with this early on most of the time.
5. Rampaging Baloths: Cutted for Phylath, World Sculptor as it benefits my deckstyle more.
6. Dig Through Time: Were not able to cast this card for its delve costs most of the time, as lands in the graveyard are often more valuable than in other decks.
4 months ago
Some other X spells I think you could use
Torment of Hailfire pretty much just kills or cripples each opponents.
Animist's Awakening can become a huge ramp spell after dumping a lot into it.
Comet Storm is another spell that once you hit a critical mass of mana you can wipe people out.
I’d also maybe add some mana doublers for your deck so you can really get there with your big spells. Stuff like Mirari's Wake , Vorinclex, Voice of Hunger , and Zendikar Resurgent would be good to add.
4 months ago
I forgot to mention that both Cabal Coffers and Imperial Seal were cards that many players were hoping to see in Double masters, so they were very disappointed that those cards were not in that set, so such cards would be awesome in this set.
Rhystic Study was recently reprinted (finally!), so it very likely shall not be in this set, which is very unfortunate, since that reprint did not lower its price, by a significant amount.
Natural Order would be very nice for this set, as would Hunting Grounds and Aura Shards; also, while they are not in high demand, I would like to see both Prince of Thralls and Empyrial Archangel reprinted, as well, because they are both awesome creatures.
Inferno has not been reprinted in a long time, so I would like to see it, again, preferably with new artwork. Also, while both Mirari's Wake and Privileged Position have been reprinted, they are still expensive, so additional reprints of those cards would be very nice.
4 months ago
Phyrexian Metamorph: ETB creature to copy a Nyxbloom Ancient, Gilded Lotus, Sol Ring, Savannah Lions. Whatever your heart desires.
Solemn Simulacrum: 5 basics in the deck. Finds them.
Agent of Treachery: Usually targets the most expensive cards on the table. Masterpiece Mana Crypt or a Sheoldred. Taking that Mana Crypt.
Bloom Tender: Mana dork.
Charming Prince: ETB bounce creature. Also sets up the top of the deck for a Golos activation.
Faeburrow Elder: Mana dork.
Laboratory Maniac: One somewhat win con. Self-mill.
Progenitor Mimic: Imagine having a few copies of Nyxbloom or Terror of the Peaks.
Reclamation Sage: Destroys those pesky signets.
Resolute Archangel: See Deadeye.
Rune-Scarred Demon: Searches for things you need. Sensei or Soothsaying comes in handy.
Seedborn Muse: Activate Golos on everyone's turn.
Soulherder: EOT bounce.
Terror of the Peaks: Creatures entering and leaving the battlefield all the time. Deals damage.
Wayward Swordtooth: Extra land dork.
Nyxbloom Ancient: Mana dork with trample.
Ramos, Dragon Engine: Golos activation adds a few counters to this.
Emiel the Blessed: If you want to have fun with your opponents. Golos out in play. Have enough mana to activate Golos twice. But, instead, you play Emiel. Pay three to activate Emiel 4 or 5 or 6 times to flicker Golos in and out. Find a bunch of lands. Amulet of Vigor out. Those lands come in untapped. Then you tap them for things.
Keruga, the Macrosage: Draws a bunch of cards.
Kurkesh, Onakke Ancient: If 1 activation from Golos isn't enough. Double it.
Maelstrom Wanderer: More than 90 percent of the deck is CMC 7 or less. Some free spells when this ETB's with Golos activation. Or you can just cast it normally. Whatever you want.
Yarok, the Desecrated: Double triggered abilities. Zacama entering is a wild ride.
Zacama, Primal Calamity: Untaps lands. Destroys artifacts/enchantments. Kills opponents.
Zirda, the Dawnwaker: Why pay 7 to activate Golos. Pay 5.
Thassa, Deep-Dwelling: EOT bounce.
Greater Good: Draw engine.
Guardian Project: Another little draw engine. Awesome with ETB triggers.
Mirari's Wake: Mana doubler.
Mystic Remora: Draw.
Omniscience: Let's start a new game.
Rhystic Study: Draw.
Smothering Tithe: Best feeling ever is asking: "paying for smothering tithe".
Soothsaying: Fixes the top of your deck.
Aetherflux Reservoir: Unnecessary in the deck but always fun to take someone out early.
Amulet of Vigor: Untapps tapped lands when they enter with a Golos trigger.
Conjurer's Closet: EOT bounce.
Sensei's Divining Top: Fixes top of the deck.
Only have removal in the deck. Removed all counter spells.
Aminatou's Augury: Play a bunch of free cards.
Demonic Tutor: Find a card.
Genesis Ultimatum: Play permanents, put the rest in your hand.
In Garruk's Wake: Destroy all creatures and PW you don't control.
Time Stretch: Gives your friends and even longer time in wondering why they let you play with them.
5 months ago
I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.
Have you considered Strionic Resonator to copy your commander's triggers?
Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.
I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.
For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).