Mystic Remora

Legality

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

Printings View all

Set Rarity
Masters Edition (MED) Common
Ice Age (ICE) Common

Combos Browse all

Related Questions

Mystic Remora

Enchantment

Cumulative upkeep (1)

Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays (4).

Mystic Remora Discussion

Jayd0nlink on Oh, You Wanted to Play Magic?

1 day ago

Alright hkhssweiss, so I have updated and edited my deck a bit, and I wanted to see what you thought. Here are the cards I took out:

And these are the cards I put in:

Anyway, if you could tell me what you think, that would be great. And again, thanks for all of your help hkhssweiss!

hkhssweiss on Oh, You Wanted to Play Magic?

1 day ago

Yeah I would cut those cards, as the main point of the deck by what you are doing so far is to play cards from your opponent. Having an artifact sub theme is good, but in the way in having mana and accelerating your boardstate. You can also add in a Master Transmuter to protect or cheat out your artifacts as well.

With paradox engine out on the field you can gain an incredible amount of mana, so I would focus on tutors as well as card advantage. Engines like Mystic Remora as well as Necropotence will be great, the latter being said though would require a good mana base to get the triple black efficiently. Cantrips are also good for filtering and card draw, some staples include Ponder , Preordain , Brainstorm for the basic one drop spells. If you don't like one shot cards than run more effects like Windfall to refill your hand.

Some additional cards that would be great for Sen are also cards like Delay , Remand , Unsubstantiate , Evacuation , Hurkyl's Recall , Snap . All of these types of cards allow you to remove threats and play them again when you take control of their hands.

For recursion based cards you also have cards like Argivian Find , Argivian Archaeologist , Hannah, Ship's Navigator, Faith's Reward in the case of people popping everything or preventative measures. You can also consider a subtheme of adding in planeswalker, as they are generally hard to deal with, and especially with the next set coming out, there are plenty of great choices to choose from.

Here are a list of cards you can consider cutting in my opinion:

Hope that helps!

Patryn on Najeela and the war bound

3 days ago

Your mana base is rough, I'd aim to get all ten shocks and fetches if you can to better be able to play all your cards and activate Najeela.

If you're considering Asceticism I'd recommend Steely Resolve instead. Much lower cmc and pretty much does the same thing.

I highly recommend adding Reconnaissance . Gives your team super vigilance (untap them in the end of combat step) and prevents you from losing any attackers. I also run Dolmen Gate to get a similar effect and Eldrazi Monument to give the team indestructible and evasion.

You might like Tainted Pact to dig for a combo piece and you should also consider Mystic Remora to draw a ton of cards (depending on your meta). If everyone is just dropping creatures and beating face you should avoid it but usually you can get 2-3 cards or more per round.

One other consideration but it would be a major deck building change would be to add as many counterspells as you can. In my experience if you can land a turn 2 or 3 Najeela and then counter any removal you will run people over with your army. I see you have some in your sideboard so you might want to try it out and see how you like it. It's also nice to protect your combo pieces when you play them.

Inkmoth on Milling Ninja

5 days ago

I would follow in suit of everything Daedalus19876 recommends.

However, to further push you towards your objective,and budget not being a factor, I would recommend Mox Diamond , Mana Crypt , Talisman of Dominance , and Dimir Signet to speed your goal up.

Next, I would remove Phyrexian Arena for something like Verity Circle or Mystic Remora .

As for cuts, this is where it gets hard, cause I am a Spike at my core, and I wouldn't want to impose on what you want your deck to do, so the first step is identifying exactly what you want your deck to do always, then cut what doesn't facilitate that. For example, I see you want to go for mill, but you deviate with a lot of discard cards. Discard works if used in anticipation of comboing off, but since your deck doesn't do that I would focus more on control to ensure your plan A always goes through.

HMU if I could do something to further help you with cuts or suggestions! I would be more than happy to.

ClayBeaugez on This deck will free you from your mortal cage...

