Naru Meha, Master Wizard


Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Mythic Rare

Combos Browse all

Naru Meha, Master Wizard

Legendary Creature — Human Wizard


When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.

Other Wizards you control get +1/+1.

Naru Meha, Master Wizard Discussion

DemMeowsephs on Gadwick's School of Witchcraft and Wizardry

4 days ago

Considering it's tribal you should add more tribal cards like the following: - Naru Meha, Master Wizard - Sapphire Medallion - Coat of Arms - Vanquisher's Banner - Herald's Horn - Urza's Incubator or something like those.

SmudgeDredd on Ideas for a Rayney day, ...

2 weeks ago

That's brilliant thank you K1ngMars! I think out of all those potentials money and theme wise I'd have the most fun with Naru Meha, Master Wizard , plus she'd be a good one to help me understand the stack better.

K1ngMars on Ideas for a Rayney day, ...

2 weeks ago

That's a lot to cover.

I'd say that, first, you haven't picked a very active commander, not one that synergizes with any combo or has abilities useful for a finisher.

Rayne isn't fit for a Voltron deck, mainly for her lack of abilities useful in that regard. Also, mono blue isn't the best colour combination for Voltron either, so I'd skip that strategy completely.

Rayne is a good passive drawing engine, but remember: she triggers when something you control gets targeted by an opponent. This happens (usually) when something you control gets destroyed, exiled or debuffed. So this is the price you've got to really use her for her ability.

On the artifact side, you're definitely in a good colour, but I feel your commander isn't helping you with trying to pull off any combo.

That's why I'd suggest trying to look out for another commander. Here's a list of "cheap" ones money-wise (so no Urza, Lord High Artificer ):

  • Emry, Lurker of the Loch : just come out, can create many nasty combos with artifacts. She herself is a little pricy right now, but she'll probably go down in price in some days.
  • Naru Meha, Master Wizard : fun instant speed combo deck. You control the game and win on the stack in response at somebody else trying to win. More toward instants and less towards artifacts.
  • Padeem, Consul of Innovation : geared towards artifacts, gives you protection for your pieces and is a draw engine. All around very solid.
  • Muzzio, Visionary Architect : a commander that has to be protected, but that can dig out one (or multiple) pieces from the top of your library. Usually supported by Strionic Resonator or untap effects.
  • Azami, Lady of Scrolls : a classic, usually wins by drawing the entire deck with Laboratory Maniac on the field, but can also be used a bit differently, drawing you all the pieces for a combo and then winning with it!

K1ngMars on Need help getting into 1v1 ...

1 month ago

I think Athreos, God of Passage tribal Shadowborn Apostle is a quite competitive deck, can stomp really fast with black mana ramp and huge demons.

Other good choices for competitive decks could be:

lagotripha on

1 month ago

This is interesting- as a first forray into modern it doesn't look like the worst I've seen.

I really reccomend taking a 'true' $30 budget deck or borrowing a deck to play FNM- there isn't much point building something if everyone is running a counter to that deck. Metagame matters.

Second, deckbuilding strategy. Modern decks have a 15 card sideboard- so you aren't picking 60 cards but rather 75 cards, chosen to meet whatever your metagame is.

Delver is a tempo deck- the strategy is pretty simple, put a clock on the board, protect it with counterspells/removal, then finish with lightning bolts to the face. This means that your spells are trying to trade 1-for-1 and stall your opponent, creatures are trying to benifit from that process and finish the game quick.

For budget, I'd consider sticking to two colours unless you already have fetches. Cutting blood crypt/watery grave/swamp will make your deck much, much more reliable, while the black cards have enough options in just U/R.

Seasoned Pyromancer and Bedlam Reveler are used because they refill your hand- giving a lot more reach and allowing it to fight out of topdeck mode. 'Draw two' or 'draw three' is really good. You will want to run reveler, as budget puts Snapcaster Mage out of the running, making the 'cheap' two for ones that power the deck less of a thing. Dreadhorde Arcanist offers an option to double up lightning bolts the way snappy does, if you are prepared to play at sorcery speed.

As for creatures, I'd either cut the number and focus exclusively on spell synergy ( Sage of Epityr / Thunderous Wrath , for example) or Adeliz, the Cinder Wind / Naru Meha, Master Wizard tribal synergies.

For budget, tribal or other synergy options get you the same 'power' as expensive cards in return for being a little more vulnerable to dusruption (something wizards can play around with counterspells).

SynergyBuild on Worst Format Ever

1 month ago

It's called playing against a player who doesn't want to lose, doesn't understand gameplay, and doesn't care about empathy and trying to make a format fun for opponents. But sure, I will make you a deck that will immediately get banned, if you want.

Remembering that players can't be targetted, immediately the first idea was to use Naru Meha, Master Wizard , Ghostly Flicker , Retreat to Hagra , and Teferi, Time Raveler to flicker Naru Meha and a land infinitely, draining your opponent instantly.

The way you play it is simple. Freecast Teferi, Time Raveler and if it sticks, your opponent can't interact. Then cast Retreat to Hagra , so you can win. Then cast Ghostly Flicker on any of the lands you control, because the other cards of your deck could easily just be lands.

Respond to Ghostly Flicker with Naru Meha, copy Ghostly Flicker , targetting Naru Meha and a land with the copy, end the game by allowing this to resolve, flicking the land and Naru Meha, Naru Meha copies the original Ghostly Flicker that has yet to resolve, then the land drains the opponent with Retreat to Hagra .

Easy win!

DemMeowsephs on Inalla the enabler

1 month ago

I'm sorry if this isn't very elaborate, I wrote a whole description and it deleted :( and now I'm sort of sad about writing it all again. Yes to Swan Song , but no to Rhystic Study . You want to cut down on the good but not relevant cards. Some of these cards are (but not limited to) Ashnod's Altar , Worldgorger Dragon , etc. I think you get the point. I would also add more tribal wizards and just regular tribal cards like Herald's Horn , Urza's Incubator , Vanquisher's Banner , Adeliz, the Cinder Wind , Naru Meha, Master Wizard , etc. And also don't forget to add the lands from the previous comment.

SMASHER101 on Naru Meha, master wizard + ...

2 months ago

If I try to do the Dualcaster Mage + Twinflame combo except with Naru Meha, Master Wizard will naru copy the strive on the original twinflame allowing me to go infinite?

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Naru Meha, Master Wizard occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%