The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
The Magic Mirror Discussion
2 months ago
This deck is really well built good job
You have several small fry that is good early in the game (ie. Simian spirt guide, Spellseeker , Trinket Mage ) but later in the game might not be so good. Have you considered adding Mystic Reflection so later in the game you can have several Consecrated Sphinx and Jace's Archivist . That would be great because your tokens would also enter as copies of those creatures
BTW thanks for the upvote
6 months ago
The deck is looking pretty good. I like the creature base you have chosen, there are a couple questionable creatures though. Cloudreader Sphinx seems kind of bad in this deck. If you just want a flying scryer, perhaps Sphinx of Foresight, Prognostic Sphinx, Stormwing Entity, or Siani, Eye of the Storm.
Passwall Adept is just not good enough. its too much of a resource drain. Opt is not helpful in this deck since you immediately draw the card after scrying. Cunning Evasion wont do much good I am thinking since most of your creatures wont be blocked anyway.
In my opinion, you need a few less low CMC cards and a few more high CMC that you can use to get Yuriko damage in. For cuts, I would start by looking at any creatures that cost CMC 2/3 that dont provide value other than being unblockable (Invisible Stalker, Vault Skirge (love that card btw). I would then look at replacing sorceries with instants where possible. Darksteel Pendant and Crystal Ball are not good enough in my opinion and are too much of a resource investment unless there is some sort of artifact strategy I am missing. Dimir Keyrune provides interesting utility but is inefficient. Consider Arcane Signet instead or perhaps even Dark Ritual. Thran Dynamo is fairly efficient for cost to mana provided but it seems most of your mana needs are for color. Key to the City is for yuriko after she is out I assume.. I would probably run Aqueous Form instead because it has a scry effect on attack which is pretty desirable.
Here are some cards to consider in not much particular order:
Chromatic Orrery (high cmc and provides a lot of mana)
Chain of Vapor (way to return a card to hand as well as an opponents card or cards)
Archaeomancer (can get brainstorm back and can be returned to hand with ninjitsu potentially)
Scroll Rack (spendy but so good)
Trickery Charm (does multiple things you want)
Grozoth (requires you to build around it to be worthwhile but can be good)
7 months ago
Thanks for suggestion, but i think i don't really need any of this. The Magic Mirror triggers only on upkeep, which means once per turn and the rest of the time it just sits there and do nothing. Teferi's Ageless Insight is just too mana-heavy.
7 months ago
Meh cards: Retreat to Coralhelm
Cards to consider adding: Aven Mindcensor, Jace's Erasure, Propaganda , Ghostly Prison, Windborn Muse, Solemn Simulacrum, Frantic Search, Ponder, The Magic Mirror, Psychic Corrosion, Jace Beleren, Reliquary Tower
Remember than milling people out is likely how you will win.
Definitely make sure to add more than just basic lands, otherwise, it'll be hard to cast things. Go to https://www.managathering.com/duallands/Azorius.html for other of the choices. Clicking the lands will take you to the TCG player page for the land
7 months ago
CUT CUT CUT...
...cut all the "whenever you cast"...
...drop all the landfall triggers...
-1 Trench Behemoth... was not impressed with this dude
...cut the rando fatties or the swing-mores... (all you need is 1xAkroma's Memorial and ur good)
...you should be counting power or developing draw before your board snowballs, not after...
-1 Tishana, Voice of Thunder... (this is better in a token deck).
-1 Thought Reflection...slow!
-1 The Magic Mirror...slow!!
-1 Mind Unbound...slow!!!
-1 Irencrag Pyromancer... only good if u can consistently draw-on-demand.Mi
-1 Argentum Armor... slow.
-1 As Foretold... slow! (remember when I was waiting to suspend for 4 turns on turn 3?)
8 months ago
The Magic Mirror is some pretty INSANE card draw and we'll have a lot of instants and sorceries to get that cost down, but the ever-increasing non-optional card draw gets me worried about decking myself, so I don't think its necessary either. Once you're drawing even 1 or 2 extra cards a turn, you're really no longer concerned with needing more card advantage. That's why I love the consistency of having Kwain in the Command zone to come down on turn 2 every single game.
Shabraz, the Skyshark was another one that I was actually considering running as the commander before Kwain got spoiled because I liked the life gain and card draw. And I liked the vibe of sitting down at a table and intentionally playing partnerless. But Shabraz is a bit expensive at 5 mana and I doubt he'd ever live for long because of how fast he'd end up getting HUGE and scary and threatening with Flying.
I also considered Gwafa Hazid, Profiteer, but he's not actually as political as I wish he was. I wish he only stopped your opponents creatures from attacking you, like a pseudo-goad effect where we bribe their creatures with cards to not attack us. Alas, he basically just acts like a bad Banisher Priest.
