Wonder

Wonder

Creature — Incarnation

Flying

As long as this is in your graveyard and you control an Island, creatures you control have flying.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Wonder Discussion

multimedia on Your Local Aquarium

1 month ago

Hey, well done on a low budget, nice flavor of sea creatures.

Consider expanding on looting? Looting is draw and then discard.

A reason to play more looting is to have more instants or sorceries in your graveyard for Octavia. Another reason is Wonder which is a card you want to discard and when it's in your graveyard and you control an Island gives all your creatures flying especially Octavia. Pair the flying effect of Wonder with Stormtide Leviathan who's a big sea creature upgrade. He makes all nonflying creatures unable to attack, but Wonder gives all your creatures flying.

Whelming Wave will consistently wreck your opponents creatures and not bounce your creatures including Octavia. Sol Ring and Arcane Signet are staple budget mana rocks in Commander. Kefnet's Monument reduces the mana cost all of your blue creatures and each time you cast a blue creature you get to tap an opponent's creature who could be a blocker.

Sea-Dasher Octopus and Thought Sponge are some small sea creature upgrades. Deep-Sea Kraken is another budget big sea creature upgrade. It's ability to remove time counters from itself whenever any opponent cast a spell is good in multiplayer Commander.

Good luck with your deck.

HiddenDeftElm on Akatsuki, the Horizon's Shadow

1 month ago

Hi! My advice is replace some of the creatures with cheap or free counter magic. I would defiantly cut Wonder , K'rrik, Son of Yawgmoth , Spark Double and Throatseeker the rest is up to you. Don't under estimate free creatures without evasion like Memnite and Phyrexian Walker .

Some disruption spells i would recommend are Commandeer , Chain of Vapor , Flusterstorm . Their expensive so some budget options are Fatal Push , Misdirection , Murderous Cut , Spell Pierce . Also i would recommend some library manipulation like Spy Network , Ponder , Mission Briefing , Lim-Dul's Vault (its good but expensive). Scroll Rack and Sensei's Divining Top are also great top deck manipulation but probably no worth the money.

I recon Access Tunnel , Blinkmoth Nexus , Halimar Depths and Mystic Sanctuary should replace Path of Ancestry , Temple of the False God , Isolated Watchtower , High Market .

Finally i would recommend some better high CMC cards to reveal with Yuriko activation's. Some of the cards i recommended already double as good reveals but you could add: Sea Gate Restoration  Flip, Nexus of Fate , Time Warp . Their not budget friendly but there good. Take out two lands if you use Sea Gate Restoration and Agadeem's Awakening  Flip for obvious reasons.

I hope this helps :D

azja on Yuriko and the ninjas

2 months ago

Hey! I just read through your decklist and thought of a few things you could add/remove. I'll start with the potential cuts:

  1. God-Eternal Kefnet : Most of your instants and sorceries are reactive, like counterspells or removal. I think the only spells worth copying with Kefnet would be extra turn spells, and you only have a handful.

  2. Phantasmal Image : The only creature worth copying is Yuriko herself, which won't work due to the legend rule. Either Sakashima the Impostor or Sakashima of a Thousand Faces might work better here.

  3. Wonder : This card is awesome to draw in your opening hand, because a t2 Yuriko means you'll have to discard to hand size at end of turn. But with no other reliable ways to get it into the graveyard, it's a bad draw otherwise.

  4. Quietus Spike : 3 mana to cast and 3 mana to equip makes this card very clunky. Better to focus on playing more enablers and ninjas.

  5. Dowsing Dagger  Flip: Giving an opponent extra blockers hinders Yuriko's ability to deal combat damage.

  6. Arcane Signet : Tapping out t2 for a ramp spell isn't really where Yuriko wants to be. I would swap it for Sol Ring instead. It also has the same problem, but has a much greater payoff.

This comment is getting long, so I'll put the potential additions in a second comment!

multimedia on Varina's Eternal Legion

2 months ago

Hey, good budget version of Vania. I'm impressed by your card sense on a budget.

Wonder is nice when you can easily discard it with your Commander. Giving all creatures you control flying is powerful. When Wonder is in your graveyard you need an Island on the battlefield to activate it this makes Island/Swamp and Island/Plains dual lands helpful and upgrades for the manabase.

Pools, Grave and Fountain may be out of budget range, but I mention them for possible future land upgrades.

Some other budget lands upgrades to consider:

On a budget Talisman of Dominance is not worth $8. Could replace it with Azorius Signet or Commander's Sphere and use $8 to improve the manabase. It's actually more important that the mana rocks can make the two other colors because consistently on the battlefield you'll have basic Swamps.

Good luck with your deck.

Trveheimer on Araumi Deck

3 months ago

suggesting Meteor Golem and Grim Haruspex

also some type of Coastal Piracy type effect maybe. or Wonder / Levitation ?

I dig it as it is tho, pretty much value for a budget etb-abuse, even without Panharmonicon

WyvernSlayer on The Greatest Fisherman in the Multiverse

3 months ago

Appreciate you stopping by and leaving your thoughts!

While you make a fair point about being stuck pounding on the ground, I do have a few ways to clear the road in the deck. Several of the big fish carry strong ETB effects that can sweep away opposing creatures, and it's surprisingly easy to get Wonder into the bin. I've never felt like the deck was wanting for additional ways to punch through.

I can see mana doublers being powerful, but they tend to draw a lot of table hate. It's been my experience that things like Gauntlet of Power and Caged Sun are just lategame rituals a lot of the time, and while that's not necessarily bad, I don't feel like this deck is well-tuned to make the most of that.

I would absolutely play a Training Grounds in this deck, but I have had a bear of a time tracking one down, and always seem to forget about it when I'm shopping for Commander upgrades online. If I got one, I would definitely revisit some of my small utility creatures, and try to work in a couple more with activated abilities.

fableberserker on Koma Prototype

4 months ago

I'd recommend both Alchemist's Refuge and Maskwood Nexus , and with only 9 enchantments (plus clones, possibly) I'm not sure Eutropia does much work for you. Maybe replace it with Wonder ?

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