The Magic Mirror

The Magic Mirror

Legendary Artifact

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.

Browse Alters View at Gatherer


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Want (1) Pats2020

Printings View all

Set Rarity
Throne of Eldraine (ELD) Mythic Rare

Combos Browse all


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

The Magic Mirror Discussion

zandercp11 on Another Phenax Mill Deck

1 week ago

DandyBoi, For the first part of you comment, There is a graveyard deck in my playgroup, and a couple of decks that can recycle their graveyard. In addition, most decks in the playgroup have some kind of recursion, so I wanted at least a little graveyard hate in the deck. I'm not sure how much is a good amount though. For the second part, neither Kiora Bests the Sea God or Flooded Woodlands are in the deck right now. They, along will all of the cards in the Maybe Board, were cards that I've considered for the deck but didn't include. I would love to include more removal and ramp, although I'm unsure about boardwipes since I have no way of recovering from one. In either case, including those means cutting either creatures, mill, or draw cards. I'm fine potentially cutting some mill and/or draw cards, but I'm not sure which ones to cut, and I believe adding creatures takes priority right now.

KIRK77, that's a fairly good suggestion, and agree with a few potential cuts. That being said, I probably don't want to cut any mana ramp like Manascape Refractor. The Magic Mirror is one I've considered cutting since it's rather expensive and the draw is a bit slow. The main reason it's in the deck right now is that it combos well with the draw based mill enchantments, but I have a feeling that they might be too slow.

Looking over the deck, is the passive mill, with cards like Jace's Erasure and Sphinx's Tutelage too slow? They might but cut worthy, although I'm worried about cutting too much mill since that is the primary purpose of the deck.

KIRK77 on Another Phenax Mill Deck

1 week ago

Well unfortunately cuts have always been pretty hard for me too. The best way i've found is to decide on what kind of ratio I think the deck should have of each card type and number that lines on a paper. For example I might say that artifacts aren't what im trying to focus on in the deck and I don't want more than 10 slots devoted to them. I'd start with what I can't be without like Sol Ring, Mindcrank, Arcane Signet... and when I'm done the cards that didn't make it are still good but they're just not better than the others, maybe like Manascape Refractor, The Magic Mirror, and Tormod's Crypt. I might have time later to help make some potential cuts if you'd like

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


HyrdaDOOM666 on Wincons

1 month ago

I think they are both good cards in their own right but just not for this deck. If I'm not drawing a draw spell I want to draw my main combo cards. The faster the better. Negate is not a draw spell and The Magic Mirror (a cool card I'll admit) could end up being a huge waste for turn 3-6 and for unknown value.

VorelNailo on Wincons

1 month ago

I agree that the no-max hand limit is very relevant, but for a spellslinger deck The Magic Mirror might be more useful. I can often cast it for BBB turn 6 in , and the draw feature is useful if you have not found your combo pieces yet. It is slower, however.

Clashboy15 on Izzet Aria Delver

2 months ago

Cool deck. I haven't seen aria of flame be used very much, so its cool that somebody is making a deck out of it.

I have a few suggestions for this deck. The Magic Mirror seems like an interesting addition, but I don't think having two would be good since the artifact is legendary and at the best costs 3 blue mana.

Take out Saheeli, Sublime Artificer and replace it with Young Pyromancer. He is cheaper and can attack on his own.

A few Force of Negation or Archmage's Charm would be better than syncopate.

Shock is pretty terrible in modern (no offense), I would put in more cantrips such as Serum Visions or 1 mana counters like Spell Snare and Spell Pierce. However, don't put too much of the 1 mana counters since they can only be used in certain situations.

Snapcaster Mage is absolutely necessary in a deliver deck. I would recommend putting 4 copies in.

Maybe 1 Magmatic Sinkhole for some premium removal?

For the sideboard 4 Dispel is wayyyy too much. Take out 1 or 2 Dispel and add Ceremonious Rejection. This will help you deal with a little bit of tron and artifact decks.Reality Shift is okay but something like Aether Gust would be better. One Ashiok, Dream Render and two Relic of Progenitus is needed for graveyard hate.

triproberts12 on Smokebomb! (Yuriko turns)

3 months ago

Rather than Demonic Tutor, I would be running Vampiric Tutor and Mystical Tutor. It's better to trade the card advantage for mana and instant-speed in a deck that cares about the top of the library, and since the tutor targets are big-CMC spells, Mystical Tutor is almost strictly better than black tutors.

Also, Discovery / Dispersal and Price of Fame both have synergistic crossover between artificially high CMC, top-deck manipulation, and filling the graveyard for Delve. The Magic Mirror, Winged Words, and Drag to the Underworld seem worth considering in this deck, too.

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