As for Dream Trawler, Shabraz, Consecrated Sphinx and some of the other big creatures I mentioned before, you can definitely run them if you want, you just have to politic a little differently. Instead of playing the fun-loving group hug spectator, treat your creatures more like just another way to protect yourself. Save attacking with them as a last resort, or make sure you ally yourself with the rest of the table to fight against whoever is the biggest threat at the table. You just don't ever want to be that person being ganged up by everyone else, and the problem is that a lot of those creatures tend to end up quickly becoming the biggest threat. I'd say make sure to include a Rogue's Passage so that you can make sure to land the final alpha strike when you need to. People will almost assuredly have bigger boards then you, so we need a guaranteed way of getting through. Glaring Spotlight could be a good include to help you get through hexproof when you need to, or sac it when you want to go for the win.
One of my favorite aspects about this deck though is how we're playing on a completely different access from everyone else. We're here to have fun, speed things up, but also stall things out until we can combo off. Staying off everyone's radar until its too late is its biggest strength. Even if your playgroup KNOWS what your win condition is, our job is to let everyone else be bigger threats for them to have to worry about while we bide our time and set up for the win in our hand.
See, the battlefield is all about transparency. Its where most people play the game from, slowly building up boardstates and engines and scrapping back and forth here and there. Everyone can see what's in play, and who they should be concerned about. That's why I try to keep everything we put into play as unconcerning as possible, meanwhile all of our actual threats, removal, counterspells, and our win conditions, sit invisibly in our hand where no one can see them, so they don't know what to be afraid of, but everything on our battlefield tells them they probably have nothing to worry about, especially if they just leave us alone.
Telepathy is a pet card of mine that I always kind of want to find a way to fit back into the deck because it serves this purpose incredibly well. Everyone ELSE plays with their hands revealed, while you get to keep yours secret. Being able to see EXACTLY what your opponents are capable of and what you might want to save a counterspell for is GREAT for us, but its even better for our opponents to be scared of one another when they get to see every card everyone draws except for you. As good as it is for us, its not a very fun card to play against and people tend to get pretty mad about it and try to get rid of it quickly.
There's a similar issue with Zur's Weirding that seems like it COULD be an interesting inclusion with some fun politics involved, but basically every time it ends up playing out more like a STAX card that stops everyone from drawing cards and loses everyone a bunch of life instead. Its pretty unfun to be honest, and it can most likely be used against us to stop us from drawing our important combo cards, so I didn't include it either. Telepathy I'm still on the fence about.
I also tried out Approach of the Second Sun for a bit, but it had the same issue as Jace and Lab Maniac, its not good on its own, its a bit slow and obvious, and its otherwise kind of a dead draw cuz its not very good on its own. Seeing it in your opening hand is just gross. I think the concern over having a backup plan is understandable, but ultimately kind of unnecessary. I don't think I've really expressed it before, but this deck is consistent. We draw through so many cards and have so many ways of protecting ourselves and our combo that this deck tends to win a lot more than the average 25% of the time if I'm being honest. That's why I think its so important that you make sure the games are fun for everyone at the table and let everyone draw tons of cards and actually play their decks. Its why I like this specific combo too. Everyone ends up with almost their entire decks in their hands and it becomes one final ultimate showdown battle where everyone is furiously digging through their massive hand-libraries to try to find a way to stop you, and for you to try to stop them back. And if they do manage to do it, good for them! They deserve it!
10 months ago
Somehow you posted your replies to my comment on my profile rather than on this page. I'm going to delete them, but only because they really don't make any sense there.
You're right about Return of the Wildspeaker. That was an "oh yeah, duh" moment for me. You could always include the straightforward Harmonize and/or Concentrate, or the somewhat slower (but much more powerful) Consecrated Sphinx. However, since you have 30 instants and sorceries, you could get away with Lunar Mystic or The Magic Mirror. Or, a kinda funny way to go about it, hit someone else's mana dork with Betrayal, but that one is only situationally useful and more about the lols.
As for cuts to the ramp, it's really a difficult question from an outsider's perspective. It really comes down to which ones you are least excited about when you draw them. Like Bloom Tender is awesome, but how many colored permanents do you get out early enough for him to really accelerate your game? I might be wrong about that, though, because it's not my deck. Same with Burgeoning. Doesn't seem like it would help you much, and appears to be a dead card if not drawn very early, but I haven't been the one playing the deck. Ditto with Explore. Those would be my choices, but you'd be a better judge. All I know for sure is that you're better off dropping at least 2 from the category, if not 3 or 4.
Anyway, that's all I got (for real this time).