6 days ago

First of all you need more mana rocks badly. Nexr I recommend chposing your walkers for the power of their ultimate abilities. Emblems are what we like. Adding more fast mana will turn the deck from slow and grindy to having explosive openers and quick lines of play to Ultimate your most powerful Planeswalkers. Also you need a Bloom Tender immediately. I only play 20 walkers and something like 80% are chosen for their oppresive emblems. The quicker we can make that happen the better. Imagine the goal is to Ultimate Tamiyo, Field Researcher turn 3 or 4. Not many people are going to want to continue that game...As far as protection for your precious planeswalker allies I recommend cards like: Silent Arbiter , Ensnaring Bridge , and the such along with a healthy arsenal of at least 5 board wipes for annoying go wide decks (looking at you Najeela). Another thing that is a must have is some solid card advantage engines. While it's true we find this in the form of certain loyalty abilities (who doesn't love a free Brainstorm per turn from your favorite mind sculptor) it's still important to include enchantments such as Mystic Remora , Rhystic Study , and Sylvan Library these will smoothe out our lines of play in what would otherwise be a difficult to navigate mess of crazy interaction. Speaking of which where are your black tutors?!?! A deck like this benefits so much from it's color options and to not include at least Demonic Tutor is a big no no, these are the best cards available to us from the color and are crucial to our sinister plans. As far as our mana base is concerned we definitely need every fetch land and fetchable land we can get our hands on. If our lands aren't providing us 2 sources of all four colors by turn four we have failed to some degree. Honestly Atraxa superfriends can be very hectic to pilot and with all the options at your disposal it is easy to become overwhelmed when making decisions. The more cards we can look at, and the more we can tutor from our deck, the clearer those winning situations become. Also when X=7+ Genesis Wave will usually do it for you...trust me on that one. With a clear intention of what we want to do with this archetype we can deploy a team of planeswalkers as quickly as possible, using the raw power of their ultimate abilities to absolutely dominate the board. Emblems no less, which can only be removed by killing us and allow us to reek nothing short of total havoc on the plans of our unfortunate opponents!! I hope this helps someone wanting to take their atraxa deck to the next level, and just wait until someone in your meta decides they've had it and builds Gaddock Teeg ;]

SP3CTR3_chelts on Spells for Najeela

1 week ago

I think cards like Rhystic Study and Mystic Remora are great for getting back in the game and fuelling a push.

Shared Animosity is also ridiculously good. For such a cheep enchantment it is soo aggressive. Especially as it gives them a boost until the end of turn so if you untap and attack again the creatures that attacked twice get a double boost! (although it does not trigger on the warriors that are created tapped and attacking. But, if you stack your triggers correctly it will count them when giving your warriors that attacked a boost). Purphoros, God of the Forge if you have or can get your hands on one is just a better Impact Tremors more damage, Indestructibility and pump ability is great.

In terms removing cards from the deck:

I think Wild Pair is too costly in terms of CMC but if you have a good argument I'll happily listen.

You could probably cut a couple of lands. I run low 30's I think but I also do run more signets.

Probably creatures is where I would drop the other cards. Combat Celebrant can be great but I normally find it to be underwhelming as it dies far too quickly. Gruul Spellbreaker for me is a standard card, It does not really protect much (only really against settle the wreckage). Samut, Voice of Dissent I find is too mana intensive as generally if I have that much mana i want to attack again.

Try taking some of these out and swapping them in for low costing hard hitting removal (mainly multipurpose enchantment and creature removal) and you will find you stagnate less.

Last_Laugh on Muldrotha the Gravetide: Fun Wincons!

1 week ago

I'd work on acquiring Crystal Vein and Cephalid Coliseum . I appreciate that you already have Bear Umbra and Song of the Dryads/Imprisoned in the Moon in here, those cards are amazing in Muldrotha.

Also, depending on your meta, Elephant Grass , Mystic Remora , and/or Aura Thief can be amazing additions.

Feel free to check out my list for ideas. It's not budget friendly just to warn you, but it's one of the top rated Muldrotha lists on this site and it's worth a look. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

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Mystic Remora occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

Blue: 0.54%

W/U (Azorius): 1.42%

W/U/B (Esper): 0.58%

GWU (Bant): 0.62%

BUG (Sultai): 1.07%

U/B/R (Grixis): 0.62%